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automatic_control_GRAIC.py
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automatic_control_GRAIC.py
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#!/usr/bin/env python
# Copyright (c) 2018 Intel Labs.
# authors: German Ros (german.ros@intel.com)
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
"""Yan's Note: GRAIC 2023 -- NO ROS VERSION"""
from __future__ import print_function
import argparse
import collections
import datetime
import glob
import logging
import math
import os
from turtle import right
import numpy.random as random
import re
import sys
import weakref
import pickle
import time
import subprocess
try:
import pygame
from pygame.locals import KMOD_CTRL
from pygame.locals import K_ESCAPE
from pygame.locals import K_q
except ImportError:
raise RuntimeError('cannot import pygame, make sure pygame package is installed')
try:
import numpy as np
except ImportError:
raise RuntimeError(
'cannot import numpy, make sure numpy package is installed')
# ==============================================================================
# -- Find CARLA module ---------------------------------------------------------
# ==============================================================================
try:
sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
sys.version_info.major,
sys.version_info.minor,
'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
pass
# ==============================================================================
# -- Add PythonAPI for release mode --------------------------------------------
# ==============================================================================
try:
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))) + '/carla')
except IndexError:
pass
import carla
from carla import ColorConverter as cc
from agent_pid import Agent as PIDAgent
from agent import Agent as MPCAgent
# ==============================================================================
# -- Global functions ----------------------------------------------------------
# ==============================================================================
def find_weather_presets():
"""Method to find weather presets"""
rgx = re.compile('.+?(?:(?<=[a-z])(?=[A-Z])|(?<=[A-Z])(?=[A-Z][a-z])|$)')
def name(x): return ' '.join(m.group(0) for m in rgx.finditer(x))
presets = [x for x in dir(carla.WeatherParameters) if re.match('[A-Z].+', x)]
return [(getattr(carla.WeatherParameters, x), name(x)) for x in presets]
def get_actor_display_name(actor, truncate=250):
"""Method to get actor display name"""
name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
return (name[:truncate - 1] + u'\u2026') if len(name) > truncate else name
# ==============================================================================
# -- World ---------------------------------------------------------------
# ==============================================================================
class World(object):
""" Class representing the surrounding environment """
def __init__(self, carla_world, hud, args):
"""Constructor method"""
self._args = args
self.world = carla_world
try:
self.map = self.world.get_map()
except RuntimeError as error:
print('RuntimeError: {}'.format(error))
print(' The server could not send the OpenDRIVE (.xodr) file:')
print(' Make sure it exists, has the same name of your town, and is correct.')
sys.exit(1)
self.hud = hud
self.player = None
self.collision_sensor = None
self.lane_invasion_sensor = None
self.gnss_sensor = None
self.camera_manager = None
self._weather_presets = find_weather_presets()
self._weather_index = 0
self._actor_filter = args.filter
self.restart(args)
self.world.on_tick(hud.on_world_tick)
self.recording_enabled = False
self.recording_start = 0
def restart(self, args):
"""Restart the world"""
# Keep same camera config if the camera manager exists.
cam_index = self.camera_manager.index if self.camera_manager is not None else 0
cam_pos_id = self.camera_manager.transform_index if self.camera_manager is not None else 0
# Get a random blueprint.
blueprint = random.choice(self.world.get_blueprint_library().filter(self._actor_filter))
blueprint.set_attribute('role_name', 'ego_vehicle')
if blueprint.has_attribute('color'):
# color = random.choice(blueprint.get_attribute('color').recommended_values)
blueprint.set_attribute('color', "0,255,0")
# Spawn the player.
if self.player is not None:
spawn_point = self.player.get_transform()
spawn_point.location.z += 2.0
spawn_point.rotation.roll = 0.0
spawn_point.rotation.pitch = 0.0
self.destroy()
self.player = self.world.try_spawn_actor(blueprint, spawn_point)
self.modify_vehicle_physics(self.player)
while self.player is None:
# TODO: Hardcoded starting point, to be changed to 1st wp in waypoint pickle file
if args.map == 'shanghai_intl_circuit':
spawn_point = carla.Transform(carla.Location(90.0, 93.0, 1.0), carla.Rotation(0, 0, 0))
elif args.map == 't1_triple':
spawn_point = carla.Transform(carla.Location(153.0, -12.0, 1.0), carla.Rotation(0, 180, 0))
elif args.map == 't2_triple':
spawn_point = carla.Transform(carla.Location(85.0, -105.0, 1.0), carla.Rotation(0, 135, 0))
elif args.map == 't3':
spawn_point = carla.Transform(carla.Location(70.0, -115.0, 1.0), carla.Rotation(0, 16.75, 0))
elif args.map == 't4':
spawn_point = carla.Transform(carla.Location(155.0, -96.0, 1.0), carla.Rotation(0, 50, 0))
self.player = self.world.try_spawn_actor(blueprint, spawn_point)
self.modify_vehicle_physics(self.player)
if self._args.sync:
self.world.tick()
else:
self.world.wait_for_tick()
# Set up the sensors.
self.collision_sensor = CollisionSensor(self.player, self.hud, args)
self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
self.gnss_sensor = GnssSensor(self.player)
self.camera_manager = CameraManager(self.player, self.hud)
self.camera_manager.transform_index = cam_pos_id
self.camera_manager.set_sensor(cam_index, notify=False)
actor_type = get_actor_display_name(self.player)
self.hud.notification(actor_type)
def modify_vehicle_physics(self, actor):
#If actor is not a vehicle, we cannot use the physics control
try:
physics_control = actor.get_physics_control()
physics_control.use_sweep_wheel_collision = True
actor.apply_physics_control(physics_control)
except Exception:
pass
def tick(self, clock):
"""Method for every tick"""
self.hud.tick(self, clock)
def render(self, display):
"""Render world"""
self.camera_manager.render(display)
self.hud.render(display)
def destroy_sensors(self):
"""Destroy sensors"""
self.camera_manager.sensor.destroy()
self.camera_manager.sensor = None
self.camera_manager.index = None
def destroy(self):
"""Destroys all actors"""
actors = [
self.camera_manager.sensor,
self.collision_sensor.sensor,
self.lane_invasion_sensor.sensor,
self.gnss_sensor.sensor,
self.player]
for actor in actors:
if actor is not None:
actor.destroy()
# ==============================================================================
# -- KeyboardControl -----------------------------------------------------------
# ==============================================================================
class KeyboardControl(object):
def __init__(self, world):
world.hud.notification("Welcome to GRAIC Competition", seconds=2.0)
def parse_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
if event.type == pygame.KEYUP:
if self._is_quit_shortcut(event.key):
return True
@staticmethod
def _is_quit_shortcut(key):
"""Shortcut for quitting"""
return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)
# ==============================================================================
# -- HUD -----------------------------------------------------------------------
# ==============================================================================
class HUD(object):
"""Class for HUD text"""
def __init__(self, width, height):
"""Constructor method"""
self.dim = (width, height)
font = pygame.font.Font(pygame.font.get_default_font(), 20)
font_name = 'courier' if os.name == 'nt' else 'mono'
fonts = [x for x in pygame.font.get_fonts() if font_name in x]
default_font = 'ubuntumono'
mono = default_font if default_font in fonts else fonts[0]
mono = pygame.font.match_font(mono)
self._font_mono = pygame.font.Font(mono, 12 if os.name == 'nt' else 14)
self._notifications = FadingText(font, (width, 40), (0, height - 40))
self.help = HelpText(pygame.font.Font(mono, 24), width, height)
self.server_fps = 0
self.frame = 0
self.simulation_time = 0
self._show_info = True
self._info_text = []
self._server_clock = pygame.time.Clock()
def on_world_tick(self, timestamp):
"""Gets informations from the world at every tick"""
self._server_clock.tick()
self.server_fps = self._server_clock.get_fps()
self.frame = timestamp.frame_count
self.simulation_time = timestamp.elapsed_seconds
def tick(self, world, clock):
"""HUD method for every tick"""
self._notifications.tick(world, clock)
if not self._show_info:
return
transform = world.player.get_transform()
vel = world.player.get_velocity()
control = world.player.get_control()
heading = 'N' if abs(transform.rotation.yaw) < 89.5 else ''
heading += 'S' if abs(transform.rotation.yaw) > 90.5 else ''
heading += 'E' if 179.5 > transform.rotation.yaw > 0.5 else ''
heading += 'W' if -0.5 > transform.rotation.yaw > -179.5 else ''
colhist = world.collision_sensor.get_collision_history()
collision = [colhist[x + self.frame - 200] for x in range(0, 200)]
max_col = max(1.0, max(collision))
collision = [x / max_col for x in collision]
vehicles = world.world.get_actors().filter('vehicle.*')
self._info_text = [
'Server: % 16.0f FPS' % self.server_fps,
'Client: % 16.0f FPS' % clock.get_fps(),
'',
'Vehicle: % 20s' % get_actor_display_name(world.player, truncate=20),
'Map: % 20s' % world.map.name.split('/')[-1],
'Simulation time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
'',
'Speed: % 15.0f km/h' % (3.6 * math.sqrt(vel.x**2 + vel.y**2 + vel.z**2)),
u'Heading:% 16.0f\N{DEGREE SIGN} % 2s' % (transform.rotation.yaw, heading),
'Location:% 20s' % ('(% 5.1f, % 5.1f)' % (transform.location.x, transform.location.y)),
'GNSS:% 24s' % ('(% 2.6f, % 3.6f)' % (world.gnss_sensor.lat, world.gnss_sensor.lon)),
'Height: % 18.0f m' % transform.location.z,
'']
if isinstance(control, carla.VehicleControl):
self._info_text += [
('Throttle:', control.throttle, 0.0, 1.0),
('Steer:', control.steer, -1.0, 1.0),
('Brake:', control.brake, 0.0, 1.0),
('Reverse:', control.reverse),
('Hand brake:', control.hand_brake),
('Manual:', control.manual_gear_shift),
'Gear: %s' % {-1: 'R', 0: 'N'}.get(control.gear, control.gear)]
elif isinstance(control, carla.WalkerControl):
self._info_text += [
('Speed:', control.speed, 0.0, 5.556),
('Jump:', control.jump)]
self._info_text += [
'',
'Collision:',
collision,
'',
'Number of vehicles: % 8d' % len(vehicles)]
if len(vehicles) > 1:
self._info_text += ['Nearby vehicles:']
def dist(l):
return math.sqrt((l.x - transform.location.x)**2 + (l.y - transform.location.y)
** 2 + (l.z - transform.location.z)**2)
vehicles = [(dist(x.get_location()), x) for x in vehicles if x.id != world.player.id]
for dist, vehicle in sorted(vehicles):
if dist > 200.0:
break
vehicle_type = get_actor_display_name(vehicle, truncate=22)
self._info_text.append('% 4dm %s' % (dist, vehicle_type))
def toggle_info(self):
"""Toggle info on or off"""
self._show_info = not self._show_info
def notification(self, text, seconds=2.0):
"""Notification text"""
self._notifications.set_text(text, seconds=seconds)
def error(self, text):
"""Error text"""
self._notifications.set_text('Error: %s' % text, (255, 0, 0))
def render(self, display):
"""Render for HUD class"""
if self._show_info:
info_surface = pygame.Surface((220, self.dim[1]))
info_surface.set_alpha(100)
display.blit(info_surface, (0, 0))
v_offset = 4
bar_h_offset = 100
bar_width = 106
for item in self._info_text:
if v_offset + 18 > self.dim[1]:
break
if isinstance(item, list):
if len(item) > 1:
points = [(x + 8, v_offset + 8 + (1 - y) * 30) for x, y in enumerate(item)]
pygame.draw.lines(display, (255, 136, 0), False, points, 2)
item = None
v_offset += 18
elif isinstance(item, tuple):
if isinstance(item[1], bool):
rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
pygame.draw.rect(display, (255, 255, 255), rect, 0 if item[1] else 1)
else:
rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect_border, 1)
fig = (item[1] - item[2]) / (item[3] - item[2])
if item[2] < 0.0:
rect = pygame.Rect(
(bar_h_offset + fig * (bar_width - 6), v_offset + 8), (6, 6))
else:
rect = pygame.Rect((bar_h_offset, v_offset + 8), (fig * bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect)
item = item[0]
if item: # At this point has to be a str.
surface = self._font_mono.render(item, True, (255, 255, 255))
display.blit(surface, (8, v_offset))
v_offset += 18
self._notifications.render(display)
self.help.render(display)
# ==============================================================================
# -- FadingText ----------------------------------------------------------------
# ==============================================================================
class FadingText(object):
""" Class for fading text """
def __init__(self, font, dim, pos):
"""Constructor method"""
self.font = font
self.dim = dim
self.pos = pos
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
def set_text(self, text, color=(255, 255, 255), seconds=2.0):
"""Set fading text"""
text_texture = self.font.render(text, True, color)
self.surface = pygame.Surface(self.dim)
self.seconds_left = seconds
self.surface.fill((0, 0, 0, 0))
self.surface.blit(text_texture, (10, 11))
def tick(self, _, clock):
"""Fading text method for every tick"""
delta_seconds = 1e-3 * clock.get_time()
self.seconds_left = max(0.0, self.seconds_left - delta_seconds)
self.surface.set_alpha(500.0 * self.seconds_left)
def render(self, display):
"""Render fading text method"""
display.blit(self.surface, self.pos)
# ==============================================================================
# -- HelpText ------------------------------------------------------------------
# ==============================================================================
class HelpText(object):
""" Helper class for text render"""
def __init__(self, font, width, height):
"""Constructor method"""
lines = __doc__.split('\n')
self.font = font
self.dim = (680, len(lines) * 22 + 12)
self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1])
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
self.surface.fill((0, 0, 0, 0))
for i, line in enumerate(lines):
text_texture = self.font.render(line, True, (255, 255, 255))
self.surface.blit(text_texture, (22, i * 22))
self._render = False
self.surface.set_alpha(220)
def toggle(self):
"""Toggle on or off the render help"""
self._render = not self._render
def render(self, display):
"""Render help text method"""
if self._render:
display.blit(self.surface, self.pos)
# ==============================================================================
# -- CollisionSensor -----------------------------------------------------------
# ==============================================================================
class CollisionSensor(object):
""" Class for collision sensors"""
def __init__(self, parent_actor, hud, args):
"""Constructor method"""
self.sensor = None
self.history = []
self._parent = parent_actor
self.hud = hud
world = self._parent.get_world()
blueprint = world.get_blueprint_library().find('sensor.other.collision')
self.sensor = world.spawn_actor(blueprint, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to
# self to avoid circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: CollisionSensor._on_collision(weak_self, event))
self.prev_collision_actor_id = []
self.args = args
def get_collision_history(self):
"""Gets the history of collisions"""
history = collections.defaultdict(int)
for frame, intensity in self.history:
history[frame] += intensity
return history
@staticmethod
def _on_collision(weak_self, event):
"""On collision method"""
self = weak_self()
if not self:
return
actor_type = get_actor_display_name(event.other_actor)
self.hud.notification('Collision with %r' % actor_type)
impulse = event.normal_impulse
intensity = math.sqrt(impulse.x ** 2 + impulse.y ** 2 + impulse.z ** 2)
self.history.append((event.frame, intensity))
if len(self.history) > 4000:
self.history.pop(0)
if event.other_actor.id not in self.prev_collision_actor_id:
self.prev_collision_actor_id.append(event.other_actor.id)
with open("{}_collision.txt".format(self.args.map), 'a') as f:
f.write("Time: {}, Collision Actor ID: {}, Collision Actor Type: {}\n".format(round(event.timestamp, 2), event.other_actor.id, event.other_actor.type_id))
# ==============================================================================
# -- LaneInvasionSensor --------------------------------------------------------
# ==============================================================================
class LaneInvasionSensor(object):
"""Class for lane invasion sensors"""
def __init__(self, parent_actor, hud):
"""Constructor method"""
self.sensor = None
self._parent = parent_actor
self.hud = hud
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.lane_invasion')
self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: LaneInvasionSensor._on_invasion(weak_self, event))
@staticmethod
def _on_invasion(weak_self, event):
"""On invasion method"""
self = weak_self()
if not self:
return
lane_types = set(x.type for x in event.crossed_lane_markings)
text = ['%r' % str(x).split()[-1] for x in lane_types]
# self.hud.notification('Crossed line %s' % ' and '.join(text))
# ==============================================================================
# -- GnssSensor --------------------------------------------------------
# ==============================================================================
class GnssSensor(object):
""" Class for GNSS sensors"""
def __init__(self, parent_actor):
"""Constructor method"""
self.sensor = None
self._parent = parent_actor
self.lat = 0.0
self.lon = 0.0
world = self._parent.get_world()
blueprint = world.get_blueprint_library().find('sensor.other.gnss')
self.sensor = world.spawn_actor(blueprint, carla.Transform(carla.Location(x=1.0, z=2.8)),
attach_to=self._parent)
# We need to pass the lambda a weak reference to
# self to avoid circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: GnssSensor._on_gnss_event(weak_self, event))
@staticmethod
def _on_gnss_event(weak_self, event):
"""GNSS method"""
self = weak_self()
if not self:
return
self.lat = event.latitude
self.lon = event.longitude
# ==============================================================================
# -- CameraManager -------------------------------------------------------------
# ==============================================================================
class CameraManager(object):
""" Class for camera management"""
def __init__(self, parent_actor, hud):
"""Constructor method"""
self.sensor = None
self.surface = None
self._parent = parent_actor
self.hud = hud
self.recording = False
bound_y = 0.5 + self._parent.bounding_box.extent.y
attachment = carla.AttachmentType
self._camera_transforms = [
(carla.Transform(
carla.Location(x=-5.5, z=2.5), carla.Rotation(pitch=8.0)), attachment.SpringArm),
(carla.Transform(
carla.Location(x=1.6, z=1.7)), attachment.Rigid),
(carla.Transform(
carla.Location(x=5.5, y=1.5, z=1.5)), attachment.SpringArm),
(carla.Transform(
carla.Location(x=-8.0, z=6.0), carla.Rotation(pitch=6.0)), attachment.SpringArm),
(carla.Transform(
carla.Location(x=-1, y=-bound_y, z=0.5)), attachment.Rigid)]
self.transform_index = 1
self.sensors = [
['sensor.camera.rgb', cc.Raw, 'Camera RGB'],
['sensor.camera.depth', cc.Raw, 'Camera Depth (Raw)'],
['sensor.camera.depth', cc.Depth, 'Camera Depth (Gray Scale)'],
['sensor.camera.depth', cc.LogarithmicDepth, 'Camera Depth (Logarithmic Gray Scale)'],
['sensor.camera.semantic_segmentation', cc.Raw, 'Camera Semantic Segmentation (Raw)'],
['sensor.camera.semantic_segmentation', cc.CityScapesPalette,
'Camera Semantic Segmentation (CityScapes Palette)'],
['sensor.lidar.ray_cast', None, 'Lidar (Ray-Cast)']]
world = self._parent.get_world()
bp_library = world.get_blueprint_library()
for item in self.sensors:
blp = bp_library.find(item[0])
if item[0].startswith('sensor.camera'):
blp.set_attribute('image_size_x', str(hud.dim[0]))
blp.set_attribute('image_size_y', str(hud.dim[1]))
elif item[0].startswith('sensor.lidar'):
blp.set_attribute('range', '50')
item.append(blp)
self.index = None
def toggle_camera(self):
"""Activate a camera"""
self.transform_index = (self.transform_index + 1) % len(self._camera_transforms)
self.set_sensor(self.index, notify=False, force_respawn=True)
def set_sensor(self, index, notify=True, force_respawn=False):
"""Set a sensor"""
index = index % len(self.sensors)
needs_respawn = True if self.index is None else (
force_respawn or (self.sensors[index][0] != self.sensors[self.index][0]))
if needs_respawn:
if self.sensor is not None:
self.sensor.destroy()
self.surface = None
self.sensor = self._parent.get_world().spawn_actor(
self.sensors[index][-1],
self._camera_transforms[self.transform_index][0],
attach_to=self._parent,
attachment_type=self._camera_transforms[self.transform_index][1])
# We need to pass the lambda a weak reference to
# self to avoid circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda image: CameraManager._parse_image(weak_self, image))
if notify:
self.hud.notification(self.sensors[index][2])
self.index = index
def next_sensor(self):
"""Get the next sensor"""
self.set_sensor(self.index + 1)
def toggle_recording(self):
"""Toggle recording on or off"""
self.recording = not self.recording
self.hud.notification('Recording %s' % ('On' if self.recording else 'Off'))
def render(self, display):
"""Render method"""
if self.surface is not None:
display.blit(self.surface, (0, 0))
@staticmethod
def _parse_image(weak_self, image):
self = weak_self()
if not self:
return
if self.sensors[self.index][0].startswith('sensor.lidar'):
points = np.frombuffer(image.raw_data, dtype=np.dtype('f4'))
points = np.reshape(points, (int(points.shape[0] / 4), 4))
lidar_data = np.array(points[:, :2])
lidar_data *= min(self.hud.dim) / 100.0
lidar_data += (0.5 * self.hud.dim[0], 0.5 * self.hud.dim[1])
lidar_data = np.fabs(lidar_data) # pylint: disable=assignment-from-no-return
lidar_data = lidar_data.astype(np.int32)
lidar_data = np.reshape(lidar_data, (-1, 2))
lidar_img_size = (self.hud.dim[0], self.hud.dim[1], 3)
lidar_img = np.zeros(lidar_img_size)
lidar_img[tuple(lidar_data.T)] = (255, 255, 255)
self.surface = pygame.surfarray.make_surface(lidar_img)
else:
image.convert(self.sensors[self.index][1])
array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
array = np.reshape(array, (image.height, image.width, 4))
array = array[:, :, :3]
array = array[:, :, ::-1]
self.surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
if self.recording:
image.save_to_disk('_out/%08d' % image.frame)
# ==============================================================================
# -- Game Loop ---------------------------------------------------------
# ==============================================================================
def game_loop(args):
"""
Main loop of the simulation. It handles updating all the HUD information,
ticking the agent and, if needed, the world.
"""
pygame.init()
pygame.font.init()
world = None
try:
if args.seed:
random.seed(args.seed)
client = carla.Client(args.host, args.port)
client.set_timeout(4.0)
traffic_manager = client.get_trafficmanager()
# sim_world = client.get_world()
sim_world = client.load_world(args.map)
if args.sync:
settings = sim_world.get_settings()
settings.synchronous_mode = True
settings.fixed_delta_seconds = 0.05
sim_world.apply_settings(settings)
traffic_manager.set_synchronous_mode(True)
traffic_manager.set_random_device_seed(args.seed) # define TM seed for determinism
display = pygame.display.set_mode(
(args.width, args.height),
pygame.HWSURFACE | pygame.DOUBLEBUF)
hud = HUD(args.width, args.height)
world = World(client.get_world(), hud, args)
controller = KeyboardControl(world)
if args.agent == "mpc":
agent = MPCAgent()
elif args.agent == "pid":
agent = PIDAgent()
else:
raise ValueError("args.agent was not 'mpc' or 'pid'")
# TODO: Change track name to a parameter
original_wps = pickle.load(open("./waypoints/{}".format(args.map), 'rb'))
waypoints = original_wps[1:]
x, y, z = waypoints[0]
idx = 0
clock = pygame.time.Clock()
total_score = 0
start = True
while True:
clock.tick()
if args.sync:
world.world.tick()
else:
world.world.wait_for_tick()
if controller.parse_events():
return
world.tick(clock)
world.render(display)
pygame.display.flip()
if start:
start_time = hud.simulation_time
start = False
vehicle = world.player
cur_pos = vehicle.get_location()
cur_x, cur_y, cur_z = cur_pos.x, cur_pos.y, cur_pos.z
target_x, target_y, target_z = waypoints[idx]
distance = math.sqrt((cur_x - target_x)**2 + (cur_y-target_y)**2)
# print(distance, idx)
# Both Scoring Function + Waypoint Update
if distance < 5:
if not args.infinite:
idx += 1
if idx == len(waypoints):
cur_time = hud.simulation_time
total_score += (cur_time - start_time)
start_time = cur_time
hud.notification("Score: " + str(round(total_score, 1)), 3)
print("Lap Done")
print("Final Score is ", total_score)
with open("{}_score.txt".format(args.map), 'w') as f:
f.write(str(round(total_score, 2)))
idx = 0
break
# Draw the waypoints as Gate for Fancy Visualization
x, y, z = waypoints[idx]
location = carla.Location(x, y, z)
rotation = world.map.get_waypoint(
location,
project_to_road=True,
lane_type=carla.LaneType.Driving).transform.rotation
box = carla.BoundingBox(location, carla.Vector3D(0, 6, 4))
# Goal Gate is RED
if idx == len(waypoints) - 1:
world.world.debug.draw_box(
box,
rotation,
thickness=0.5,
color=carla.Color(255, 0, 0, 255),
life_time=0)
# Since wps is very dense in Shanghai Track, we only choose 1 in every 4 waypoints
elif idx % 4 == 0:
cur_time = hud.simulation_time
total_score += (cur_time - start_time)
start_time = cur_time
hud.notification("Score: " + str(round(total_score, 1)), 3)
world.world.debug.draw_box(
box,
rotation,
thickness=0.5,
color=carla.Color(0, 0, 100, 255),
life_time=2)
###### Get Obstacles ######
all_actors = world.world.get_actors()
sensoring_radius = 100
filtered_obstacles = []
for actor in all_actors:
# get actor's location
cur_loc = actor.get_location()
# determine whether actor is within the radius
if cur_pos.distance(cur_loc) <= sensoring_radius:
# we need to exclude actors such as camera
# types we need: vehicle, walkers, Traffic signs and traffic lights
# reference: https://github.com/carla-simulator/carla/blob/master/PythonAPI/carla/scene_layout.py
if 'vehicle' in actor.type_id and actor.id != vehicle.id:
filtered_obstacles.append(actor)
elif 'pedestrian' in actor.type_id:
filtered_obstacles.append(actor)
elif 'static.prop' in actor.type_id:
filtered_obstacles.append(actor)
# for actor in filtered_obstacles:
# print(actor.type_id)
# print("\n")
############################################
############## Get Lane Info ###############
cur_waypoint = world.map.get_waypoint(cur_pos)
cur_left = cur_waypoint
cur_right = cur_waypoint
left_boundary, right_boundary = [], []
# Get Left Boundary
while cur_left.get_left_lane():
cur_left = cur_left.get_left_lane()
for i in range(50):
left_boundary.extend(cur_left.next(i+0.5))
# Get Right Boundary
while cur_right.get_right_lane():
cur_right = cur_right.get_right_lane()
for i in range(50):
right_boundary.extend(cur_right.next(i+0.5))
boundary = []
boundary.append(left_boundary)
boundary.append(right_boundary)
############################################
########## Get Vehicle State Info ##########
vel = vehicle.get_velocity()
transform = vehicle.get_transform()
############################################
end_waypoints = min(len(waypoints), idx + 50)
control = agent.run_step(filtered_obstacles, waypoints[idx:end_waypoints], vel, transform, boundary, hud.simulation_time)
control.manual_gear_shift = False
world.player.apply_control(control)
finally:
if world is not None:
settings = world.world.get_settings()
settings.synchronous_mode = False
settings.fixed_delta_seconds = None
world.world.apply_settings(settings)
traffic_manager.set_synchronous_mode(True)
world.destroy()
pygame.quit()
# ==============================================================================
# -- main() --------------------------------------------------------------
# ==============================================================================
def main():
"""Main method"""
argparser = argparse.ArgumentParser(
description='CARLA Automatic Control Client')
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(
'--sync',
action='store_true',
help='Synchronous mode execution')
argparser.add_argument(
'--filter',
metavar='PATTERN',
# TODO: change for other vehicle models
default='vehicle.tesla.model3',
help='Actor filter (default: "vehicle.*")')
argparser.add_argument(
'-s', '--seed',
help='Set seed for repeating executions (default: None)',
default=1234,
type=int)
argparser.add_argument(
'-m', '--map',
help='Set Different Map for testing: shanghai_intl_circuit, t1_triple, t2_triple, t3, t4',
default="shanghai_intl_circuit")
argparser.add_argument(
'-a', '--agent',
help="Set agent, 'pid' or 'mpc', mpc is default",
default='mpc'
)
argparser.add_argument(
'-i', '--infinite',
action='store_true',
default=False,
help="Don't stop the simulation after a lap"
)
args = argparser.parse_args()
args.width, args.height = [int(x) for x in args.res.split('x')]
print(__doc__)
try:
game_loop(args)
except KeyboardInterrupt:
print('\nCancelled by user. Bye!')
if __name__ == '__main__':
main()