1151 lines
46 KiB
Python
Executable File
1151 lines
46 KiB
Python
Executable File
#!/usr/bin/env python
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# Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma de
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# Barcelona (UAB).
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#
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# This work is licensed under the terms of the MIT license.
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# For a copy, see <https://opensource.org/licenses/MIT>.
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# Allows visualising a 2D map generated by vehicles.
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"""
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Welcome to CARLA No-Rendering Mode Visualizer
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TAB : toggle hero mode
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Mouse Wheel : zoom in / zoom out
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Mouse Drag : move map (map mode only)
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W : throttle
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S : brake
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AD : steer
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Q : toggle reverse
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Space : hand-brake
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P : toggle autopilot
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M : toggle manual transmission
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,/. : gear up/down
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F1 : toggle HUD
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I : toggle actor ids
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H/? : toggle help
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ESC : quit
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"""
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# ==============================================================================
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# -- find carla module ---------------------------------------------------------
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# ==============================================================================
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import glob
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import os
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import sys
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try:
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sys.path.append(glob.glob('**/carla-*%d.%d-%s.egg' % (
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sys.version_info.major,
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sys.version_info.minor,
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'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
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except IndexError:
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pass
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# ==============================================================================
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# -- imports -------------------------------------------------------------------
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# ==============================================================================
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import carla
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from carla import TrafficLightState as tls
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import argparse
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import logging
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import datetime
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import weakref
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import math
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import random
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try:
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import pygame
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from pygame.locals import KMOD_CTRL
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from pygame.locals import KMOD_SHIFT
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from pygame.locals import K_COMMA
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from pygame.locals import K_DOWN
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from pygame.locals import K_ESCAPE
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from pygame.locals import K_F1
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from pygame.locals import K_LEFT
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from pygame.locals import K_PERIOD
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from pygame.locals import K_RIGHT
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from pygame.locals import K_SLASH
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from pygame.locals import K_SPACE
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from pygame.locals import K_TAB
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from pygame.locals import K_UP
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from pygame.locals import K_a
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from pygame.locals import K_d
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from pygame.locals import K_h
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from pygame.locals import K_i
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from pygame.locals import K_m
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from pygame.locals import K_p
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from pygame.locals import K_q
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from pygame.locals import K_s
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from pygame.locals import K_w
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except ImportError:
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raise RuntimeError('cannot import pygame, make sure pygame package is installed')
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# ==============================================================================
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# -- Constants -----------------------------------------------------------------
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# ==============================================================================
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# Colors
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# We will use the color palette used in Tango Desktop Project (Each color is indexed depending on brightness level)
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# See: https://en.wikipedia.org/wiki/Tango_Desktop_Project
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COLOR_BUTTER_0 = pygame.Color(252, 233, 79)
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COLOR_BUTTER_1 = pygame.Color(237, 212, 0)
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COLOR_BUTTER_2 = pygame.Color(196, 160, 0)
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COLOR_ORANGE_0 = pygame.Color(252, 175, 62)
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COLOR_ORANGE_1 = pygame.Color(245, 121, 0)
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COLOR_ORANGE_2 = pygame.Color(209, 92, 0)
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COLOR_CHOCOLATE_0 = pygame.Color(233, 185, 110)
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COLOR_CHOCOLATE_1 = pygame.Color(193, 125, 17)
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COLOR_CHOCOLATE_2 = pygame.Color(143, 89, 2)
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COLOR_CHAMELEON_0 = pygame.Color(138, 226, 52)
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COLOR_CHAMELEON_1 = pygame.Color(115, 210, 22)
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COLOR_CHAMELEON_2 = pygame.Color(78, 154, 6)
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COLOR_SKY_BLUE_0 = pygame.Color(114, 159, 207)
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COLOR_SKY_BLUE_1 = pygame.Color(52, 101, 164)
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COLOR_SKY_BLUE_2 = pygame.Color(32, 74, 135)
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COLOR_PLUM_0 = pygame.Color(173, 127, 168)
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COLOR_PLUM_1 = pygame.Color(117, 80, 123)
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COLOR_PLUM_2 = pygame.Color(92, 53, 102)
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COLOR_SCARLET_RED_0 = pygame.Color(239, 41, 41)
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COLOR_SCARLET_RED_1 = pygame.Color(204, 0, 0)
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COLOR_SCARLET_RED_2 = pygame.Color(164, 0, 0)
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COLOR_ALUMINIUM_0 = pygame.Color(238, 238, 236)
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COLOR_ALUMINIUM_1 = pygame.Color(211, 215, 207)
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COLOR_ALUMINIUM_2 = pygame.Color(186, 189, 182)
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COLOR_ALUMINIUM_3 = pygame.Color(136, 138, 133)
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COLOR_ALUMINIUM_4 = pygame.Color(85, 87, 83)
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COLOR_ALUMINIUM_5 = pygame.Color(46, 52, 54)
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COLOR_WHITE = pygame.Color(255, 255, 255)
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COLOR_BLACK = pygame.Color(0, 0, 0)
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# Module Defines
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MODULE_WORLD = 'WORLD'
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MODULE_HUD = 'HUD'
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MODULE_INPUT = 'INPUT'
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PIXELS_PER_METER = 15
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MAP_DEFAULT_SCALE = 0.1
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HERO_DEFAULT_SCALE = 1.0
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PIXELS_AHEAD_VEHICLE = 150
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# ==============================================================================
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# -- Util -----------------------------------------------------------
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# ==============================================================================
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def get_actor_display_name(actor, truncate=250):
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name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
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return (name[:truncate-1] + u'\u2026') if len(name) > truncate else name
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class Util(object):
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@staticmethod
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def blits(destination_surface, source_surfaces, rect=None, blend_mode=0):
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for surface in source_surfaces:
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destination_surface.blit(surface[0], surface[1], rect, blend_mode)
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# ==============================================================================
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# -- ModuleManager -------------------------------------------------------------
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# ==============================================================================
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class ModuleManager(object):
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def __init__(self):
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self.modules = []
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def register_module(self, module):
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self.modules.append(module)
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def clear_modules(self):
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del self.modules[:]
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def tick(self, clock):
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# Update all the modules
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for module in self.modules:
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module.tick(clock)
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def render(self, display):
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display.fill(COLOR_ALUMINIUM_5)
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for module in self.modules:
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module.render(display)
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def get_module(self, name):
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for module in self.modules:
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if module.name == name:
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return module
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def start_modules(self):
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for module in self.modules:
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module.start()
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# ==============================================================================
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# -- FadingText ----------------------------------------------------------------
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# ==============================================================================
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class FadingText(object):
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def __init__(self, font, dim, pos):
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self.font = font
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self.dim = dim
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self.pos = pos
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self.seconds_left = 0
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self.surface = pygame.Surface(self.dim)
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def set_text(self, text, color=COLOR_WHITE, seconds=2.0):
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text_texture = self.font.render(text, True, color)
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self.surface = pygame.Surface(self.dim)
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self.seconds_left = seconds
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self.surface.fill(COLOR_BLACK)
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self.surface.blit(text_texture, (10, 11))
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def tick(self, clock):
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delta_seconds = 1e-3 * clock.get_time()
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self.seconds_left = max(0.0, self.seconds_left - delta_seconds)
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self.surface.set_alpha(500.0 * self.seconds_left)
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def render(self, display):
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display.blit(self.surface, self.pos)
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# ==============================================================================
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# -- HelpText ------------------------------------------------------------------
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# ==============================================================================
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class HelpText(object):
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def __init__(self, font, width, height):
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lines = __doc__.split('\n')
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self.font = font
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self.dim = (680, len(lines) * 22 + 12)
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self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1])
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self.seconds_left = 0
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self.surface = pygame.Surface(self.dim)
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self.surface.fill((0, 0, 0, 0))
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for n, line in enumerate(lines):
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text_texture = self.font.render(line, True, (255, 255, 255))
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self.surface.blit(text_texture, (22, n * 22))
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self._render = False
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self.surface.set_alpha(220)
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def toggle(self):
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self._render = not self._render
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def render(self, display):
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if self._render:
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display.blit(self.surface, self.pos)
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# ==============================================================================
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# -- ModuleHUD -----------------------------------------------------------------
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# ==============================================================================
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class ModuleHUD (object):
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def __init__(self, name, width, height):
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self.name = name
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self.dim = (width, height)
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self._init_hud_params()
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self._init_data_params()
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def start(self):
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pass
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def _init_hud_params(self):
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fonts = [x for x in pygame.font.get_fonts() if 'mono' in x]
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default_font = 'ubuntumono'
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mono = default_font if default_font in fonts else fonts[0]
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mono = pygame.font.match_font(mono)
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self._font_mono = pygame.font.Font(mono, 14)
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self._header_font = pygame.font.SysFont('Arial', 14)
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self.help = HelpText(pygame.font.Font(mono, 24), *self.dim)
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self._notifications = FadingText(
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pygame.font.Font(pygame.font.get_default_font(), 20),
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(self.dim[0], 40), (0, self.dim[1] - 40))
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def _init_data_params(self):
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self.show_info = True
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self.show_actor_ids = False
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self._info_text = {}
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def notification(self, text, seconds=2.0):
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self._notifications.set_text(text, seconds=seconds)
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def tick(self, clock):
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self._notifications.tick(clock)
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def add_info(self, module_name, info):
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self._info_text[module_name] = info
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def render_actors_ids(self, vehicle_id_surface, list_actors, world_to_pixel, hero_actor):
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vehicle_id_surface.fill(COLOR_BLACK)
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if self.show_actor_ids:
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vehicle_id_surface.set_alpha(150)
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for actor in list_actors:
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location = actor.get_location()
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x, y = world_to_pixel(location)
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angle = 0
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if hero_actor is not None:
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angle = -hero_actor.get_transform().rotation.yaw - 90
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color = COLOR_ORANGE_0
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if actor.attributes['role_name'] == 'hero':
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color = COLOR_SCARLET_RED_0
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font_surface = self._header_font.render(str(actor.id), True, color)
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rotated_font_surface = pygame.transform.rotate(font_surface, angle).convert_alpha()
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rect = rotated_font_surface.get_rect(center=(x,y))
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vehicle_id_surface.blit(rotated_font_surface, rect)
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return vehicle_id_surface
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def render(self, display):
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if self.show_info:
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info_surface = pygame.Surface((240, self.dim[1]))
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info_surface.set_alpha(100)
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display.blit(info_surface, (0, 0))
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v_offset = 4
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bar_h_offset = 100
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bar_width = 106
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i = 0
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for module_name, module_info in self._info_text.items():
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if not module_info:
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continue
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surface = self._header_font.render(module_name, True, COLOR_ALUMINIUM_0).convert_alpha()
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display.blit(surface, (8 + bar_width / 2, 18 * i + v_offset))
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v_offset += 12
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i += 1
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for item in module_info:
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if v_offset + 18 > self.dim[1]:
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break
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if isinstance(item, list):
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if len(item) > 1:
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points = [(x + 8, v_offset + 8 + (1.0 - y) * 30) for x, y in enumerate(item)]
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pygame.draw.lines(display, (255, 136, 0), False, points, 2)
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item = None
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elif isinstance(item, tuple):
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if isinstance(item[1], bool):
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rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
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pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect, 0 if item[1] else 1)
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else:
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rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
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pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect_border, 1)
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f = (item[1] - item[2]) / (item[3] - item[2])
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if item[2] < 0.0:
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rect = pygame.Rect((bar_h_offset + f * (bar_width - 6), v_offset + 8), (6, 6))
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else:
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rect = pygame.Rect((bar_h_offset, v_offset + 8), (f * bar_width, 6))
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pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect)
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item = item[0]
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if item: # At this point has to be a str.
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surface = self._font_mono.render(item, True, COLOR_ALUMINIUM_0).convert_alpha()
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display.blit(surface, (8, 18 * i + v_offset))
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v_offset += 18
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v_offset += 24
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self._notifications.render(display)
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self.help.render(display)
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# ==============================================================================
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# -- TrafficLightSurfaces ------------------------------------------------------
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# ==============================================================================
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class TrafficLightSurfaces(object):
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"""Holds the surfaces (scaled and rotated) for painting traffic lights"""
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def __init__(self):
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def make_surface(tl):
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w = 40
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surface = pygame.Surface((w, 3 * w), pygame.SRCALPHA)
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surface.fill((31, 31, 31) if tl != 'h' else (245, 121, 0))
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if tl != 'h':
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hw = int(w / 2)
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off = (48, 48, 48)
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red = (239, 41, 41)
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yellow = (252, 175, 62)
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green = (138, 226, 52)
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pygame.draw.circle(surface, red if tl == tls.Red else off, (hw, hw), int(0.4 * w))
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pygame.draw.circle(surface, yellow if tl == tls.Yellow else off, (hw, w + hw), int(0.4 * w))
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pygame.draw.circle(surface, green if tl == tls.Green else off, (hw, 2 * w + hw), int(0.4 * w))
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return pygame.transform.smoothscale(surface, (15, 45) if tl != 'h' else (19, 49))
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self._original_surfaces = {
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'h': make_surface('h'),
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tls.Red: make_surface(tls.Red),
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tls.Yellow: make_surface(tls.Yellow),
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tls.Green: make_surface(tls.Green),
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tls.Off: make_surface(tls.Off),
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tls.Unknown: make_surface(tls.Unknown)
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}
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self.surfaces = dict(self._original_surfaces)
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def rotozoom(self, angle, scale):
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for key, surface in self._original_surfaces.items():
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self.surfaces[key] = pygame.transform.rotozoom(surface, angle, scale)
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# ==============================================================================
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# -- World ---------------------------------------------------------------------
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# ==============================================================================
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class MapImage(object):
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def __init__(self, carla_map, pixels_per_meter=10):
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self._pixels_per_meter = pixels_per_meter
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self.scale = 1.0
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waypoints = carla_map.generate_waypoints(2)
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margin = 50
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max_x = max(waypoints, key=lambda x: x.transform.location.x).transform.location.x + margin
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max_y = max(waypoints, key=lambda x: x.transform.location.y).transform.location.y + margin
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min_x = min(waypoints, key=lambda x: x.transform.location.x).transform.location.x - margin
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min_y = min(waypoints, key=lambda x: x.transform.location.y).transform.location.y - margin
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self._width = max(max_x - min_x, max_y - min_y)
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self._world_offset = (min_x, min_y)
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width_in_pixels = int(self._pixels_per_meter * self._width)
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self._big_map_surface = pygame.Surface((width_in_pixels, width_in_pixels)).convert()
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self.draw_road_map(self._big_map_surface, carla_map, self.world_to_pixel)
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self.surface = self._big_map_surface
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def draw_road_map(self, map_surface, carla_map, world_to_pixel):
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map_surface.fill(COLOR_ALUMINIUM_5)
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precision = 0.05
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def draw_lane_marking(surface, points, solid=True):
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if solid:
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pygame.draw.lines(surface, (252, 175, 62), False, points, 2)
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else:
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broken_lines = [x for n, x in enumerate(zip(*(iter(points),) * 20)) if n % 3 == 0]
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for line in broken_lines:
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pygame.draw.lines(surface, (251, 241, 199), False, line, 2)
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def draw_arrow(surface, transform, color=(31, 31, 31)):
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transform.rotation.yaw += 180
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forward = transform.get_forward_vector()
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transform.rotation.yaw += 90
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right_dir = transform.get_forward_vector()
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start = transform.location
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end = start + 2.0 * forward
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right = start + 0.8 * forward + 0.4 * right_dir
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left = start + 0.8 * forward - 0.4 * right_dir
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pygame.draw.lines(
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surface, color, False, [
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world_to_pixel(x) for x in [
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start, end]], 4)
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pygame.draw.lines(
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surface, color, False, [
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world_to_pixel(x) for x in [
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left, start, right]], 4)
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def lateral_shift(transform, shift):
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transform.rotation.yaw += 90
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return transform.location + shift * transform.get_forward_vector()
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def does_cross_solid_line(waypoint, shift):
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w = carla_map.get_waypoint(lateral_shift(waypoint.transform, shift), project_to_road=False)
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if w is None or w.road_id != waypoint.road_id:
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return True
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else:
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return (w.lane_id * waypoint.lane_id < 0) or w.lane_id == waypoint.lane_id
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topology = [x[0] for x in carla_map.get_topology()]
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topology = sorted(topology, key=lambda w: w.transform.location.z)
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for waypoint in topology:
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waypoints = [waypoint]
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nxt = waypoint.next(precision)[0]
|
|
while nxt.road_id == waypoint.road_id:
|
|
waypoints.append(nxt)
|
|
nxt = nxt.next(precision)[0]
|
|
|
|
left_marking = [lateral_shift(w.transform, -w.lane_width * 0.5) for w in waypoints]
|
|
right_marking = [lateral_shift(w.transform, w.lane_width * 0.5) for w in waypoints]
|
|
|
|
polygon = left_marking + [x for x in reversed(right_marking)]
|
|
polygon = [world_to_pixel(x) for x in polygon]
|
|
|
|
pygame.draw.polygon(map_surface, (38, 38, 38), polygon, 10)
|
|
pygame.draw.polygon(map_surface, (38, 38, 38), polygon)
|
|
|
|
if not waypoint.is_intersection:
|
|
sample = waypoints[int(len(waypoints) / 2)]
|
|
draw_lane_marking(
|
|
map_surface,
|
|
[world_to_pixel(x) for x in left_marking],
|
|
does_cross_solid_line(sample, -sample.lane_width * 1.1))
|
|
draw_lane_marking(
|
|
map_surface,
|
|
[world_to_pixel(x) for x in right_marking],
|
|
does_cross_solid_line(sample, sample.lane_width * 1.1))
|
|
for n, wp in enumerate(waypoints):
|
|
if (n % 400) == 0:
|
|
draw_arrow(map_surface, wp.transform)
|
|
|
|
def world_to_pixel(self, location, offset=(0, 0)):
|
|
x = self.scale * self._pixels_per_meter * (location.x - self._world_offset[0])
|
|
y = self.scale * self._pixels_per_meter * (location.y - self._world_offset[1])
|
|
return [int(x - offset[0]), int(y - offset[1])]
|
|
|
|
def world_to_pixel_width(self, width):
|
|
return int(self.scale * self._pixels_per_meter * width)
|
|
|
|
def scale_map(self, scale):
|
|
if scale != self.scale:
|
|
self.scale = scale
|
|
width = int(self._big_map_surface.get_width() * self.scale)
|
|
self.surface = pygame.transform.smoothscale(self._big_map_surface, (width, width))
|
|
|
|
|
|
class ModuleWorld(object):
|
|
|
|
def __init__(self, name, host, port, timeout, actor_filter):
|
|
self.client = None
|
|
self.name = name
|
|
self.host = host
|
|
self.port = port
|
|
self.timeout = timeout
|
|
self.actor_filter = actor_filter
|
|
self.server_fps = 0.0
|
|
self.simulation_time = 0
|
|
|
|
self.server_clock = pygame.time.Clock()
|
|
|
|
# World data
|
|
self.world = None
|
|
self.town_map = None
|
|
self.actors = None
|
|
|
|
# Store necessary modules
|
|
self.module_hud = None
|
|
self.module_input = None
|
|
|
|
self.surface_size = [0, 0]
|
|
self.prev_scaled_size = 0
|
|
self.scaled_size = 0
|
|
# Hero actor
|
|
self.hero_actor = None
|
|
self.scale_offset = [0, 0]
|
|
|
|
self.vehicle_id_surface = None
|
|
self.result_surface = None
|
|
|
|
self.traffic_light_surfaces = TrafficLightSurfaces()
|
|
|
|
def _get_data_from_carla(self, host, port, timeout):
|
|
try:
|
|
self.client = carla.Client(host, port)
|
|
self.client.set_timeout(timeout)
|
|
|
|
world = self.client.get_world()
|
|
town_map = world.get_map()
|
|
actors = world.get_actors()
|
|
return (world, town_map, actors)
|
|
|
|
except Exception as ex:
|
|
logging.error(ex)
|
|
exit_game()
|
|
|
|
def start(self):
|
|
self.world, self.town_map, self.actors = self._get_data_from_carla(self.host, self.port, self.timeout)
|
|
|
|
# Create Surfaces
|
|
self.map_image = MapImage(self.town_map, PIXELS_PER_METER)
|
|
|
|
# Store necessary modules
|
|
self.module_hud = module_manager.get_module(MODULE_HUD)
|
|
self.module_input = module_manager.get_module(MODULE_INPUT)
|
|
|
|
self.original_surface_size = min(self.module_hud.dim[0], self.module_hud.dim[1])
|
|
self.surface_size = self.map_image._big_map_surface.get_width()
|
|
|
|
self.scaled_size = int(self.surface_size)
|
|
self.prev_scaled_size = int(self.surface_size)
|
|
|
|
# Render Actors
|
|
self.actors_surface = pygame.Surface((self.map_image.surface.get_width(), self.map_image.surface.get_height()))
|
|
self.actors_surface.set_colorkey(COLOR_BLACK)
|
|
|
|
self.vehicle_id_surface = pygame.Surface((self.surface_size, self.surface_size)).convert()
|
|
self.vehicle_id_surface.set_colorkey(COLOR_BLACK)
|
|
|
|
self.border_round_surface = pygame.Surface(self.module_hud.dim, pygame.SRCALPHA).convert()
|
|
self.border_round_surface.set_colorkey(COLOR_WHITE)
|
|
self.border_round_surface.fill(COLOR_BLACK)
|
|
|
|
center_offset = (int(self.module_hud.dim[0] / 2), int(self.module_hud.dim[1] / 2))
|
|
pygame.draw.circle(self.border_round_surface, COLOR_ALUMINIUM_2, center_offset, int(self.module_hud.dim[1]/ 2))
|
|
pygame.draw.circle(self.border_round_surface, COLOR_WHITE, center_offset, int((self.module_hud.dim[1] - 8)/ 2))
|
|
|
|
scaled_original_size = self.original_surface_size * (1.0 / 0.9)
|
|
self.hero_surface = pygame.Surface((scaled_original_size, scaled_original_size)).convert()
|
|
|
|
self.result_surface = pygame.Surface((self.surface_size, self.surface_size)).convert()
|
|
self.result_surface.set_colorkey(COLOR_BLACK)
|
|
|
|
weak_self = weakref.ref(self)
|
|
self.world.on_tick(lambda timestamp: ModuleWorld.on_world_tick(weak_self, timestamp))
|
|
|
|
def select_hero_actor(self):
|
|
hero_vehicles = [
|
|
actor for actor in self.actors if 'vehicle' in actor.type_id and actor.attributes['role_name'] == 'hero']
|
|
if len(hero_vehicles) > 0:
|
|
self.hero_actor = random.choice(hero_vehicles)
|
|
else:
|
|
self._spawn_hero()
|
|
|
|
def _spawn_hero(self):
|
|
|
|
# Get a random blueprint.
|
|
blueprint = random.choice(self.world.get_blueprint_library().filter(self.actor_filter))
|
|
blueprint.set_attribute('role_name', 'hero')
|
|
if blueprint.has_attribute('color'):
|
|
color = random.choice(blueprint.get_attribute('color').recommended_values)
|
|
blueprint.set_attribute('color', color)
|
|
# Spawn the player.
|
|
while self.hero_actor is None:
|
|
spawn_points = self.world.get_map().get_spawn_points()
|
|
spawn_point = random.choice(spawn_points) if spawn_points else carla.Transform()
|
|
self.hero_actor = self.world.try_spawn_actor(blueprint, spawn_point)
|
|
if self.hero_actor is not None:
|
|
self.hero_actor.set_autopilot()
|
|
|
|
def tick(self, clock):
|
|
self.update_hud_info(clock)
|
|
|
|
def update_hud_info(self, clock):
|
|
hero_mode_text = []
|
|
if self.hero_actor is not None:
|
|
hero_speed = self.hero_actor.get_velocity()
|
|
hero_speed_text = 3.6 * math.sqrt(hero_speed.x ** 2 + hero_speed.y ** 2 + hero_speed.z ** 2)
|
|
|
|
state = self.hero_actor.get_traffic_light_state()
|
|
affected_traffic_light = 'None'
|
|
if state == carla.libcarla.TrafficLightState.Green:
|
|
affected_traffic_light = 'GREEN'
|
|
elif state == carla.libcarla.TrafficLightState.Yellow:
|
|
affected_traffic_light = 'YELLOW'
|
|
else:
|
|
affected_traffic_light = 'RED'
|
|
|
|
affected_speed_limit = self.hero_actor.get_speed_limit()
|
|
|
|
hero_mode_text = [
|
|
'Hero Mode: ON',
|
|
'Hero ID: %7d' % self.hero_actor.id,
|
|
'Hero Vehicle: %14s' % get_actor_display_name(self.hero_actor, truncate=14),
|
|
'Hero Speed: %3d km/h' % hero_speed_text,
|
|
'Hero Affected by:',
|
|
' Traffic Light: %12s' % affected_traffic_light,
|
|
' Speed Limit: %3d km/h' % affected_speed_limit
|
|
]
|
|
else:
|
|
hero_mode_text = ['Hero Mode: OFF']
|
|
|
|
self.server_fps = self.server_clock.get_fps()
|
|
self.server_fps = 'inf' if self.server_fps == float('inf') else round(self.server_fps)
|
|
module_info_text = [
|
|
'Server: % 16s FPS' % self.server_fps,
|
|
'Client: % 16s FPS' % round(clock.get_fps()),
|
|
'Simulation Time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
|
|
'Map Name: %10s' % self.world.map_name,
|
|
]
|
|
|
|
module_info_text = module_info_text
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.add_info(self.name, module_info_text)
|
|
module_hud.add_info('HERO', hero_mode_text)
|
|
|
|
@staticmethod
|
|
def on_world_tick(weak_self, timestamp):
|
|
self = weak_self()
|
|
if not self:
|
|
return
|
|
|
|
self.server_clock.tick()
|
|
self.server_fps = self.server_clock.get_fps()
|
|
self.simulation_time = timestamp.elapsed_seconds
|
|
|
|
self.world = self.client.get_world()
|
|
self.actors = self.world.get_actors()
|
|
|
|
def _split_actors(self, actors):
|
|
vehicles = []
|
|
traffic_lights = []
|
|
speed_limits = []
|
|
walkers = []
|
|
|
|
for actor in actors:
|
|
if 'vehicle' in actor.type_id:
|
|
vehicles.append(actor)
|
|
elif 'traffic_light' in actor.type_id:
|
|
traffic_lights.append(actor)
|
|
elif 'speed_limit' in actor.type_id:
|
|
speed_limits.append(actor)
|
|
elif 'walker' in actor.type_id:
|
|
walkers.append(actor)
|
|
|
|
info_text = []
|
|
if self.hero_actor is not None and len(vehicles) > 1:
|
|
location = self.hero_actor.get_location()
|
|
vehicle_list = [x for x in vehicles if x.id != self.hero_actor.id]
|
|
distance = lambda v: location.distance(v.get_location())
|
|
for n, vehicle in enumerate(sorted(vehicle_list, key=distance)):
|
|
if n > 15:
|
|
break
|
|
vehicle_type = get_actor_display_name(vehicle, truncate=22)
|
|
info_text.append('% 5d %s' % (vehicle.id, vehicle_type))
|
|
module_manager.get_module(MODULE_HUD).add_info(
|
|
'NEARBY VEHICLES',
|
|
info_text)
|
|
|
|
return (vehicles, traffic_lights, speed_limits, walkers)
|
|
|
|
def _render_traffic_lights(self, surface, list_tl, world_to_pixel):
|
|
for tl in list_tl:
|
|
pos = world_to_pixel(tl.get_location())
|
|
hero = self.hero_actor
|
|
if hero is not None and hero.is_at_traffic_light() and tl.id == hero.get_traffic_light().id:
|
|
srf = self.traffic_light_surfaces.surfaces['h']
|
|
surface.blit(srf, srf.get_rect(center=pos))
|
|
srf = self.traffic_light_surfaces.surfaces[tl.state]
|
|
surface.blit(srf, srf.get_rect(center=pos))
|
|
|
|
def _render_speed_limits(self, surface, list_sl, world_to_pixel, world_to_pixel_width):
|
|
|
|
font_size = world_to_pixel_width(2)
|
|
radius = world_to_pixel_width(2)
|
|
font = pygame.font.SysFont('Arial', font_size)
|
|
|
|
for sl in list_sl:
|
|
|
|
x, y = world_to_pixel(sl.get_location())
|
|
|
|
# Render speed limit
|
|
white_circle_radius = int(radius * 0.75)
|
|
|
|
pygame.draw.circle(surface, (239, 41, 41), (x, y), radius)
|
|
pygame.draw.circle(surface, (251, 241, 199), (x, y), white_circle_radius)
|
|
|
|
limit = sl.type_id.split('.')[2]
|
|
font_surface = font.render(limit, False, (31, 31, 31))
|
|
|
|
# Blit
|
|
if self.hero_actor is not None:
|
|
# Rotate font surface with respect to hero vehicle front
|
|
angle = -self.hero_actor.get_transform().rotation.yaw - 90.0
|
|
font_surface = pygame.transform.rotate(font_surface, angle)
|
|
offset = font_surface.get_rect(center=(x, y))
|
|
surface.blit(font_surface, offset)
|
|
|
|
else:
|
|
surface.blit(font_surface, (x - radius / 2, y - radius / 2))
|
|
|
|
def _render_walkers(self, surface, list_w, world_to_pixel):
|
|
for w in list_w:
|
|
color = COLOR_ALUMINIUM_0
|
|
|
|
# Compute bounding box points
|
|
bb = w.bounding_box.extent
|
|
corners = [
|
|
carla.Location(x=-bb.x, y=-bb.y),
|
|
carla.Location(x=bb.x, y=-bb.y),
|
|
carla.Location(x=bb.x, y=bb.y),
|
|
carla.Location(x=-bb.x, y=bb.y)]
|
|
|
|
t = w.get_transform()
|
|
t.transform(corners)
|
|
corners = [world_to_pixel(p) for p in corners]
|
|
pygame.draw.polygon(surface, color, corners)
|
|
|
|
def _render_vehicles(self, surface, list_v, world_to_pixel, world_to_pixel_width, scale_factor):
|
|
for v in list_v:
|
|
color = COLOR_ORANGE_1
|
|
if v.attributes['role_name'] == 'hero':
|
|
color = COLOR_SCARLET_RED_2
|
|
# Compute bounding box points
|
|
bb = v.bounding_box.extent
|
|
corners = [carla.Location(x=-bb.x, y=-bb.y),
|
|
carla.Location(x=bb.x - 0.8, y=-bb.y),
|
|
carla.Location(x=bb.x, y=0),
|
|
carla.Location(x=bb.x - 0.8, y=bb.y),
|
|
carla.Location(x=-bb.x, y=bb.y),
|
|
carla.Location(x=-bb.x, y=-bb.y)
|
|
]
|
|
t = v.get_transform()
|
|
t.transform(corners)
|
|
corners = [world_to_pixel(p) for p in corners]
|
|
pygame.draw.lines(surface, color, False, corners, 2)
|
|
|
|
def render_actors(self, surface, vehicles, traffic_lights, speed_limits, walkers, scale_factor):
|
|
self._render_vehicles(surface, vehicles, self.map_image.world_to_pixel,
|
|
self.map_image.world_to_pixel_width, scale_factor)
|
|
self._render_traffic_lights(surface, traffic_lights, self.map_image.world_to_pixel)
|
|
self._render_speed_limits(surface, speed_limits, self.map_image.world_to_pixel,
|
|
self.map_image.world_to_pixel_width)
|
|
self._render_walkers(surface, walkers, self.map_image.world_to_pixel)
|
|
|
|
def clip_surfaces(self, clipping_rect):
|
|
self.actors_surface.set_clip(clipping_rect)
|
|
self.vehicle_id_surface.set_clip(clipping_rect)
|
|
self.result_surface.set_clip(clipping_rect)
|
|
|
|
|
|
def _compute_scale(self, scale_factor):
|
|
m = self.module_input.mouse_pos
|
|
|
|
# Percentage of surface where mouse position is actually
|
|
px = (m[0] - self.scale_offset[0]) / float(self.prev_scaled_size)
|
|
py = (m[1] - self.scale_offset[1]) / float(self.prev_scaled_size)
|
|
|
|
# Offset will be the previously accumulated offset added with the
|
|
# difference of mouse positions in the old and new scales
|
|
diff_between_scales = ((float(self.prev_scaled_size) * px) - (float(self.scaled_size) * px),
|
|
(float(self.prev_scaled_size) * py) - (float(self.scaled_size) * py))
|
|
|
|
self.scale_offset = (self.scale_offset[0] + diff_between_scales[0],
|
|
self.scale_offset[1] + diff_between_scales[1])
|
|
|
|
# Update previous scale
|
|
self.prev_scaled_size = self.scaled_size
|
|
|
|
# Scale performed
|
|
self.map_image.scale_map(scale_factor)
|
|
|
|
def render(self, display):
|
|
self.result_surface.fill(COLOR_BLACK)
|
|
vehicles, traffic_lights, speed_limits, walkers = self._split_actors(self.actors)
|
|
|
|
scale_factor = self.module_input.wheel_offset
|
|
self.scaled_size = int(self.map_image._width * scale_factor)
|
|
if self.scaled_size != self.prev_scaled_size:
|
|
self._compute_scale(scale_factor)
|
|
|
|
# Render Actors
|
|
|
|
hero_vehicles = [v for v in vehicles if v.attributes['role_name'] == 'hero']
|
|
if len(hero_vehicles) == 0:
|
|
self.hero_actor = None
|
|
|
|
self.actors_surface.fill(COLOR_BLACK)
|
|
self.render_actors(self.actors_surface, vehicles, traffic_lights, speed_limits, walkers, scale_factor)
|
|
|
|
# Render Ids
|
|
self.module_hud.render_actors_ids(self.vehicle_id_surface, vehicles,
|
|
self.map_image.world_to_pixel, self.hero_actor)
|
|
|
|
# Blit surfaces
|
|
surfaces = ((self.map_image.surface, (0, 0)),
|
|
(self.actors_surface, (0, 0)),
|
|
(self.vehicle_id_surface, (0, 0)),
|
|
)
|
|
|
|
angle = 0.0 if self.hero_actor is None else self.hero_actor.get_transform().rotation.yaw + 90.0
|
|
self.traffic_light_surfaces.rotozoom(-angle, self.map_image.scale)
|
|
|
|
center_offset = (0, 0)
|
|
if self.hero_actor is not None:
|
|
|
|
hero_location_screen = self.map_image.world_to_pixel(self.hero_actor.get_location())
|
|
hero_front = self.hero_actor.get_transform().get_forward_vector()
|
|
translation_offset = (hero_location_screen[0] - self.hero_surface.get_width() / 2 + hero_front.x * PIXELS_AHEAD_VEHICLE,
|
|
(hero_location_screen[1] - self.hero_surface.get_height() / 2 + hero_front.y * PIXELS_AHEAD_VEHICLE))
|
|
|
|
# Apply clipping rect
|
|
clipping_rect = pygame.Rect(translation_offset[0],
|
|
translation_offset[1],
|
|
self.hero_surface.get_width(),
|
|
self.hero_surface.get_height())
|
|
self.clip_surfaces(clipping_rect)
|
|
|
|
Util.blits(self.result_surface, surfaces)
|
|
|
|
self.border_round_surface.set_clip(clipping_rect)
|
|
|
|
self.hero_surface.fill(COLOR_ALUMINIUM_5)
|
|
self.hero_surface.blit(self.result_surface, (-translation_offset[0],
|
|
-translation_offset[1]))
|
|
|
|
rotated_result_surface = pygame.transform.rotozoom(self.hero_surface, angle, 0.9).convert()
|
|
|
|
center = (display.get_width() / 2, display.get_height() / 2)
|
|
rotation_pivot = rotated_result_surface.get_rect(center=center)
|
|
display.blit(rotated_result_surface, rotation_pivot)
|
|
|
|
display.blit(self.border_round_surface, (0,0))
|
|
else:
|
|
# Translation offset
|
|
translation_offset = (self.module_input.mouse_offset[0] * scale_factor + self.scale_offset[0],
|
|
self.module_input.mouse_offset[1] * scale_factor + self.scale_offset[1])
|
|
center_offset = ((display.get_width() - self.surface_size) / 2 * scale_factor, 0)
|
|
|
|
# Apply clipping rect
|
|
clipping_rect = pygame.Rect(-translation_offset[0] - center_offset[0], -translation_offset[1],
|
|
self.module_hud.dim[0], self.module_hud.dim[1])
|
|
self.clip_surfaces(clipping_rect)
|
|
Util.blits(self.result_surface, surfaces)
|
|
|
|
display.blit(self.result_surface, (translation_offset[0] + center_offset[0],
|
|
translation_offset[1]))
|
|
|
|
|
|
# ==============================================================================
|
|
# -- Input -----------------------------------------------------------
|
|
# ==============================================================================
|
|
|
|
|
|
class ModuleInput(object):
|
|
def __init__(self, name):
|
|
self.name = name
|
|
self.mouse_pos = (0, 0)
|
|
self.mouse_offset = [0.0, 0.0]
|
|
self.wheel_offset = 0.1
|
|
self.wheel_amount = 0.025
|
|
self._steer_cache = 0.0
|
|
self._control = None
|
|
self._autopilot_enabled = True
|
|
|
|
def start(self):
|
|
hud = module_manager.get_module(MODULE_HUD)
|
|
hud.notification("Press 'H' or '?' for help.", seconds=4.0)
|
|
|
|
def render(self, display):
|
|
pass
|
|
|
|
def tick(self, clock):
|
|
self.parse_input(clock)
|
|
|
|
def _parse_events(self):
|
|
self.mouse_pos = pygame.mouse.get_pos()
|
|
for event in pygame.event.get():
|
|
if event.type == pygame.QUIT:
|
|
exit_game()
|
|
elif event.type == pygame.KEYUP:
|
|
if self._is_quit_shortcut(event.key):
|
|
exit_game()
|
|
elif event.key == K_h or (event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT):
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.help.toggle()
|
|
elif event.key == K_TAB:
|
|
module_world = module_manager.get_module(MODULE_WORLD)
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
if module_world.hero_actor is None:
|
|
module_world.select_hero_actor()
|
|
self.wheel_offset = HERO_DEFAULT_SCALE
|
|
self._control = carla.VehicleControl()
|
|
self._autopilot_enabled = False
|
|
module_hud.notification('Hero Mode')
|
|
else:
|
|
self.wheel_offset = MAP_DEFAULT_SCALE
|
|
self.mouse_offset = [0, 0]
|
|
self.mouse_pos = [0,0]
|
|
module_world.scale_offset = [0,0]
|
|
module_world.hero_actor = None
|
|
module_hud.notification('Map Mode')
|
|
elif event.key == K_F1:
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.show_info = not module_hud.show_info
|
|
elif event.key == K_i:
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.show_actor_ids = not module_hud.show_actor_ids
|
|
elif isinstance(self._control, carla.VehicleControl):
|
|
if event.key == K_q:
|
|
self._control.gear = 1 if self._control.reverse else -1
|
|
elif event.key == K_m:
|
|
self._control.manual_gear_shift = not self._control.manual_gear_shift
|
|
world = module_manager.get_module(MODULE_WORLD)
|
|
self._control.gear = world.hero_actor.get_control().gear
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.notification('%s Transmission' % (
|
|
'Manual' if self._control.manual_gear_shift else 'Automatic'))
|
|
elif self._control.manual_gear_shift and event.key == K_COMMA:
|
|
self._control.gear = max(-1, self._control.gear - 1)
|
|
elif self._control.manual_gear_shift and event.key == K_PERIOD:
|
|
self._control.gear = self._control.gear + 1
|
|
elif event.key == K_p:
|
|
self._autopilot_enabled = not self._autopilot_enabled
|
|
world = module_manager.get_module(MODULE_WORLD)
|
|
world.hero_actor.set_autopilot(self._autopilot_enabled)
|
|
module_hud = module_manager.get_module(MODULE_HUD)
|
|
module_hud.notification('Autopilot %s' % ('On' if self._autopilot_enabled else 'Off'))
|
|
elif event.type == pygame.MOUSEBUTTONDOWN:
|
|
if event.button == 4:
|
|
self.wheel_offset += self.wheel_amount
|
|
if self.wheel_offset >= 1.0:
|
|
self.wheel_offset = 1.0
|
|
elif event.button == 5:
|
|
self.wheel_offset -= self.wheel_amount
|
|
if self.wheel_offset <= 0.1:
|
|
self.wheel_offset = 0.1
|
|
|
|
def _parse_keys(self, milliseconds):
|
|
keys = pygame.key.get_pressed()
|
|
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
|
|
steer_increment = 5e-4 * milliseconds
|
|
if keys[K_LEFT] or keys[K_a]:
|
|
self._steer_cache -= steer_increment
|
|
elif keys[K_RIGHT] or keys[K_d]:
|
|
self._steer_cache += steer_increment
|
|
else:
|
|
self._steer_cache = 0.0
|
|
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
|
|
self._control.steer = round(self._steer_cache, 1)
|
|
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
|
|
self._control.hand_brake = keys[K_SPACE]
|
|
|
|
def _parse_mouse(self):
|
|
if pygame.mouse.get_pressed()[0]:
|
|
x, y = pygame.mouse.get_pos()
|
|
self.mouse_offset[0] += (1.0 / self.wheel_offset) * (x - self.mouse_pos[0])
|
|
self.mouse_offset[1] += (1.0 / self.wheel_offset) * (y - self.mouse_pos[1])
|
|
self.mouse_pos = (x, y)
|
|
|
|
def parse_input(self, clock):
|
|
self._parse_events()
|
|
self._parse_mouse()
|
|
if not self._autopilot_enabled:
|
|
if isinstance(self._control, carla.VehicleControl):
|
|
self._parse_keys(clock.get_time())
|
|
self._control.reverse = self._control.gear < 0
|
|
world = module_manager.get_module(MODULE_WORLD)
|
|
if (world.hero_actor is not None):
|
|
world.hero_actor.apply_control(self._control)
|
|
|
|
@staticmethod
|
|
def _is_quit_shortcut(key):
|
|
return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)
|
|
|
|
|
|
# ==============================================================================
|
|
# -- Global Objects ------------------------------------------------------------
|
|
# ==============================================================================
|
|
module_manager = ModuleManager()
|
|
|
|
|
|
# ==============================================================================
|
|
# -- Game Loop ---------------------------------------------------------------
|
|
# ==============================================================================
|
|
|
|
|
|
def game_loop(args):
|
|
# Init Pygame
|
|
pygame.init()
|
|
display = pygame.display.set_mode(
|
|
(args.width, args.height),
|
|
pygame.HWSURFACE | pygame.DOUBLEBUF)
|
|
pygame.display.set_caption(args.description)
|
|
|
|
font = pygame.font.Font(pygame.font.get_default_font(), 20)
|
|
text_surface = font.render('Rendering map...', True, COLOR_WHITE)
|
|
display.blit(text_surface, text_surface.get_rect(center=(args.width/2, args.height/2)))
|
|
pygame.display.flip()
|
|
|
|
# Init modules
|
|
input_module = ModuleInput(MODULE_INPUT)
|
|
hud_module = ModuleHUD(MODULE_HUD, args.width, args.height)
|
|
world_module = ModuleWorld(MODULE_WORLD, args.host, args.port, 2.0, args.filter)
|
|
|
|
# Register Modules
|
|
module_manager.register_module(world_module)
|
|
module_manager.register_module(hud_module)
|
|
module_manager.register_module(input_module)
|
|
|
|
module_manager.start_modules()
|
|
|
|
clock = pygame.time.Clock()
|
|
while True:
|
|
clock.tick_busy_loop(60)
|
|
|
|
module_manager.tick(clock)
|
|
module_manager.render(display)
|
|
|
|
pygame.display.flip()
|
|
|
|
|
|
def exit_game():
|
|
module_manager.clear_modules()
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
# ==============================================================================
|
|
# -- Main --------------------------------------------------------------------
|
|
# ==============================================================================
|
|
|
|
|
|
def main():
|
|
# Parse arguments
|
|
argparser = argparse.ArgumentParser(
|
|
description='CARLA No Rendering Mode Visualizer')
|
|
argparser.add_argument(
|
|
'-v', '--verbose',
|
|
action='store_true',
|
|
dest='debug',
|
|
help='print debug information')
|
|
argparser.add_argument(
|
|
'--host',
|
|
metavar='H',
|
|
default='127.0.0.1',
|
|
help='IP of the host server (default: 127.0.0.1)'
|
|
)
|
|
argparser.add_argument(
|
|
'-p', '--port',
|
|
metavar='P',
|
|
default=2000,
|
|
type=int,
|
|
help='TCP port to listen to (default: 2000)')
|
|
argparser.add_argument(
|
|
'--res',
|
|
metavar='WIDTHxHEIGHT',
|
|
default='1280x720',
|
|
help='window resolution (default: 1280x720)')
|
|
argparser.add_argument(
|
|
'--filter',
|
|
metavar='PATTERN',
|
|
default='vehicle.*',
|
|
help='actor filter (default: "vehicle.*")')
|
|
|
|
args = argparser.parse_args()
|
|
args.description = argparser.description
|
|
args.width, args.height = [int(x) for x in args.res.split('x')]
|
|
|
|
log_level = logging.DEBUG if args.debug else logging.INFO
|
|
logging.basicConfig(format='%(levelname)s: %(message)s', level=log_level)
|
|
|
|
logging.info('listening to server %s:%s', args.host, args.port)
|
|
print(__doc__)
|
|
|
|
try:
|
|
game_loop(args)
|
|
except KeyboardInterrupt:
|
|
print('\nCancelled by user. Bye!')
|
|
|
|
|
|
if __name__ == '__main__':
|
|
main()
|