667 lines
23 KiB
Markdown
667 lines
23 KiB
Markdown
<h1>Python
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API tutorial</h1>
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In this tutorial we introduce the basic concepts of the CARLA Python API, as
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well as an overview of its most important functionalities. The reference of all
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classes and methods available can be found at
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[Python API reference](python_api.md).
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!!! note
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**This document applies only to the latest development version**. <br>
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The API has been significantly changed in the latest versions starting at
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0.9.0. We commonly refer to the new API as **0.9.X API** as opposed to
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the previous **0.8.X API**.
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First of all, we need to introduce a few core concepts:
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- **Actor:** Actor is anything that plays a role in the simulation and can be
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moved around, examples of actors are vehicles, pedestrians, and sensors.
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- **Blueprint:** Before spawning an actor you need to specify its attributes,
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and that's what blueprints are for. We provide a blueprint library with
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the definitions of all the actors available.
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- **World:** The world represents the currently loaded map and contains the
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functions for converting a blueprint into a living actor, among other. It
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also provides access to the road map and functions to change the weather
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conditions.
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#### Connecting and retrieving the world
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To connect to a simulator we need to create a "Client" object, to do so we need
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to provide the IP address and port of a running instance of the simulator
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```py
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client = carla.Client('localhost', 2000)
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```
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The first recommended thing to do right after creating a client instance is
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setting its time-out. This time-out sets a time limit to all networking
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operations, if the time-out is not set networking operations may block forever
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```py
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client.set_timeout(10.0) # seconds
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```
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Once we have the client configured we can directly retrieve the world
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```py
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world = client.get_world()
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```
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Typically we won't need the client object anymore, all the objects created by
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the world will connect to the IP and port provided if they need to. These
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operations are usually done in the background and are transparent to the user.
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#### Blueprints
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A blueprint contains the information necessary to create a new actor. For
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instance, if the blueprint defines a car, we can change its color here, if it
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defines a lidar, we can decide here how many channels the lidar will have. A
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blueprints also has an ID that uniquely identifies it and all the actor
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instances created with it. Examples of IDs are "vehicle.nissan.patrol" or
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"sensor.camera.depth".
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The list of all available blueprints is kept in the [**blueprint library**](/bp_library)
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```py
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blueprint_library = world.get_blueprint_library()
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```
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The library allows us to find specific blueprints by ID, filter them with
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wildcards, or just choosing one at random
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```py
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# Find specific blueprint.
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collision_sensor_bp = blueprint_library.find('sensor.other.collision')
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# Chose a vehicle blueprint at random.
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vehicle_bp = random.choice(blueprint_library.filter('vehicle.bmw.*'))
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```
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Some of the attributes of the blueprints can be modified while some other are
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just read-only. For instance, we cannot modify the number of wheels of a vehicle
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but we can change its color
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```py
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vehicles = blueprint_library.filter('vehicle.*')
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bikes = [x for x in vehicles if int(x.get_attribute('number_of_wheels')) == 2]
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for bike in bikes:
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bike.set_attribute('color', '255,0,0')
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```
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Modifiable attributes also come with a list of recommended values
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```py
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for attr in blueprint:
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if attr.is_modifiable:
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blueprint.set_attribute(attr.id, random.choice(attr.recommended_values))
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```
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The blueprint system has been designed to ease contributors adding their custom
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actors directly in Unreal Editor, we'll add a tutorial on this soon, stay tuned!
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#### Spawning actors
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Once we have the blueprint set up, spawning an actor is pretty straightforward
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```py
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transform = Transform(Location(x=230, y=195, z=40), Rotation(yaw=180))
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actor = world.spawn_actor(blueprint, transform)
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```
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The spawn actor function comes in two flavours, [`spawn_actor`](python_api.md#carla.World.spawn_actor) and
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[`try_spawn_actor`](python_api.md#carla.World.try_spawn_actor).
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The former will raise an exception if the actor could not be spawned,
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the later will return `None` instead. The most typical cause of
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failure is collision at spawn point, meaning the actor does not fit at the spot
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we chose; probably another vehicle is in that spot or we tried to spawn into a
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static object.
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To ease the task of finding a spawn location, each map provides a list of
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recommended transforms
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```py
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spawn_points = world.get_map().get_spawn_points()
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```
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We'll add more on the map object later in this tutorial.
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Finally, the spawn functions have an optional argument that controls whether the
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actor is going to be attached to another actor. This is specially useful for
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sensors. In the next example, the camera remains rigidly attached to our vehicle
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during the rest of the simulation
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```py
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camera = world.spawn_actor(camera_bp, relative_transform, attach_to=my_vehicle)
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```
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Note that in this case, the transform provided is treated relative to the parent
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actor.
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#### Handling actors
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Once we have an actor alive in the world, we can move this actor around and
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check its dynamic properties
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```py
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location = actor.get_location()
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location.z += 10.0
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actor.set_location(location)
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print(actor.get_acceleration())
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print(actor.get_velocity())
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```
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We can even freeze an actor by disabling its physics simulation
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```py
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actor.set_simulate_physics(False)
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```
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And once we get tired of an actor we can remove it from the simulation with
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```py
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actor.destroy()
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```
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Note that actors are not cleaned up automatically when the Python script
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finishes, if we want to get rid of them we need to explicitly destroy them.
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!!! important
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**Known issue:** To improve performance, most of the methods send requests
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to the simulator asynchronously. The simulator queues each of these
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requests, but only has a limited amount of time each update to parse them.
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If we flood the simulator by calling "set" methods too often, e.g.
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set_transform, the requests will accumulate a significant lag.
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#### Vehicles
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Vehicles are a special type of actor that provide a few extra methods. Apart
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from the handling methods common to all actors, vehicles can also be controlled
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by providing throttle, break, and steer values
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```py
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vehicle.apply_control(carla.VehicleControl(throttle=1.0, steer=-1.0))
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```
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These are all the parameters of the [`VehicleControl`](python_api.md#carla.VehicleControl)
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object and their default values
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```py
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carla.VehicleControl(
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throttle = 0.0
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steer = 0.0
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brake = 0.0
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hand_brake = False
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reverse = False
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manual_gear_shift = False
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gear = 0)
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```
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Also, physics control properties can be tuned for vehicles and its wheels
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```py
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vehicle.apply_physics_control(carla.VehiclePhysicsControl(max_rpm = 5000.0, center_of_mass = carla.Vector3D(0.0, 0.0, 0.0), torque_curve=[[0,400],[5000,400]]))
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```
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These properties are controlled through a
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[`VehiclePhysicsControl`](python_api.md#carla.VehiclePhysicsControl) object,
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which also contains a property to control each wheel's physics through a
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[`WheelPhysicsControl`](python_api.md#carla.WheelPhysicsControl) object.
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```py
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carla.VehiclePhysicsControl(
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torque_curve,
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max_rpm,
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moi,
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damping_rate_full_throttle,
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damping_rate_zero_throttle_clutch_engaged,
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damping_rate_zero_throttle_clutch_disengaged,
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use_gear_autobox,
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gear_switch_time,
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clutch_strength,
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mass,
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drag_coefficient,
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center_of_mass,
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steering_curve,
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wheels)
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```
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Where:
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- *torque_curve*: Curve that indicates the torque measured in Nm for a specific revolutions
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per minute of the vehicle's engine
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- *max_rpm*: The maximum revolutions per minute of the vehicle's engine
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- *moi*: The moment of inertia of the vehicle's engine
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- *damping_rate_full_throttle*: Damping rate when the throttle is maximum.
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- *damping_rate_zero_throttle_clutch_engaged*: Damping rate when the thottle is zero
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with clutch engaged
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- *damping_rate_zero_throttle_clutch_disengaged*: Damping rate when the thottle is zero
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with clutch disengaged
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- *use_gear_autobox*: If true, the vehicle will have automatic transmission
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- *gear_switch_time*: Switching time between gears
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- *clutch_strength*: The clutch strength of the vehicle. Measured in Kgm^2/s
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- *final_ratio*: The fixed ratio from transmission to wheels.
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- *forward_gears*: List of [`GearPhysicsControl`](python_api.md#carla.GearPhysicsControl) objects.
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- *mass*: The mass of the vehicle measured in Kg
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- *drag_coefficient*: Drag coefficient of the vehicle's chassis
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- *center_of_mass*: The center of mass of the vehicle
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- *steering_curve*: Curve that indicates the maximum steering for a specific forward speed
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- *wheels*: List of [`WheelPhysicsControl`](python_api.md#carla.WheelPhysicsControl) objects.
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```py
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carla.WheelPhysicsControl(
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tire_friction,
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damping_rate,
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max_steer_angle,
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radius,
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max_brake_torque,
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max_handbrake_torque,
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position)
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```
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Where:
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- *tire_friction*: Scalar value that indicates the friction of the wheel.
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- *damping_rate*: The damping rate of the wheel.
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- *max_steer_angle*: The maximum angle in degrees that the wheel can steer.
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- *radius*: The radius of the wheel in centimeters.
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- *max_brake_torque*: The maximum brake torque in Nm.
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- *max_handbrake_torque*: The maximum handbrake torque in Nm.
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- *position*: The position of the wheel.
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```py
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carla.GearPhysicsControl(
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ratio,
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down_ratio,
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up_ratio)
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```
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Where:
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- *ratio*: The transmission ratio of this gear.
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- *down_ratio*: The level of RPM (in relation to MaxRPM) where the gear autobox initiates shifting down.
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- *up_ratio*: The level of RPM (in relation to MaxRPM) where the gear autobox initiates shifting up.
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Our vehicles also come with a handy autopilot
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```py
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vehicle.set_autopilot(True)
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```
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As has been a common misconception, we need to clarify that this autopilot
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control is purely hard-coded into the simulator and it's not based at all in
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machine learning techniques.
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Finally, vehicles also have a bounding box that encapsulates them
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```py
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box = vehicle.bounding_box
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print(box.location) # Location relative to the vehicle.
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print(box.extent) # XYZ half-box extents in meters.
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```
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#### Sensors
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Sensors are actors that produce a stream of data. Sensors are such a key
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component of CARLA that they deserve their own documentation page, so here we'll
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limit ourselves to show a small example of how sensors work
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```py
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camera_bp = blueprint_library.find('sensor.camera.rgb')
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camera = world.spawn_actor(camera_bp, relative_transform, attach_to=my_vehicle)
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camera.listen(lambda image: image.save_to_disk('output/%06d.png' % image.frame))
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```
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In this example we have attached a camera to a vehicle, and told the camera to
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save to disk each of the images that are going to be generated.
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The full list of sensors and their measurement is explained in
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[Cameras and sensors](cameras_and_sensors.md).
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#### Other actors
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Apart from vehicles and sensors, there are a few other actors in the world. The
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full list can be requested to the world with
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```py
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actor_list = world.get_actors()
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```
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The actor list object returned has functions for finding, filtering, and
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iterating actors
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```py
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# Find an actor by id.
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actor = actor_list.find(id)
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# Print the location of all the speed limit signs in the world.
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for speed_sign in actor_list.filter('traffic.speed_limit.*'):
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print(speed_sign.get_location())
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```
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Among the actors you can find in this list are
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* **Traffic lights** with a [`state`](python_api.md#carla.TrafficLight.state) property
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to check the light's current state.
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* **Speed limit signs** with the speed codified in their type_id.
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* The **Spectator** actor that can be used to move the view of the simulator window.
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#### Changing the weather
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The lighting and weather conditions can be requested and changed with the world
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object
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```py
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weather = carla.WeatherParameters(
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cloudyness=80.0,
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precipitation=30.0,
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sun_altitude_angle=70.0)
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world.set_weather(weather)
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print(world.get_weather())
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```
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For convenience, we also provided a list of predefined weather presets that can
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be directly applied to the world
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```py
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world.set_weather(carla.WeatherParameters.WetCloudySunset)
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```
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The full list of presets can be found in the
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[WeatherParameters reference](python_api.md#carla.WeatherParameters).
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### World Snapshot
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A world snapshot represents the state of every actor in the simulation at a single frame,
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a sort of still image of the world with a timestamp. With this feature it is possible to
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record the location of every actor and make sure all of them were captured at the same
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frame without the need of using synchronous mode.
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```py
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# Retrieve a snapshot of the world at this point in time.
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world_snapshot = world.get_snapshot()
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# Wait for the next tick and retrieve the snapshot of the tick.
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world_snapshot = world.wait_for_tick()
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# Register a callback to get called every time we receive a new snapshot.
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world.on_tick(lambda world_snapshot: do_something(world_snapshot))
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```
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The world snapshot contains a timestamp and a list of actor snapshots. Actor snapshots do not
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allow to operate on the actor directly as they only contain data about the physical state of
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the actor, but you can use their id to retrieve the actual actor. And the other way around,
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you can look up snapshots by id (average O(1) complexity).
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```py
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timestamp = world_snapshot.timestamp
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timestamp.frame_count
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timestamp.elapsed_seconds
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timestamp.delta_seconds
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timestamp.platform_timestamp
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for actor_snapshot in world_snapshot:
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actor_snapshot.get_transform()
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actor_snapshot.get_velocity()
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actor_snapshot.get_angular_velocity()
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actor_snapshot.get_acceleration()
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actual_actor = world.get_actor(actor_snapshot.id)
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actor_snapshot = world_snapshot.find(actual_actor.id)
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```
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#### Map and waypoints
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One of the key features of CARLA is that our roads are fully annotated. All our
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maps come accompanied by [OpenDrive](http://www.opendrive.org/) files that
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defines the road layout. Furthermore, we provide a higher level API for querying
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and navigating this information.
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These objects were a recent addition to our API and are still in heavy
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development, we hope to make them much more powerful soon.
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Let's start by getting the map of the current world
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```py
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map = world.get_map()
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```
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For starters, the map has a [`name`](python_api.md#carla.Map.name) attribute that matches
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the name of the currently loaded city, e.g. Town01. And, as we've seen before, we can also ask
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the map to provide a list of recommended locations for spawning vehicles,
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[`map.get_spawn_points()`](python_api.md#carla.Map.get_spawn_points).
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However, the real power of this map API comes apparent when we introduce
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[`waypoints`](python_api.md#carla.Waypoint). We can tell the map to give us a waypoint on
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the road closest to our vehicle
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```py
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waypoint = map.get_waypoint(vehicle.get_location())
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```
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This waypoint's [`transform`](python_api.md#carla.Waypoint.transform) is located on a drivable lane,
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and it's oriented according to the road direction at that point.
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Waypoints have their unique identifier [`carla.Waypoint.id`](python_api.md#carla.Waypoint.id)
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based on the hash of its [`road_id`](python_api.md#carla.Waypoint.road_id),
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[`section_id`](python_api.md#carla.Waypoint.section_id),
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[`lane_id`](python_api.md#carla.Waypoint.lane_id) and [`s`](python_api.md#carla.Waypoint.s).
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They also provide more information about lanes, such as the
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[`lane_type`](python_api.md#carla.Waypoint.lane_type) of the current waypoint
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and if a [`lane_change`](python_api.md#carla.Waypoint.lane_change) is possible and in which direction.
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```py
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# Nearest waypoint on the center of a Driving or Sidewalk lane.
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waypoint = map.get_waypoint(vehicle.get_location(),project_to_road=True, lane_type=(carla.LaneType.Driving | carla.LaneType.Sidewalk))
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# Get the current lane type (driving or sidewalk).
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lane_type = waypoint.lane_type
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# Get available lane change.
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lane_change = waypoint.lane_change
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```
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Surrounding lane markings _(right / left)_ can also be accessed through the waypoint API.
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Therefore, it is possible to know all the information provided by a
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[`carla.LaneMarking`](python_api.md#carla.LaneMarking),
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like the lane marking [`type`](python_api.md#carla.LaneMarkingType) and its
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[`lane_change`](python_api.md#carla.LaneChange) availability.
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```py
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# Get right lane marking type
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right_lm_type = waypoint.right_lane_marking.type
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```
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Waypoints also have function to query the "next" waypoints; this method returns
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a list of waypoints at a certain distance that can be accessed from this
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waypoint following the traffic rules. In other words, if a vehicle is placed in
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this waypoint, give me the list of posible locations that this vehicle can drive
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to. Let's see a practical example:
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```py
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# Retrieve the closest waypoint.
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waypoint = map.get_waypoint(vehicle.get_location())
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# Disable physics, in this example we're just teleporting the vehicle.
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vehicle.set_simulate_physics(False)
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while True:
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# Find next waypoint 2 meters ahead.
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waypoint = random.choice(waypoint.next(2.0))
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# Teleport the vehicle.
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vehicle.set_transform(waypoint.transform)
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```
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The map object also provides methods for generating in bulk waypoints all over
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the map at an approximated distance between them
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```py
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waypoint_list = map.generate_waypoints(2.0)
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```
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|
|
For routing purposes, it is also possible to retrieve a topology graph of the
|
|
roads
|
|
|
|
```py
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|
waypoint_tuple_list = map.get_topology()
|
|
```
|
|
|
|
This method returns a list of pairs (tuples) of waypoints, for each pair, the
|
|
first element connects with the second one. Only the minimal set of waypoints to
|
|
define the topology are generated by this method, only a waypoint for each lane
|
|
for each road segment in the map.
|
|
|
|
Finally, to allow access to the whole road information, the map object can be
|
|
converted to OpenDrive format, and saved to disk as such.
|
|
|
|
### Recording and Replaying system
|
|
|
|
CARLA includes now a recording and replaying API, that allows to record a simulation in a file and
|
|
later replay that simulation. The file is written on server side only, and it includes which
|
|
**actors are created or destroyed** in the simulation, the **state of the traffic lights**
|
|
and the **position** and **orientation** of all vehicles and pedestrians.
|
|
|
|
To start recording we only need to supply a file name:
|
|
|
|
```py
|
|
client.start_recorder("recording01.log")
|
|
```
|
|
|
|
To stop the recording, we need to call:
|
|
|
|
```py
|
|
client.stop_recorder()
|
|
```
|
|
|
|
At any point we can replay a simulation, specifying the filename:
|
|
|
|
```py
|
|
client.replay_file("recording01.log")
|
|
```
|
|
|
|
The replayer replicates the actor and traffic light information of the recording each frame.
|
|
|
|
For more details, [Recorder and Playback system](recorder_and_playback.md)
|
|
|
|
#### Pedestrians
|
|
|
|
![pedestrian types](img/pedestrian_types.png)
|
|
|
|
We can get a lit of all pedestrians from the blueprint library and choose one:
|
|
|
|
```py
|
|
world = client.get_world()
|
|
blueprintsWalkers = world.get_blueprint_library().filter("walker.pedestrian.*")
|
|
walker_bp = random.choice(blueprintsWalkers)
|
|
```
|
|
|
|
We can **get a list of random points** where to spawn the pedestrians. Those points are always
|
|
from the areas where the pedestrian can walk:
|
|
|
|
```py
|
|
# 1. take all the random locations to spawn
|
|
spawn_points = []
|
|
for i in range(50):
|
|
spawn_point = carla.Transform()
|
|
spawn_point.location = world.get_random_location_from_navigation()
|
|
if (spawn_point.location != None):
|
|
spawn_points.append(spawn_point)
|
|
|
|
```
|
|
|
|
Now we can **spawn the pedestrians** at those positions using a batch of commands:
|
|
|
|
```py
|
|
# 2. build the batch of commands to spawn the pedestrians
|
|
batch = []
|
|
for spawn_point in spawn_points:
|
|
walker_bp = random.choice(blueprintsWalkers)
|
|
batch.append(carla.command.SpawnActor(walker_bp, spawn_point))
|
|
|
|
# apply the batch
|
|
results = client.apply_batch_sync(batch, True)
|
|
for i in range(len(results)):
|
|
if results[i].error:
|
|
logging.error(results[i].error)
|
|
else:
|
|
walkers_list.append({"id": results[i].actor_id})
|
|
```
|
|
|
|
We save the id of each walker from the results of the batch, in a dictionary because we will
|
|
assign to them also a controller.
|
|
We need to **create the controller** that will manage the pedestrian automatically:
|
|
|
|
```py
|
|
# 3. we spawn the walker controller
|
|
batch = []
|
|
walker_controller_bp = world.get_blueprint_library().find('controller.ai.walker')
|
|
for i in range(len(walkers_list)):
|
|
batch.append(carla.command.SpawnActor(walker_controller_bp, carla.Transform(), walkers_list[i]["id"]))
|
|
|
|
# apply the batch
|
|
results = client.apply_batch_sync(batch, True)
|
|
for i in range(len(results)):
|
|
if results[i].error:
|
|
logging.error(results[i].error)
|
|
else:
|
|
walkers_list[i]["con"] = results[i].actor_id
|
|
```
|
|
|
|
We create the controller as child of the walker, so the location we pass is (0,0,0).
|
|
|
|
At this point we have a list of pedestrians with a controller each one, but we need to get
|
|
the actual actor from the id. Because the controller is a child of the pedestrian,
|
|
we need to **put all id in the same list** so the parent can find the child in the same list.
|
|
|
|
```py
|
|
# 4. we put altogether the walkers and controllers id to get the objects from their id
|
|
for i in range(len(walkers_list)):
|
|
all_id.append(walkers_list[i]["con"])
|
|
all_id.append(walkers_list[i]["id"])
|
|
all_actors = world.get_actors(all_id)
|
|
```
|
|
|
|
The list all_actors has now all the actor objects we created.
|
|
|
|
At this point is a good idea to **wait for a tick** on client, because then the server has
|
|
time to send all new data about the new actors we just created (we need the transform of
|
|
each one updated). So we can do a call like:
|
|
|
|
```py
|
|
# wait for a tick to ensure client receives the last transform of the walkers we have just created
|
|
world.wait_for_tick()
|
|
```
|
|
|
|
After that, our client has the data about the actors updated.
|
|
|
|
**Using the controller** we can set the locations where we want each pedestrian walk to:
|
|
|
|
```py
|
|
# 5. initialize each controller and set target to walk to (list is [controller, actor, controller, actor ...])
|
|
for i in range(0, len(all_actors), 2):
|
|
# start walker
|
|
all_actors[i].start()
|
|
# set walk to random point
|
|
all_actors[i].go_to_location(world.get_random_location_from_navigation())
|
|
# random max speed
|
|
all_actors[i].set_max_speed(1 + random.random()) # max speed between 1 and 2 (default is 1.4 m/s)
|
|
```
|
|
|
|
There we have set at each pedestrian (through its controller) a random point and random speed.
|
|
When they reach the target point then automatically walk to another random point.
|
|
|
|
If the target point is not reachable, then they reach the closest point from the are where they are.
|
|
|
|
![pedestrian sample](img/pedestrians_shoot.png)
|
|
|
|
To **destroy the pedestrians**, we need to stop them from the navigation,
|
|
and then destroy the objects (actor and controller):
|
|
|
|
```py
|
|
# stop pedestrians (list is [controller, actor, controller, actor ...])
|
|
for i in range(0, len(all_id), 2):
|
|
all_actors[i].stop()
|
|
|
|
# destroy pedestrian (actor and controller)
|
|
client.apply_batch([carla.command.DestroyActor(x) for x in all_id])
|
|
```
|