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automatic_control_data_collection_randomed_image_costomtrajectory.py
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automatic_control_data_collection_randomed_image_costomtrajectory.py
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#!/usr/bin/env python
# Copyright (c) 2018 Intel Labs.
# authors: German Ros ([email protected])
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
"""Example of automatic vehicle control from client side."""
from __future__ import print_function
import argparse
import collections
import datetime
import glob
import logging
import math
import os
import random
import re
import sys
import weakref
import math
import pandas as pd
from copy import deepcopy
try:
import pygame
from pygame.locals import KMOD_CTRL
from pygame.locals import K_ESCAPE
from pygame.locals import K_TAB
from pygame.locals import K_q
from pygame.locals import K_r
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')
PI = 3.1415926
front_camera_image = 0
# ==============================================================================
# -- 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 agents.navigation.behavior_agent import BehaviorAgent # pylint: disable=import-error
from agents.navigation.roaming_agent_customized import RoamingAgent # pylint: disable=import-error
from agents.navigation.basic_agent import BasicAgent # pylint: disable=import-error
# ==============================================================================
# -- 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, x, y, theta):
"""Constructor method"""
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._gamma = args.gamma
self.restart(args, x, y, theta)
self.world.on_tick(hud.on_world_tick)
self.recording_enabled = False
self.recording_start = 0
def restart(self, args, x, y, theta):
"""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
# Set the seed if requested by user
if args.seed is not None:
random.seed(args.seed)
# Get a random blueprint.
# blueprint = random.choice(self.world.get_blueprint_library().filter(self._actor_filter))
blueprint = self.world.get_blueprint_library().filter(self._actor_filter)[0]
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.
print("Spawning 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)
while self.player is None:
if not self.map.get_spawn_points():
print('There are no spawn points available in your map/town.')
print('Please add some Vehicle Spawn Point to your UE4 scene.')
sys.exit(1)
# spawn_points = self.map.get_spawn_points()
# spawn_point = carla.Transform(carla.Location(x=-120.7, y=149.3, z=2.0), carla.Rotation(yaw=180))
spawn_point = carla.Transform(carla.Location(x=x, y=y, z=2.0), carla.Rotation(yaw=theta))
self.player = self.world.try_spawn_actor(blueprint, spawn_point)
# Set up the sensors.
self.collision_sensor = CollisionSensor(self.player, self.hud)
self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
self.gnss_sensor = GnssSensor(self.player)
self.camera_manager = CameraManager(self.player, self.hud, self._gamma)
self.camera_manager.transform_index = cam_pos_id
self.camera_manager.transform_index += 1
self.camera_manager.set_sensor(cam_index, notify=False)
actor_type = get_actor_display_name(self.player)
self.hud.notification(actor_type)
def next_weather(self, reverse=False):
"""Get next weather setting"""
self._weather_index += -1 if reverse else 1
self._weather_index %= len(self._weather_presets)
preset = self._weather_presets[self._weather_index]
self.hud.notification('Weather: %s' % preset[1])
self.player.get_world().set_weather(preset[0])
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("Press 'H' or '?' for help.", seconds=4.0)
def parse_events(self, client, world, clock):
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
elif event.key == K_TAB:
world.camera_manager.toggle_camera()
elif event.key == K_r and not (pygame.key.get_mods() & KMOD_CTRL):
world.camera_manager.toggle_recording()
@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,
'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):
"""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))
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)
# ==============================================================================
# -- 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, gamma_correction):
"""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 = 2
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]))
if blp.has_attribute('gamma'):
blp.set_attribute('gamma', str(gamma_correction))
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):
global front_camera_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]
front_camera_image = array
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 for agent"""
global front_camera_image
tot_target_reached = 0
num_min_waypoints = 21
original_initial_positions = np.load('initial_positions.npz')
original_initial_position_array = original_initial_positions['arr_0']
npzfile = np.load("map_shifted_waypoints.npz")
x_map = npzfile['arr_0']
y_map = npzfile['arr_1']
waypoints_map = npzfile['arr_2']
i = 20000 # 7000 # 13500
initial_position_array = np.zeros((3, ))
initial_position_array[0] = waypoints_map[i, 0]
initial_position_array[1] = waypoints_map[i, 1]
initial_position_array[2] = 0
# kp = 1.4
# state = 0
# disturbance = 0.05
data_number = 0
# lateral_error_range = np.arange(-1.0, 1.0, 0.1) # -0.8, 0.8, 0.1 # -0.85, 0.85, 0.1
# yaw_range = np.arange(-0.4, 0.4, 0.05) / PI * 180 # -0.3, 0.3, 0.05 # -0.35, 0.35, 0.05
# v_range = np.arange(0.0, 5.6, 0.2)
for data_number in range(0, 20):
pygame.init()
pygame.font.init()
world = None
exported_data = []
try:
client = carla.Client(args.host, args.port)
client.set_timeout(4.0)
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)
world = World(client.load_world('Town06'), hud, args,
initial_position_array[0], initial_position_array[1], initial_position_array[2])
controller = KeyboardControl(world)
agent = RoamingAgent(world.player)
clock = pygame.time.Clock()
while True:
clock.tick_busy_loop(60)
if controller.parse_events(client, world, clock):
return
# As soon as the server is ready continue!
if not world.world.wait_for_tick(10.0):
continue
if controller.parse_events(client, world, clock):
return
# as soon as the server is ready continue!
world.world.wait_for_tick(10.0)
world.tick(clock)
world.render(display)
pygame.display.flip()
last_control = world.player.get_control()
acceleration = world.player.get_acceleration()
velocity = world.player.get_velocity()
location = world.player.get_transform() # need to modify to the rear axles
target_speed = agent._local_planner._target_speed
target_waypoint = agent._local_planner.target_waypoint
# x_rear_wheel = (world.player.get_physics_control(
# ).wheels[2].position.x + world.player.get_physics_control().wheels[3].position.x) / 200
# y_rear_wheel = (world.player.get_physics_control(
# ).wheels[2].position.y + world.player.get_physics_control().wheels[3].position.y) / 200
x_rear_wheel = location.location.x - 1.26 * math.cos(location.rotation.yaw / 180 * PI)
y_rear_wheel = location.location.y - 1.26 * math.sin(location.rotation.yaw / 180 * PI)
distance = np.linalg.norm(
waypoints_map - np.array([location.location.x, location.location.y]), axis=1)
index_tp = np.argmin(distance)
if index_tp > x_map.shape[0] - 1000:
index_tp = index_tp - x_map.shape[0]
waypoint = [x_map[index_tp + 500], y_map[index_tp + 500]]
control, _ie = agent.run_step(waypoint)
# print(control)
# control.steer = kp * control.steer
control.manual_gear_shift = True
control.gear = 3
control.brake = 0.0
exported_data.append([pygame.time.get_ticks() / 1000, velocity.x, velocity.y, x_rear_wheel, y_rear_wheel,
location.rotation.yaw / 180 * PI, last_control.throttle, last_control.brake, last_control.steer * 70 / 180 *
PI, control.throttle, control.brake, control.steer *
70 / 180 * PI, np.tan(control.steer * 70 / 180 * PI),
np.sqrt(velocity.x * velocity.x + velocity.y * velocity.y), np.sqrt(acceleration.x * acceleration.x + acceleration.y * acceleration.y), -_ie, deepcopy(front_camera_image)])
# # introduce random noise - sinusoidal signal
# control.throttle += 0.2 * np.sin(100 * pygame.time.get_ticks() / 1000)
# control.steer += 0.05 * np.sin(100 * pygame.time.get_ticks() / 1000)
# introduce random noise - random signal
control.throttle += 0.4 * np.random.rand() - 0.2
control.steer += 0.10 * np.random.rand() - 0.05
if len(exported_data) >= 2500:
print("saving recorded data" + str(data_number + 1) + ":")
# exported_data = np.array(exported_data)
df = pd.DataFrame(data=exported_data, columns=['Ticks(s)', 'x-vel(m/s)', 'y-vel(m/s)', 'x-loc(m)', 'y-loc(m)',
'theta(radians)', 'past-throttle', 'past_brake', 'past-delta(radians)', 'throttle', 'brake', 'delta(radians)', 'input', 'speed(m/s)', 'acceleration(m/s^2)', 'd', 'front_camera_image'])
df.to_pickle('_out/controller_data_image_818/Data_Collection_randomed_' + str(data_number) + '.pd')
break
world.player.apply_control(control)
finally:
if world is not None:
world.destroy()
pygame.quit()
# ==============================================================================
# -- main() --------------------------------------------------------------
# ==============================================================================
def main():
"""Main method"""
argparser = argparse.ArgumentParser(
description='CARLA Automatic Control Client')
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='256x144',
help='Window resolution (default: 1280x720)')
argparser.add_argument(
'--filter',
metavar='PATTERN',
default='vehicle.*',
help='Actor filter (default: "vehicle.*")')
argparser.add_argument(
'--gamma',
default=2.2,
type=float,
help='Gamma correction of the camera (default: 2.2)')
argparser.add_argument(
'-l', '--loop',
action='store_true',
dest='loop',
help='Sets a new random destination upon reaching the previous one (default: False)')
argparser.add_argument(
'-b', '--behavior', type=str,
choices=["cautious", "normal", "aggressive"],
help='Choose one of the possible agent behaviors (default: normal) ',
default='normal')
argparser.add_argument("-a", "--agent", type=str,
choices=["Behavior", "Roaming", "Basic"],
help="select which agent to run",
default="Behavior")
argparser.add_argument(
'-s', '--seed',
help='Set seed for repeating executions (default: None)',
default=None,
type=int)
args = argparser.parse_args()
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()