carla/PythonAPI/examples/tutorial_gbuffer.py

128 lines
6.2 KiB
Python

#!/usr/bin/env python
# Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma de
# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
import glob
import os
import sys
try:
sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
sys.version_info.major,
sys.version_info.minor,
'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
pass
import carla
import random
import time
def main():
actor_list = []
# In this tutorial script, we are going to add a vehicle to the simulation
# and let it drive in autopilot. We will also create a camera attached to
# that vehicle, and save all the images generated by the camera to disk.
# Additionally, we will save all of the gbuffer textures for each frame.
try:
# First of all, we need to create the client that will send the requests
# to the simulator. Here we'll assume the simulator is accepting
# requests in the localhost at port 2000.
client = carla.Client('127.0.0.1', 2000)
client.set_timeout(2.0)
# Once we have a client we can retrieve the world that is currently
# running.
world = client.get_world()
# The world contains the list blueprints that we can use for adding new
# actors into the simulation.
blueprint_library = world.get_blueprint_library()
# Now let's filter all the blueprints of type 'vehicle' and choose one
# at random.
bp = random.choice(blueprint_library.filter('vehicle'))
# A blueprint contains the list of attributes that define a vehicle's
# instance, we can read them and modify some of them. For instance,
# let's randomize its color.
if bp.has_attribute('color'):
color = random.choice(bp.get_attribute('color').recommended_values)
bp.set_attribute('color', color)
# Now we need to give an initial transform to the vehicle. We choose a
# random transform from the list of recommended spawn points of the map.
transform = world.get_map().get_spawn_points()[0]
# So let's tell the world to spawn the vehicle.
vehicle = world.spawn_actor(bp, transform)
# It is important to note that the actors we create won't be destroyed
# unless we call their "destroy" function. If we fail to call "destroy"
# they will stay in the simulation even after we quit the Python script.
# For that reason, we are storing all the actors we create so we can
# destroy them afterwards.
actor_list.append(vehicle)
print('created %s' % vehicle.type_id)
# Let's put the vehicle to drive around.
vehicle.set_autopilot(True)
# Let's add now a "rgb" camera attached to the vehicle. Note that the
# transform we give here is now relative to the vehicle.
camera_bp = blueprint_library.find('sensor.camera.rgb')
camera_bp.set_attribute('image_size_x', '1920')
camera_bp.set_attribute('image_size_y', '1080')
camera_transform = carla.Transform(carla.Location(x=1.5, z=2.4))
camera = world.spawn_actor(camera_bp, camera_transform, attach_to=vehicle)
actor_list.append(camera)
print('created %s' % camera.type_id)
# Register a callback for whenever a new frame is available. This step is
# currently required to correctly receive the gbuffer textures, as it is
# used to determine whether the sensor is active.
camera.listen(lambda image: image.save_to_disk('_out/FinalColor-%06d.png' % image.frame))
# Here we will register the callbacks for each gbuffer texture.
# The function "listen_to_gbuffer" behaves like the regular listen function,
# but you must first pass it the ID of the desired gbuffer texture.
camera.listen_to_gbuffer(carla.GBufferTextureID.SceneColor, lambda image: image.save_to_disk('_out/GBuffer-SceneColor-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.SceneDepth, lambda image: image.save_to_disk('_out/GBuffer-SceneDepth-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.SceneStencil, lambda image: image.save_to_disk('_out/GBuffer-SceneStencil-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferA, lambda image: image.save_to_disk('_out/GBuffer-A-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferB, lambda image: image.save_to_disk('_out/GBuffer-B-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferC, lambda image: image.save_to_disk('_out/GBuffer-C-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferD, lambda image: image.save_to_disk('_out/GBuffer-D-%06d.png' % image.frame))
# Note that some gbuffer textures may not be available for a particular scene.
# For example, the textures E and F are likely unavailable in this example,
# which will result in them being sent as black images.
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferE, lambda image: image.save_to_disk('_out/GBuffer-E-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.GBufferF, lambda image: image.save_to_disk('_out/GBuffer-F-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.Velocity, lambda image: image.save_to_disk('_out/GBuffer-Velocity-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.SSAO, lambda image: image.save_to_disk('_out/GBuffer-SSAO-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.CustomDepth, lambda image: image.save_to_disk('_out/GBuffer-CustomDepth-%06d.png' % image.frame))
camera.listen_to_gbuffer(carla.GBufferTextureID.CustomStencil, lambda image: image.save_to_disk('_out/GBuffer-CustomStencil-%06d.png' % image.frame))
time.sleep(10)
finally:
print('destroying actors')
camera.destroy()
client.apply_batch([carla.command.DestroyActor(x) for x in actor_list])
print('done.')
if __name__ == '__main__':
main()