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Copy pathspectator.py
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executable file
·729 lines (619 loc) · 28.1 KB
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# coding=utf-8
"""After starting a carla server off-sceen, use this to connect as spectator."""
from __future__ import print_function
import argparse
import cv2
import datetime
import json
import sys
import os
import glob
import numpy as np
script_path = os.path.dirname(os.path.realpath(__file__))
sys.path.append(glob.glob("%s/carla*.egg" % script_path)[0])
import carla
import pygame
from utils import anchor_cameras
from utils import compute_intrinsic
from utils import cross
from utils import parse_carla_depth
from utils import compute_extrinsic_from_transform
from utils import get_degree_of_two_vectors
from utils import save_rgb_image
from utils import get_3d_bbox
from utils import get_2d_bbox
from utils import make_text_surface
parser = argparse.ArgumentParser()
parser.add_argument("--host", default="127.0.0.1")
parser.add_argument("--port", default=2000, type=int)
parser.add_argument("--res", default="1280x720")
parser.add_argument("--fov", type=float, default=90)
parser.add_argument("--gamma", type=float, default=1.7)
parser.add_argument("--hide_server_info", action="store_true",
help="hide server info so it doesn't block view.")
parser.add_argument("--save_screenshot_path", default="screenshot")
parser.add_argument("--save_video_path", default=None)
parser.add_argument("--save_seg_path", default=None)
parser.add_argument("--save_bbox_json", default=None)
parser.add_argument("--save_seg_as_img", action="store_true",
help="save the scene segmentation as image instead")
parser.add_argument("--set_weather", action="store_true")
parser.add_argument("--weather_night", action="store_true")
parser.add_argument("--weather_rain", action="store_true")
# actev needs map Town05_actev, eth/ucy is Town03_ethucy
parser.add_argument("--change_map", default=None,)
# Town03 (default)
parser.add_argument("--go_to_zara_anchor", action="store_true",
help="go to ZARA anchor camera location")
parser.add_argument("--go_to_eth_anchor", action="store_true",
help="go to ETH anchor camera location")
parser.add_argument("--go_to_hotel_anchor", action="store_true",
help="go to HOTEL anchor camera location")
# actev scenes
parser.add_argument("--go_to_0000_anchor", action="store_true",
help="go to scene 0000 anchor camera location")
parser.add_argument("--go_to_0400_anchor", action="store_true",
help="go to scene 0400 anchor camera location")
parser.add_argument("--go_to_0401_anchor", action="store_true",
help="go to scene 0401 anchor camera location")
parser.add_argument("--go_to_0500_anchor", action="store_true",
help="go to scene 0500 anchor camera location")
parser.add_argument("--go_to_scene", default=None,
help="check the 4 view camera parameters")
parser.add_argument("--go_to_camera_num", default=0, type=int)
class Camera(object):
"""Camera object to have a surface."""
def __init__(self, camera_actor, save_path=None, camera_type="rgb",
seg_save_img=False, image_type=carla.ColorConverter.Raw,
width=None, height=None, fov=None, recording=False):
self.camera_actor = camera_actor
self.image_type = image_type
self.last_image_frame_num = None # the frame num of the image
self.last_image_seconds = None # the seconds since beginning of eposide?
self.rgb_image = None # last RGB image
self.pygame_surface = None # last RGB image made pygame surface
self.recording = recording
self.save_path = save_path
self.camera_type = camera_type
self.seg_save_img = seg_save_img # whether to save segmentation as image
# initialize
camera_actor.listen(self.parse_image)
if self.camera_type == "rgb":
self.camera_actor.intrinsic = compute_intrinsic(width, height, fov)
# callback for sensor.listen()
# this is called whenever a data comes from CARLA server
def parse_image(self, image):
"""Process one camera captured image."""
# parse the image data into a pygame surface for display or screenshot
# raw image is BGRA
# if image_type is segmentation, here will convert to the pre-defined color
image.convert(self.image_type)
# save rgb or seg feature to disk
if self.save_path is not None:
if self.recording:
if (self.camera_type == "seg") and not self.seg_save_img:
array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
array = np.reshape(array, (image.height, image.width, 4))
# the pixel class is in the red channel
array = array[:, :, 2] # [H, W]
np.save(os.path.join(self.save_path, "%08d.npy" % image.frame), array)
elif self.camera_type == "rgb":
image.save_to_disk(
os.path.join(self.save_path, "%08d.jpg" % image.frame))
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] # BGR -> RGB
self.rgb_image = array
self.pygame_surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
self.last_image_seconds = image.timestamp
self.last_image_frame_num = image.frame
"""
keyboard control:
r: reset camera transform to zeros
t: print out current camera transform and fov
y: reset to the preset camera transform if any
p: save segmentation and rgb screenshot
b: start recording videos
x: toggle showing client side bbox
n/m: zooming camera
w/a/s/d/u/i/arrows: camera movements
mouse control:
click point: get the 3D point at the clicking location
"""
def keyboard_control(args_, pygame_clock, save_screenshot_path,
vehicles_, walkers_, world_, client_):
"""Process all the keyboard event since last tick."""
# the rgb camera and seg camera are in the args
# since we may need to change the fov for them
# by rebuild the camera actor
# return True to exit
ms_since_last_tick = pygame_clock.get_time()
# TOdo: change the following. dont get the transform at each time to avoid
# stuttering due to the frame lag
# set a global variable of the rotation instead
prev_rotation = args_.spectator.get_transform().rotation
prev_location = args_.spectator.get_transform().location
global_up_vector = carla.Vector3D(x=0, z=1, y=0)
# a normalized x,y,z, between 0~1
forward_vector = prev_rotation.get_forward_vector()
left_vector = cross(forward_vector, global_up_vector)
global_forward_vector = cross(global_up_vector, left_vector)
# up_vector = cross(left_vector, forward_vector)
# get all event from event queue
# empty out the event queue
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.MOUSEBUTTONUP:
# get the depth map in meters
depth_in_meters = parse_carla_depth(args_.depth_camera.rgb_image)
pos_x, pos_y = pygame.mouse.get_pos()
click_point = np.array([pos_x, pos_y, 1])
intrinsic = args_.rgb_camera.camera_actor.intrinsic
# 3d point in the camera coordinates
click_point_3d = np.dot(np.linalg.inv(intrinsic), click_point)
click_point_3d *= depth_in_meters[pos_y, pos_x]
# why? this is because unreal transform is (y, -z , x)???
y, z, x = click_point_3d
z = -z
click_point_3d = np.array([x, y, z, 1])
click_point_3d.reshape([4, 1])
# transform to the world origin
camera_rt = compute_extrinsic_from_transform(
args_.rgb_camera.camera_actor.get_transform())
click_point_world_3d = np.dot(camera_rt, click_point_3d)
x, y, z = click_point_world_3d.tolist()[0][:3] # since it is np.matrix
red = carla.Color(r=255, g=0, b=0)
green = carla.Color(r=0, g=255, b=0)
blue = carla.Color(r=0, g=0, b=255)
if args_.last_click_point is None:
args_.last_click_point = carla.Location(x=x, y=y, z=z)
print("Click origin location xyz: %s %s %s" % (x, y, z))
world.debug.draw_point(
args_.last_click_point, color=red, size=0.3, life_time=30)
else:
this_click_point = carla.Location(x=x, y=y, z=z)
world.debug.draw_arrow(
args_.last_click_point, this_click_point, thickness=0.2,
arrow_size=0.2, color=red, life_time=30)
# draw the (x=1.0, y=0.0) and (x=0.0, y=1.0) point translated to the
# origin point, and compute the rotation degree needed
ref_point = (1.0 + args_.last_click_point.x, 0 + args_.last_click_point.y)
ref_vec = (ref_point[0] - args_.last_click_point.x, ref_point[1] - args_.last_click_point.y)
this_vec = (x - args_.last_click_point.x, y - args_.last_click_point.y)
angle_degree = get_degree_of_two_vectors(this_vec, ref_vec)
# notice here the degree is negative.
print("Click second location xyz: %s, Degree between (1, 0) "
"and this vector: %s" % ([x, y, z], -angle_degree))
world.debug.draw_arrow(
args_.last_click_point, carla.Location(x=ref_point[0], y=ref_point[1], z=z),
thickness=0.1,
arrow_size=0.1, color=green, life_time=30)
ref_point = (0.0 + args_.last_click_point.x, 1.0 + args_.last_click_point.y)
ref_vec = (ref_point[0] - args_.last_click_point.x, ref_point[1] - args_.last_click_point.y)
world.debug.draw_arrow(
args_.last_click_point, carla.Location(x=ref_point[0], y=ref_point[1], z=z),
thickness=0.1,
arrow_size=0.1, color=blue, life_time=30)
args_.last_click_point = None
elif event.type == pygame.KEYUP:
if event.key == pygame.K_r:
# reset rotation
args_.spectator.set_transform(carla.Transform(
rotation=carla.Rotation(pitch=0.0,
yaw=0.0,
roll=0.0),
location=prev_location))
elif event.key == pygame.K_t:
# print out the camera transform
print(args_.spectator.get_transform())
print("camera FOV: %s" % \
args_.rgb_camera.camera_actor.attributes["fov"])
# back to preset location
elif event.key == pygame.K_y:
if args_.preset is not None:
args_.spectator.set_transform(args_.preset)
# save the image in camera_to_save to save_path
elif event.key == pygame.K_p:
# in asyn mode, the frame_number might be different for the two
# cameras
save_rgb_image(args_.seg_camera.rgb_image,
os.path.join(save_screenshot_path,
"%08d.seg.jpg" %
args_.seg_camera.last_image_frame_num))
save_rgb_image(args_.rgb_camera.rgb_image,
os.path.join(save_screenshot_path,
"%08d.rgb.jpg" %
args_.rgb_camera.last_image_frame_num))
print("Saved seg and rgb image to %s, framenum %s, timestamp %s, " % (
save_screenshot_path, args_.rgb_camera.last_image_frame_num,
args_.rgb_camera.last_image_seconds))
# toggle saving to videos
elif event.key == pygame.K_b:
if not args_.rgb_camera.recording:
print(
"Start saving video frames to %s" %
args_.rgb_camera.save_path)
args_.rgb_camera.recording = True
print(
"\tScene segmentation to %s" %
args_.seg_camera.save_path)
args_.seg_camera.recording = True
else:
print("stop saving video frame & seg feature.")
args_.rgb_camera.recording = False
args_.seg_camera.recording = False
elif event.key == pygame.K_x:
# before recording the video, remember to hit this button to get all
# actor bboxes
# update the actors in the scene, like after running build moment
# reset all the vehicle and walker actor list
# the actual box will be computed in client loop
vehicles_[:] = []
walkers_[:] = []
if args_.show_actor_box:
args_.show_actor_box = False
print("stop showing box.")
else:
args_.show_actor_box = True
for v in world_.get_actors().filter('vehicle.*'):
vehicles_.append(v)
for w in world.get_actors().filter('walker.*'):
walkers_.append(w)
print("Start showing actor boxes: got %s vehicles, %s walkers." %
(len(vehicles_), len(walkers_)))
# an ugly way to change the camera fov
elif (event.key == pygame.K_n) or (event.key == pygame.K_m):
if event.key == pygame.K_n:
new_fov = args.prev_camera_fov - 5.0
else:
new_fov = args.prev_camera_fov + 5.0
new_fov = new_fov if new_fov >= 5.0 else 5.0
new_fov = new_fov if new_fov <= 175.0 else 175.0
prev_recording = args_.rgb_camera.recording
args_.camera_bp.set_attribute("fov", "%s" % new_fov)
args_.camera_seg_bp.set_attribute("fov", "%s" % new_fov)
args_.camera_depth_bp.set_attribute("fov", "%s" % new_fov)
# destroy the original actor and make a new camera object
args_.rgb_camera.camera_actor.stop()
args_.seg_camera.camera_actor.stop()
args_.depth_camera.camera_actor.stop()
commands_ = [
# destroy the previous actor first
carla.command.DestroyActor(args_.depth_camera.camera_actor.id),
carla.command.DestroyActor(args_.seg_camera.camera_actor.id),
carla.command.DestroyActor(args_.rgb_camera.camera_actor.id),
# spawn the new actor
carla.command.SpawnActor(
args_.camera_bp, carla.Transform(), args_.spectator),
carla.command.SpawnActor(
args_.camera_seg_bp, carla.Transform(), args_.spectator),
carla.command.SpawnActor(
args_.camera_depth_bp, carla.Transform(), args_.spectator),
]
response_ = client_.apply_batch_sync(commands_)
camera_actor_ids_ = [r.actor_id for r in response_[-3:]]
camera_, camera_seg_, camera_depth_ = world.get_actors(
camera_actor_ids_)
args_.rgb_camera = Camera(camera_, width=args_.width,
height=args_.height, recording=prev_recording,
fov=new_fov, save_path=args_.save_video_path,
camera_type="rgb")
args_.seg_camera = Camera(
camera_seg_, save_path=args_.save_seg_path, camera_type="seg",
seg_save_img=args_.save_seg_as_img, recording=prev_recording,
image_type=carla.ColorConverter.CityScapesPalette)
args_.depth_camera = Camera(
camera_depth_, save_path=None, camera_type="depth",
recording=prev_recording)
args_.prev_camera_fov = new_fov
# get a big dict of what key is pressed now, so to avoid hitting forward
# multiple times to go forward for a distance
step = 0.1 * ms_since_last_tick # this is from experimenting
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
args_.spectator.set_location(prev_location + step * global_forward_vector)
if keys[pygame.K_s]:
args_.spectator.set_location(prev_location - step * global_forward_vector)
if keys[pygame.K_a]:
args_.spectator.set_location(prev_location + step * left_vector)
if keys[pygame.K_d]:
args_.spectator.set_location(prev_location - step * left_vector)
if keys[pygame.K_u]:
args_.spectator.set_location(prev_location + step * 0.5 * global_up_vector)
if keys[pygame.K_i]:
args_.spectator.set_location(prev_location - step * 0.5 * global_up_vector)
if keys[pygame.K_UP]:
args_.spectator.set_transform(carla.Transform(
rotation=carla.Rotation(pitch=prev_rotation.pitch + 1.0,
yaw=prev_rotation.yaw,
roll=prev_rotation.roll),
location=prev_location))
if keys[pygame.K_DOWN]:
args_.spectator.set_transform(carla.Transform(
rotation=carla.Rotation(pitch=prev_rotation.pitch - 1.0,
yaw=prev_rotation.yaw,
roll=prev_rotation.roll),
location=prev_location))
if keys[pygame.K_LEFT]:
args_.spectator.set_transform(carla.Transform(
rotation=carla.Rotation(pitch=prev_rotation.pitch,
yaw=prev_rotation.yaw - 1.0,
roll=prev_rotation.roll),
location=prev_location))
if keys[pygame.K_RIGHT]:
args_.spectator.set_transform(carla.Transform(
rotation=carla.Rotation(pitch=prev_rotation.pitch,
yaw=prev_rotation.yaw + 1.0,
roll=prev_rotation.roll),
location=prev_location))
return False
class Info(object):
"""Need an object to record some info."""
def __init__(self):
self.server_clock = pygame.time.Clock()
self.server_fps = 0
self.simulation_time = 0
self.frame_num = 0
def on_world_tick(self, timestamp):
"""Carla world.on_tick()."""
self.server_clock.tick()
self.server_fps = self.server_clock.get_fps()
# the number of frame elapsed since the simulator launch
self.frame_num = timestamp.frame
# seconds after the simulator has been launch
self.simulation_time = timestamp.elapsed_seconds
if __name__ == "__main__":
args = parser.parse_args()
args.show_actor_box = False
args.last_click_point = None
args.rgb_camera = None
args.seg_camera = None
args.depth_camera = None
args.width, args.height = [int(x) for x in args.res.split("x")]
# so try-finally so we always destroy the actors
try:
# record all the actor so we could clean them
global_actor_list = []
# connect to carla server
client = carla.Client(args.host, args.port)
client.set_timeout(2.0)
if args.change_map is not None:
#print(client.get_available_maps())
world = client.load_world(args.change_map)
print("Changed map.")
else:
world = client.get_world()
blueprint_library = world.get_blueprint_library()
# ---------------------- set weather to sunny
weather = carla.WeatherParameters(
cloudyness=0.0,
precipitation=0.0,
sun_altitude_angle=85.0)
#from utils import realism_weather
#weather = realism_weather
"""
from utils import static_scenes
weather = carla.WeatherParameters(
cloudyness=static_scenes["0000"]["weather"]["cloudyness"],
precipitation=static_scenes["0000"]["weather"]["precipitation"],
sun_altitude_angle=static_scenes["0000"]["weather"]["sun_altitude_angle"],
precipitation_deposits=static_scenes["0000"]["weather"]["precipitation_deposits"],
wind_intensity=static_scenes["0000"]["weather"]["wind_intensity"],
sun_azimuth_angle=static_scenes["0000"]["weather"]["sun_azimuth_angle"])
"""
if args.weather_night:
world.set_weather(carla.WeatherParameters.ClearSunset)
elif args.weather_rain:
weather = carla.WeatherParameters.HardRainNoon
world.set_weather(weather)
# preset rain does not work here but works in manual_control.py
elif args.set_weather:
world.set_weather(weather)
# the world will have a spectator already in it with actor id == 1
spectator = world.get_spectator()
args.spectator = spectator
pygame.init()
# pygame screen
display = pygame.display.set_mode(
(args.width, args.height),
pygame.HWSURFACE | pygame.DOUBLEBUF)
# path to save all the frames
if args.save_video_path is not None:
if not os.path.exists(args.save_video_path):
os.makedirs(args.save_video_path)
if args.save_seg_path is not None:
if not os.path.exists(args.save_seg_path):
os.makedirs(args.save_seg_path)
# camera preset locations
preset = None
if args.go_to_zara_anchor:
preset = anchor_cameras["zara01"][0]
args.fov = anchor_cameras["zara01"][1]
# ETH
if args.go_to_eth_anchor:
preset = anchor_cameras["eth"][0]
args.fov = anchor_cameras["eth"][1]
# HOTEL
if args.go_to_hotel_anchor:
preset = anchor_cameras["hotel"][0]
args.fov = anchor_cameras["hotel"][1]
# Actev
# map is Town05_actev
if args.go_to_0000_anchor:
preset = anchor_cameras["0000"][0]
args.fov = anchor_cameras["0000"][1]
if args.go_to_0400_anchor:
preset = anchor_cameras["0400"][0]
args.fov = anchor_cameras["0400"][1]
if args.go_to_0401_anchor:
preset = anchor_cameras["0401"][0]
args.fov = anchor_cameras["0401"][1]
if args.go_to_0500_anchor:
preset = anchor_cameras["0500"][0]
args.fov = anchor_cameras["0500"][1]
if args.go_to_scene is not None:
from utils import recording_cameras
preset = recording_cameras[args.go_to_scene][args.go_to_camera_num][0]
args.fov = recording_cameras[args.go_to_scene][args.go_to_camera_num][1]
# configure the rgb camera
camera_bp = blueprint_library.find("sensor.camera.rgb")
camera_bp.set_attribute("image_size_x", "%s" % args.width)
camera_bp.set_attribute("image_size_y", "%s" % args.height)
camera_bp.set_attribute("fov", "%s" % args.fov)
# Set the time in seconds between sensor captures
camera_bp.set_attribute("sensor_tick", "%s" % 0.0)
camera_bp.set_attribute("enable_postprocess_effects", "true")
# no motion blur
camera_bp.set_attribute("motion_blur_intensity", "%s" % 0.0)
# 2.2 is default, 1.5 is the carla default spectator gamma (darker)
camera_bp.set_attribute("gamma", "%s" % 1.7)
# ----- setup a scene segmentation camera to save screen shot
camera_seg_bp = blueprint_library.find(
"sensor.camera.semantic_segmentation")
camera_seg_bp.set_attribute("image_size_x", "%s" % args.width)
camera_seg_bp.set_attribute("image_size_y", "%s" % args.height)
camera_seg_bp.set_attribute("fov", "%s" % args.fov)
camera_seg_bp.set_attribute("sensor_tick", "%s" % 0.0)
# depth camera
camera_depth_bp = blueprint_library.find("sensor.camera.depth")
camera_depth_bp.set_attribute("image_size_x", "%s" % args.width)
camera_depth_bp.set_attribute("image_size_y", "%s" % args.height)
camera_depth_bp.set_attribute("fov", "%s" % args.fov)
camera_depth_bp.set_attribute("sensor_tick", "%s" % 0.0)
# save this camera bp for changing fov
args.camera_bp = camera_bp
args.camera_seg_bp = camera_seg_bp
args.camera_depth_bp = camera_depth_bp
args.prev_camera_fov = args.fov
# the rgb camera actor and the seg camera actor
spawn_commands = [
carla.command.SpawnActor(camera_bp, carla.Transform(), spectator),
carla.command.SpawnActor(camera_seg_bp, carla.Transform(), spectator),
carla.command.SpawnActor(camera_depth_bp, carla.Transform(), spectator),
]
response = client.apply_batch_sync(spawn_commands)
camera_actor_ids = [x.actor_id for x in response]
camera, camera_seg, camera_depth = world.get_actors(camera_actor_ids)
# the object that save the camera image data every tick
rgb_camera = Camera(camera, width=args.width, height=args.height,
fov=args.fov, save_path=args.save_video_path,
camera_type="rgb")
seg_camera = Camera(
camera_seg, save_path=args.save_seg_path, camera_type="seg",
seg_save_img=args.save_seg_as_img,
image_type=carla.ColorConverter.CityScapesPalette)
depth_camera = Camera(
camera_depth, save_path=None, camera_type="depth")
# save this for changing fov
args.rgb_camera = rgb_camera
args.seg_camera = seg_camera
args.depth_camera = depth_camera
server_info = Info()
world.on_tick(server_info.on_world_tick)
args.preset = preset
if preset is not None:
spectator.set_transform(preset)
# draw pedestrian waypoints
# it is a location object
#if args.draw_ped_point:
# for i in xrange(100):
# point = world.get_random_location_from_navigation()
# world.debug.draw_string(point, 'O', draw_shadow=False,
# color=carla.Color(r=255, g=0, b=0),
# life_time=120.0, persistent_lines=True)
# other actor in the scene, so we could use them to draw bbox
vehicles = []
walkers = []
bbox_data = {} # frame -> bbox, class
client_clock = pygame.time.Clock()
# game loop
while True:
# same as tick(60), keep the loop run under 60 fps
client_clock.tick_busy_loop(30)
# keyboard and mousse control
exit_now = keyboard_control(
args, client_clock,
args.save_screenshot_path,
vehicles, walkers, world, client)
if exit_now:
break
# update camera image at the pygame screen
if args.rgb_camera.pygame_surface is not None:
display.blit(args.rgb_camera.pygame_surface, (0, 0))
# draw bounding box for all walker
bb_surface = pygame.Surface((args.width, args.height))
bb_surface.set_colorkey((0, 0, 0)) # white
this_frame_bboxes = []
for i, actor in enumerate(vehicles + walkers):
if i < len(vehicles):
class_name = "Vehicle"
else:
class_name = "Person"
# [8, 3], last dim is depth,
bbox_3d = get_3d_bbox(actor, args.rgb_camera.camera_actor)
bbox = get_2d_bbox(bbox_3d, args.width, args.height)
# all point in front of the camera
if bbox is not None:
if args.rgb_camera.recording:
this_frame_bboxes.append({
"bbox": bbox,
"class_name": class_name,
"track_id": actor.id,
})
if args.show_actor_box:
# last param is line width
pygame.draw.rect(bb_surface, (0, 255, 0), bbox, 2)
if args.show_actor_box:
display.blit(bb_surface, (0, 0))
if this_frame_bboxes:
if args.rgb_camera.last_image_frame_num:
bbox_data[int(args.rgb_camera.last_image_frame_num)] = \
this_frame_bboxes
# show server info
if not args.hide_server_info:
# put text on the screen over the camera image
camera_fov = args.rgb_camera.camera_actor.attributes["fov"]
text_surface1, text_offset = make_text_surface(
"Camera location: x: %s, y: %s, z: %s, fov: %s" %
(spectator.get_location().x, spectator.get_location().y,
spectator.get_location().z, camera_fov), 0)
display.blit(text_surface1, (0, 0))
text_surface2, text_offset2 = make_text_surface(
"Camera rotation: pitch: %s, roll: %s, yaw: %s" % (
spectator.get_transform().rotation.pitch,
spectator.get_transform().rotation.roll,
spectator.get_transform().rotation.yaw), text_offset)
display.blit(text_surface2, (0, text_offset))
# time and other info
text_surface3, text_offset3 = make_text_surface(
"Server time: %s, frame num: %s,"
" server fps: %.4f, client fps: %.4f" % (
datetime.timedelta(seconds=int(server_info.simulation_time)),
server_info.frame_num,
server_info.server_fps,
client_clock.get_fps()), text_offset2)
display.blit(text_surface3, (0, text_offset2))
pygame.display.flip()
finally:
# save the bbox into json if asked
if args.save_bbox_json is not None:
with open(args.save_bbox_json, "w") as f:
json.dump(bbox_data, f)
print("saved bbox json with %s frame of data" % (len(bbox_data)))
# finished, clean actors
# destroy the camera actor separately
if args.rgb_camera is not None and args.rgb_camera.camera_actor is not None:
args.rgb_camera.camera_actor.stop()
global_actor_list.append(args.rgb_camera.camera_actor)
if args.seg_camera is not None and args.seg_camera.camera_actor is not None:
args.seg_camera.camera_actor.stop()
global_actor_list.append(args.seg_camera.camera_actor)
if args.depth_camera is not None and \
args.depth_camera.camera_actor is not None:
args.depth_camera.camera_actor.stop()
global_actor_list.append(args.depth_camera.camera_actor)
client.apply_batch(
[carla.command.DestroyActor(x) for x in global_actor_list])
pygame.quit()