class Planner(object): def __init__(self, vehicle = None): self._vehicle = None self.global_planner = None self.local_planner = None self.resolution = 20.0 self.route_trace = None if vehicle is not None: self.initialize(vehicle) def initialize(self, vehicle): self._vehicle = vehicle dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self.resolution) self.global_planner = GlobalRoutePlanner(dao) self.global_planner.setup() self.local_planner = LocalPlanner(self._vehicle) def set_destination(self, location): start_waypoint = self._vehicle.get_world().get_map().get_waypoint(self._vehicle.get_location()) end_waypoint = self._vehicle.get_world().get_map().get_waypoint(carla.Location(location[0], location[1], location[2])) self.route_trace = self.global_planner.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) #self.route_trace.pop(0) #assert self.route_trace self.local_planner.set_global_plan(self.route_trace) def run_step(self): return self.local_planner.run_step(False) def view_plan(self): for w in self.route_trace: self._vehicle.get_world().debug.draw_string(w[0].transform.location, 'o', draw_shadow=False, color=carla.Color(r=255, g=0, b=0), life_time=120.0, persistent_lines=True) def done(self): return self.local_planner.done()
class BasicAgent(Agent): """ BasicAgent implements a basic agent that navigates scenes to reach a given target destination. This agent respects traffic lights and other vehicles. """ def __init__(self, vehicle, target_speed=20): """ :param vehicle: actor to apply to local planner logic onto """ super(BasicAgent, self).__init__(vehicle) self.stopping_for_traffic_light = False self._proximity_threshold = 10.0 # meters self._state = AgentState.NAVIGATING args_lateral_dict = { 'K_P': 0.75, 'K_D': 0.001, 'K_I': 1, 'dt': 1.0 / 20.0 } self._local_planner = LocalPlanner(self._vehicle, opt_dict={ 'target_speed': target_speed, 'lateral_control_dict': args_lateral_dict }) self._hop_resolution = 2.0 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._target_speed = target_speed self._grp = None self.drawn_lights = False self.is_affected_by_traffic_light = False def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint( carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) assert route_trace self._local_planner.set_global_plan(route_trace) def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) return route def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ # is there an obstacle in front of us? hazard_detected = False # retrieve relevant elements for safe navigation, i.e.: traffic lights # and other vehicles actor_list = self._world.get_actors() # type: ActorList vehicle_list = actor_list.filter("*vehicle*") # type: List[Actor] pedestrians_list = actor_list.filter("*walker.pedestrian*") lights_list = actor_list.filter( "*traffic_light*") # type: List[carla.TrafficLight] if not self.drawn_lights and debug: for light in lights_list: self._world.debug.draw_box( carla.BoundingBox( light.trigger_volume.location + light.get_transform().location, light.trigger_volume.extent * 2), carla.Rotation(0, 0, 0), 0.05, carla.Color(255, 128, 0, 0), 0) self.drawn_lights = True # check possible obstacles vehicle_state, vehicle = self._is_vehicle_hazard(vehicle_list) if vehicle_state: if debug: print('!!! VEHICLE BLOCKING AHEAD [{}])'.format(vehicle.id)) self._state = AgentState.BLOCKED_BY_VEHICLE hazard_detected = True # Check for pedestrians pedestrian_state, pedestrian = self._is_pedestrian_hazard( pedestrians_list) if pedestrian_state: if debug: print('!!! PEDESTRIAN BLOCKING AHEAD [{}])'.format( pedestrian.id)) self._state = AgentState.BLOCKED_BY_VEHICLE hazard_detected = True # check for the state of the traffic lights light_state, traffic_light = self._is_light_red(lights_list) if light_state: if debug: print('=== RED LIGHT AHEAD [{}])'.format(traffic_light.id)) self._state = AgentState.BLOCKED_RED_LIGHT hazard_detected = True new_target_speed = self._update_target_speed(hazard_detected, debug) # if hazard_detected: # control = self.emergency_stop() # else: # self._state = AgentState.NAVIGATING # self.braking_intial_speed = None # # standard local planner behavior # control = self._local_planner.run_step(debug=debug) # if self.stopping_for_traffic_light: # control.steer = 0.0 self._state = AgentState.NAVIGATING self.braking_intial_speed = None # standard local planner behavior control = self._local_planner.run_step(debug=debug) if self.stopping_for_traffic_light: control.steer = 0.0 # Prevent from steering randomly when stopped if math.fabs(get_speed(self._vehicle)) < 0.1: control.steer = 0 return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done() def _update_target_speed(self, hazard_detected, debug): if hazard_detected: self._set_target_speed(0) return 0 MAX_PERCENTAGE_OF_SPEED_LIMIT = 0.75 speed_limit = self._vehicle.get_speed_limit() # km/h current_speed = get_speed(self._vehicle) new_target_speed = speed_limit * MAX_PERCENTAGE_OF_SPEED_LIMIT use_custom_traffic_light_speed = False if use_custom_traffic_light_speed: TRAFFIC_LIGHT_SECONDS_AWAY = 3 METERS_TO_STOP_BEFORE_TRAFFIC_LIGHT = 8 get_traffic_light = self._vehicle.get_traffic_light( ) # type: carla.TrafficLight nearest_traffic_light, distance = get_nearest_traffic_light( self._vehicle) # type: carla.TrafficLight, float distance_to_light = distance distance -= METERS_TO_STOP_BEFORE_TRAFFIC_LIGHT if nearest_traffic_light is None: nearest_traffic_light = get_traffic_light # Draw debug info if debug and nearest_traffic_light is not None: self._world.debug.draw_point( nearest_traffic_light.get_transform().location, size=1, life_time=0.1, color=carla.Color(255, 15, 15)) """ if get_traffic_light is not None: print("get_traffic_light: ", get_traffic_light.get_location() if get_traffic_light is not None else "None", " ", get_traffic_light.state if get_traffic_light is not None else "None") if nearest_traffic_light is not None: print("nearest_traffic_light: ", nearest_traffic_light.get_location() if nearest_traffic_light is not None else "None", " ", nearest_traffic_light.state if nearest_traffic_light is not None else "None") """ ego_vehicle_location = self._vehicle.get_location() ego_vehicle_waypoint = self._map.get_waypoint(ego_vehicle_location) self.is_affected_by_traffic_light = False self.stopping_for_traffic_light = False if ego_vehicle_waypoint.is_junction: # It is too late. Do not block the intersection! Keep going! pass # Check if we should start braking elif distance_to_light <= TRAFFIC_LIGHT_SECONDS_AWAY * new_target_speed / 3.6 and nearest_traffic_light is not None and nearest_traffic_light.state != carla.TrafficLightState.Green: self.is_affected_by_traffic_light = True brake_distance = current_speed / 3.6 * TRAFFIC_LIGHT_SECONDS_AWAY print("TL distance: ", distance_to_light, ", distance (to stop): ", distance, ", distance travel 4 secs: ", brake_distance) new_target_speed = self._target_speed if distance <= 0: new_target_speed = 0 self.stopping_for_traffic_light = True print("Stopping before traffic light, distance ", distance, "m") elif brake_distance >= distance and brake_distance != 0: percent_before_light = (brake_distance - distance) / brake_distance new_target_speed = speed_limit - max( 0, percent_before_light) * speed_limit print("Slowing down before traffic light ", percent_before_light * 100, "% ", new_target_speed, " km/h") self._set_target_speed(max(0, new_target_speed)) return new_target_speed def _set_target_speed(self, target_speed: int): """ This function updates all the needed values required to actually set a new target speed """ self._target_speed = target_speed self._local_planner.set_speed(target_speed)
class LearningAgent(Agent): """ BasicAgent implements a basic agent that navigates scenes to reach a given target destination. This agent respects traffic lights and other vehicles. """ def __init__(self, world): """ :param vehicle: actor to apply to local planner logic onto """ super(LearningAgent, self).__init__(world.player) self._world_obj = world # Learning Model self._model = Model() self._THW = None self._target_speed = None self._sin_param = None self._poly_param = None # Local plannar self._local_planner = LocalPlanner(world.player) self.update_parameters() # Global plannar self._proximity_threshold = 10.0 # meter self._state = AgentState.NAVIGATING self._hop_resolution = 0.2 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._grp = None # global route planar # Behavior planning self._hazard_detected = False self._blocked_time = None self._perform_lane_change = False self._front_r = [] self._left_front_r = [] self._left_back_r = [] # Update personalized parameters from model def update_parameters(self): self._THW = self._model.get_parameter("safe_distance")["THW"] self._target_speed = self._model.get_parameter("target_speed") * 3.6 self._sin_param = self._model.get_parameter("sin_param") self._poly_param = self._model.get_parameter("poly_param") CONTROLLER_TYPE = 'PID' # options:MPC, PID, STANLEY args_lateral_dict = {'K_P': 1.0, 'K_I': 0.4, 'K_D': 0.01, 'control_type': CONTROLLER_TYPE} args_longitudinal_dict = {'K_P': 0.3, 'K_I': 0.2, 'K_D': 0.002} self._local_planner.init_controller(opt_dict={'target_speed': self._target_speed, 'lateral_control_dict': args_lateral_dict, 'longitudinal_control_dict': args_longitudinal_dict}) # Start learning by collecting data def collect(self): # State for each step personalization_param = [] # Time stamp personalization_param.extend([pygame.time.get_ticks()]) # Collect vehicle position t = self._vehicle.get_transform() personalization_param.extend([t.location.x, t.location.y, t.location.z, t.rotation.yaw]) # Collect vehicle velocity and speed v = self._vehicle.get_velocity() personalization_param.extend([v.x, v.y, v.z, self._get_speed()]) # Collect radar information front_dis = 100 front_vel = 50 left_front_dis = 100 left_front_vel = 50 left_back_dis = -100 left_back_vel = 0 if self._front_r: front_dis = self._front_r[1][0] front_vel = self._front_r[2][0] if self._left_front_r: left_front_dis = self._left_front_r[1][0] left_front_vel = self._left_front_r[2][0] if self._left_back_r: left_back_dis = self._left_back_r[1][0] left_back_vel = self._left_back_r[2][0] personalization_param.extend([front_dis, left_front_dis, left_back_dis, front_vel, left_front_vel, left_back_vel]) self._model.collect(personalization_param) # End collection def end_collect(self): self._model.end_collect() # Train model def train_model(self): self._model.train_new_model() # Set global destination and get global waypoints def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint(carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) assert route_trace self._local_planner.set_global_plan(route_trace) # Get global waypoints def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) return route # Get vehicle speed def _get_speed(self): v = self._vehicle.get_velocity() ego_speed = math.sqrt(v.x**2 + v.y**2 + v.z**2) return ego_speed # Run step def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ ## Update Environment ## # Check all the radars if self._world_obj.front_radar.detected: if abs(self._world_obj.front_radar.rel_pos[1]) < 1: self._front_r = [pygame.time.get_ticks(), self._world_obj.front_radar.rel_pos, self._world_obj.front_radar.rel_vel] self._world_obj.front_radar.detected = False if self._world_obj.left_front_radar.detected: if self._world_obj.left_front_radar.rel_pos[1] < -1: self._left_front_r =[pygame.time.get_ticks(), self._world_obj.left_front_radar.rel_pos, self._world_obj.left_front_radar.rel_vel] self._world_obj.left_front_radar.detected = False if self._world_obj.left_back_radar.detected: if self._world_obj.left_back_radar.rel_pos[1] < -1: self._left_back_r = [pygame.time.get_ticks(), self._world_obj.left_back_radar.rel_pos, self._world_obj.left_back_radar.rel_vel] self._world_obj.left_back_radar.detected = False # Remove radar data if not detected again in 0.5 second if self._front_r and (pygame.time.get_ticks() - self._front_r[0] > 5000): self._front_r = [] if self._left_front_r and (pygame.time.get_ticks() - self._left_front_r[0] > 5000): self._left_front_r = [] if self._left_back_r and (pygame.time.get_ticks() - self._left_back_r[0] > 5000): self._left_back_r = [] # Detect vehicles in front self._hazard_detected = False if self._front_r and (self._front_r[1][0] < 20.0): self._hazard_detected = True # update hazard existing time if self._hazard_detected: if self._blocked_time is None: self._blocked_time = pygame.time.get_ticks() hazard_time = 0 else: hazard_time = pygame.time.get_ticks() - self._blocked_time else: self._blocked_time = None # Get a safe_distance safe_distance = self._THW * self._get_speed() ''' # retrieve relevant elements for safe navigation, i.e.: traffic lights actor_list = self._world.get_actors() lights_list = actor_list.filter("*traffic_light*") # check for the state of the traffic lights light_state, traffic_light = self._is_light_red(lights_list) if light_state: if debug: print('=== RED LIGHT AHEAD [{}])'.format(traffic_light.id)) self._state = AgentState.BLOCKED_RED_LIGHT self._hazard_detected = True ''' #print(self._state) # Finite State Machine # 1, Navigating if self._state == AgentState.NAVIGATING: if self._hazard_detected: self._state = AgentState.BLOCKED_BY_VEHICLE # 2, Blocked by Vehicle elif self._state == AgentState.BLOCKED_BY_VEHICLE: if not self._hazard_detected: self._state = AgentState.NAVIGATING # The vehicle is driving at a certain speed # There is enough space else: if hazard_time > 5000 and \ 190 > self._vehicle.get_location().x > 10 and \ 10 > self._vehicle.get_location().y > 7: self._state = AgentState.PREPARE_LANE_CHANGING # 4, Prepare Lane Change elif self._state == AgentState.PREPARE_LANE_CHANGING: if not (self._front_r and self._front_r[1][0] < safe_distance) and \ not (self._left_front_r and self._left_front_r[1][0] < safe_distance) and \ not (self._left_back_r and self._left_back_r[1][0] > -10): print(self._front_r) print(self._left_front_r) print(self._left_back_r) self._state = AgentState.LANE_CHANGING self._perform_lane_change = True # 5, Lane Change elif self._state == AgentState.LANE_CHANGING: if abs(self._vehicle.get_velocity().y) < 0.5 and \ self._vehicle.get_location().y < 7.0: self._state = AgentState.NAVIGATING # 6, Emergency Brake emergency_distance = safe_distance *3/5 emergency_front_speed = 1.0 if self._front_r and (self._front_r[1][0] < emergency_distance or self._front_r[2][0] < emergency_front_speed): self._state = AgentState.EMERGENCY_BRAKE # Local Planner Behavior according to states if self._state == AgentState.NAVIGATING or self._state == AgentState.LANE_CHANGING: control = self._local_planner.run_step(debug=debug) elif self._state == AgentState.PREPARE_LANE_CHANGING: if self._left_front_r and self._left_front_r[1][0] < safe_distance or \ self._front_r and self._front_r[1][0] < safe_distance: control = self._local_planner.empty_control(debug=debug) else: control = self._local_planner.run_step(debug=debug) elif self._state == AgentState.BLOCKED_BY_VEHICLE: # ACC front_dis = self._front_r[1][0] front_vel = self._front_r[2][0] ego_speed = self._get_speed() desired_speed = front_vel - (ego_speed-front_vel)/front_dis if ego_speed > 1: desired_speed += 2*(front_dis/ego_speed - self._THW) control = self._local_planner.run_step(debug=debug, target_speed=desired_speed*3.6) elif self._state == AgentState.EMERGENCY_BRAKE: control = self._local_planner.brake() if self._front_r: if self._front_r[1][0] >= emergency_distance and \ self._front_r[2][0] > emergency_front_speed: self._state = AgentState.NAVIGATING elif self._state == AgentState.BLOCKED_RED_LIGHT: control = self._local_planner.empty_control(debug=debug) # When performing a lane change if self._perform_lane_change: # Record original destination destination = self._local_planner.get_global_destination() # Get lane change start location ref_location = self._world_obj.player.get_location() ref_yaw = self._world_obj.player.get_transform().rotation.yaw if self._local_planner.waypoint_buffer: waypoint = self._local_planner.waypoint_buffer[-1][0] ref_location = waypoint.transform.location wait_dist = 0.0 # need some time to plan ref = [ref_location.x + wait_dist, ref_location.y, ref_yaw] # Replace current plan with a lane change plan DL = self._left_front_r[1][0] if self._left_front_r else 100 DH = self._left_back_r[1][0] if self._left_back_r else 100 GMM_v = [[self._vehicle.get_velocity().x, self._sin_param["lat_dis"], DL, DH]] lane_changer = SinLaneChange(self._world_obj, self._sin_param, np.array(GMM_v)) lane_change_plan = lane_changer.get_waypoints(ref) self._local_planner.set_local_plan(lane_change_plan) ''' lane_changer = PolyLaneChange(self._world_obj, self._poly_param) lane_change_plan = lane_changer.get_waypoints(ref) self._local_planner.set_local_plan(lane_change_plan) ''' # replan globally with new vehicle position after lane changing new_start = self._map.get_waypoint(lane_change_plan[-1][0].transform.location) route_trace = self._trace_route(new_start, destination) assert route_trace self._local_planner.add_global_plan(route_trace) self._perform_lane_change = False print("perform lane change") return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done()
class BasicAgent(object): """ BasicAgent implements an agent that navigates the scene. This agent respects traffic lights and other vehicles, but ignores stop signs. It has several functions available to specify the route that the agent must follow, as well as to change its parameters in case a different driving mode is desired. """ def __init__(self, vehicle, target_speed=20, opt_dict={}): """ Initialization the agent paramters, the local and the global planner. :param vehicle: actor to apply to agent logic onto :param target_speed: speed (in Km/h) at which the vehicle will move :param opt_dict: dictionary in case some of its parameters want to be changed. This also applies to parameters related to the LocalPlanner. """ self._vehicle = vehicle self._world = self._vehicle.get_world() self._map = self._world.get_map() self._last_traffic_light = None # Base parameters self._ignore_traffic_lights = False self._ignore_stop_signs = False self._ignore_vehicles = False self._target_speed = target_speed self._sampling_resolution = 2.0 self._base_tlight_threshold = 5.0 # meters self._base_vehicle_threshold = 5.0 # meters self._max_brake = 0.5 # Change parameters according to the dictionary opt_dict['target_speed'] = target_speed if 'ignore_traffic_lights' in opt_dict: self._ignore_traffic_lights = opt_dict['ignore_traffic_lights'] if 'ignore_stop_signs' in opt_dict: self._ignore_stop_signs = opt_dict['ignore_stop_signs'] if 'ignore_vehicles' in opt_dict: self._ignore_vehicles = opt_dict['ignore_vehicles'] if 'sampling_resolution' in opt_dict: self._sampling_resolution = opt_dict['sampling_resolution'] if 'base_tlight_threshold' in opt_dict: self._base_tlight_threshold = opt_dict['base_tlight_threshold'] if 'base_vehicle_threshold' in opt_dict: self._base_vehicle_threshold = opt_dict['base_vehicle_threshold'] if 'max_brake' in opt_dict: self._max_steering = opt_dict['max_brake'] # Initialize the planners self._local_planner = LocalPlanner(self._vehicle, opt_dict=opt_dict) self._global_planner = GlobalRoutePlanner(self._map, self._sampling_resolution) def add_emergency_stop(self, control): """ Overwrites the throttle a brake values of a control to perform an emergency stop. The steering is kept the same to avoid going out of the lane when stopping during turns :param speed (carl.VehicleControl): control to be modified """ control.throttle = 0.0 control.brake = self._max_brake control.hand_brake = False return control def set_target_speed(self, speed): """ Changes the target speed of the agent :param speed (float): target speed in Km/h """ self._local_planner.set_speed(speed) def follow_speed_limits(self, value=True): """ If active, the agent will dynamically change the target speed according to the speed limits :param value (bool): whether or not to activate this behavior """ self._local_planner.follow_speed_limits(value) def get_local_planner(self): """Get method for protected member local planner""" return self._local_planner def get_global_planner(self): """Get method for protected member local planner""" return self._global_planner def set_destination(self, end_location, start_location=None): """ This method creates a list of waypoints between a starting and ending location, based on the route returned by the global router, and adds it to the local planner. If no starting location is passed, the vehicle local planner's target location is chosen, which corresponds (by default), to a location about 5 meters in front of the vehicle. :param end_location (carla.Location): final location of the route :param start_location (carla.Location): starting location of the route """ if not start_location: start_location = self._local_planner.target_waypoint.transform.location clean_queue = True else: start_location = self._vehicle.get_location() clean_queue = False start_waypoint = self._map.get_waypoint(start_location) end_waypoint = self._map.get_waypoint(end_location) route_trace = self.trace_route(start_waypoint, end_waypoint) self._local_planner.set_global_plan(route_trace, clean_queue=clean_queue) def set_global_plan(self, plan, stop_waypoint_creation=True, clean_queue=True): """ Adds a specific plan to the agent. :param plan: list of [carla.Waypoint, RoadOption] representing the route to be followed :param stop_waypoint_creation: stops the automatic random creation of waypoints :param clean_queue: resets the current agent's plan """ self._local_planner.set_global_plan( plan, stop_waypoint_creation=stop_waypoint_creation, clean_queue=clean_queue) def trace_route(self, start_waypoint, end_waypoint): """ Calculates the shortest route between a starting and ending waypoint. :param start_waypoint (carla.Waypoint): initial waypoint :param end_waypoint (carla.Waypoint): final waypoint """ start_location = start_waypoint.transform.location end_location = end_waypoint.transform.location return self._global_planner.trace_route(start_location, end_location) def run_step(self): """Execute one step of navigation.""" hazard_detected = False # Retrieve all relevant actors actor_list = self._world.get_actors() vehicle_list = actor_list.filter("*vehicle*") lights_list = actor_list.filter("*traffic_light*") vehicle_speed = get_speed(self._vehicle) / 3.6 # Check for possible vehicle obstacles max_vehicle_distance = self._base_vehicle_threshold + vehicle_speed affected_by_vehicle, _, _ = self._vehicle_obstacle_detected( vehicle_list, max_vehicle_distance) if affected_by_vehicle: hazard_detected = True # Check if the vehicle is affected by a red traffic light max_tlight_distance = self._base_tlight_threshold + vehicle_speed affected_by_tlight, _ = self._affected_by_traffic_light( lights_list, max_tlight_distance) if affected_by_tlight: hazard_detected = True control = self._local_planner.run_step() if hazard_detected: control = self.add_emergency_stop(control) return control def done(self): """Check whether the agent has reached its destination.""" return self._local_planner.done() def ignore_traffic_lights(self, active=True): """(De)activates the checks for traffic lights""" self._ignore_traffic_lights = active def ignore_stop_signs(self, active=True): """(De)activates the checks for stop signs""" self._ignore_stop_signs = active def ignore_vehicles(self, active=True): """(De)activates the checks for stop signs""" self._ignore_vehicles = active def _affected_by_traffic_light(self, lights_list=None, max_distance=None): """ Method to check if there is a red light affecting the vehicle. :param lights_list (list of carla.TrafficLight): list containing TrafficLight objects. If None, all traffic lights in the scene are used :param max_distance (float): max distance for traffic lights to be considered relevant. If None, the base threshold value is used """ if self._ignore_traffic_lights: return (False, None) if not lights_list: lights_list = self._world.get_actors().filter("*traffic_light*") if not max_distance: max_distance = self._base_tlight_threshold if self._last_traffic_light: if self._last_traffic_light.state != carla.TrafficLightState.Red: self._last_traffic_light = None else: return (True, self._last_traffic_light) ego_vehicle_location = self._vehicle.get_location() ego_vehicle_waypoint = self._map.get_waypoint(ego_vehicle_location) for traffic_light in lights_list: object_location = get_trafficlight_trigger_location(traffic_light) object_waypoint = self._map.get_waypoint(object_location) if object_waypoint.road_id != ego_vehicle_waypoint.road_id: continue ve_dir = ego_vehicle_waypoint.transform.get_forward_vector() wp_dir = object_waypoint.transform.get_forward_vector() dot_ve_wp = ve_dir.x * wp_dir.x + ve_dir.y * wp_dir.y + ve_dir.z * wp_dir.z if dot_ve_wp < 0: continue if traffic_light.state != carla.TrafficLightState.Red: continue if is_within_distance(object_waypoint.transform, self._vehicle.get_transform(), max_distance, [0, 90]): self._last_traffic_light = traffic_light return (True, traffic_light) return (False, None) def _vehicle_obstacle_detected(self, vehicle_list=None, max_distance=None, up_angle_th=90, low_angle_th=0, lane_offset=0): """ Method to check if there is a vehicle in front of the agent blocking its path. :param vehicle_list (list of carla.Vehicle): list contatining vehicle objects. If None, all vehicle in the scene are used :param max_distance: max freespace to check for obstacles. If None, the base threshold value is used """ if self._ignore_vehicles: return (False, None, -1) if not vehicle_list: vehicle_list = self._world.get_actors().filter("*vehicle*") if not max_distance: max_distance = self._base_vehicle_threshold ego_transform = self._vehicle.get_transform() ego_wpt = self._map.get_waypoint(self._vehicle.get_location()) # Get the right offset if ego_wpt.lane_id < 0 and lane_offset != 0: lane_offset *= -1 # Get the transform of the front of the ego ego_forward_vector = ego_transform.get_forward_vector() ego_extent = self._vehicle.bounding_box.extent.x ego_front_transform = ego_transform ego_front_transform.location += carla.Location( x=ego_extent * ego_forward_vector.x, y=ego_extent * ego_forward_vector.y, ) for target_vehicle in vehicle_list: target_transform = target_vehicle.get_transform() target_wpt = self._map.get_waypoint(target_transform.location, lane_type=carla.LaneType.Any) # Simplified version for outside junctions if not ego_wpt.is_junction or not target_wpt.is_junction: if target_wpt.road_id != ego_wpt.road_id or target_wpt.lane_id != ego_wpt.lane_id + lane_offset: next_wpt = self._local_planner.get_incoming_waypoint_and_direction( steps=3)[0] if not next_wpt: continue if target_wpt.road_id != next_wpt.road_id or target_wpt.lane_id != next_wpt.lane_id + lane_offset: continue target_forward_vector = target_transform.get_forward_vector() target_extent = target_vehicle.bounding_box.extent.x target_rear_transform = target_transform target_rear_transform.location -= carla.Location( x=target_extent * target_forward_vector.x, y=target_extent * target_forward_vector.y, ) if is_within_distance(target_rear_transform, ego_front_transform, max_distance, [low_angle_th, up_angle_th]): return (True, target_vehicle, compute_distance(target_transform.location, ego_transform.location)) # Waypoints aren't reliable, check the proximity of the vehicle to the route else: route_bb = [] ego_location = ego_transform.location extent_y = self._vehicle.bounding_box.extent.y r_vec = ego_transform.get_right_vector() p1 = ego_location + carla.Location(extent_y * r_vec.x, extent_y * r_vec.y) p2 = ego_location + carla.Location(-extent_y * r_vec.x, -extent_y * r_vec.y) route_bb.append([p1.x, p1.y, p1.z]) route_bb.append([p2.x, p2.y, p2.z]) for wp, _ in self._local_planner.get_plan(): if ego_location.distance( wp.transform.location) > max_distance: break r_vec = wp.transform.get_right_vector() p1 = wp.transform.location + carla.Location( extent_y * r_vec.x, extent_y * r_vec.y) p2 = wp.transform.location + carla.Location( -extent_y * r_vec.x, -extent_y * r_vec.y) route_bb.append([p1.x, p1.y, p1.z]) route_bb.append([p2.x, p2.y, p2.z]) if len(route_bb) < 3: # 2 points don't create a polygon, nothing to check return (False, None, -1) ego_polygon = Polygon(route_bb) # Compare the two polygons for target_vehicle in vehicle_list: target_extent = target_vehicle.bounding_box.extent.x if target_vehicle.id == self._vehicle.id: continue if ego_location.distance( target_vehicle.get_location()) > max_distance: continue target_bb = target_vehicle.bounding_box target_vertices = target_bb.get_world_vertices( target_vehicle.get_transform()) target_list = [[v.x, v.y, v.z] for v in target_vertices] target_polygon = Polygon(target_list) if ego_polygon.intersects(target_polygon): return (True, target_vehicle, compute_distance(target_vehicle.get_location(), ego_location)) return (False, None, -1) return (False, None, -1)
class NavigationAssistant: def __init__(self, vehicle): self._vehicle = vehicle self._map = vehicle.get_world().get_map() args_lateral_dict = { 'K_P': 1, 'K_D': 0.4, 'K_I': 0, 'dt': 1.0/20.0} self._local_planner = LocalPlanner( self._vehicle, opt_dict={ 'target_speed' : 0, 'lateral_control_dict' :args_lateral_dict } ) self._hop_resolution = 2.0 self._grp = self._initialize_global_route_planner() # Initializes the global route planner. def _initialize_global_route_planner(self): dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() return grp # Sets vehicle's speed. def set_speed(self, target_speed): self._local_planner.set_speed(target_speed) # Sets vehicle's destination & computes the optimal route towards the destination. def set_destination(self, location): start_waypoint = self._map.get_waypoint( self._vehicle.get_location() ) end_waypoint = self._map.get_waypoint(location) # Computes the optimal route for the starting location. route_trace = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) self._local_planner.set_global_plan(route_trace) # Executes one step of navigation. def run_step(self, hazard_detected, debug=False): if hazard_detected: control = self._emergency_stop() else: control = self._local_planner.run_step(debug=debug) return control # Checks whether the vehicle reached its destination. def done(self): return self._local_planner.done() # Returns a control that forces the vehicle to stop. @staticmethod def _emergency_stop(): control = carla.VehicleControl() control.steer = 0.0 control.throttle = 0.0 control.brake = 1.0 control.hand_brake = False return control
class RainDrivingAgent(Agent): def __init__(self, vehicle, target_speed=20): """ :param vehicle: actor to apply to local planner logic onto """ super(RainDrivingAgent, self).__init__(vehicle) self._proximity_tlight_threshold = 5.0 # meters self._proximity_vehicle_threshold = 10.0 # meters self._state = AgentState.NAVIGATING args_lateral_dict = {'K_P': 1, 'K_D': 0.4, 'K_I': 0, 'dt': 1.0 / 20.0} self._local_planner = LocalPlanner(self._vehicle, opt_dict={ 'target_speed': target_speed, 'lateral_control_dict': args_lateral_dict }) self._hop_resolution = 2.0 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._target_speed = target_speed self._grp = None # create the camera camera_bp = self._world.get_blueprint_library().find( 'sensor.camera.rgb') camera_bp.set_attribute('image_size_x', str(1920 // 2)) camera_bp.set_attribute('image_size_y', str(1080 // 2)) camera_bp.set_attribute('fov', str(90)) camera_transform = carla.Transform(carla.Location(x=-5.5, z=2.8), carla.Rotation(pitch=-15)) self._camera = self._world.spawn_actor(camera_bp, camera_transform, attach_to=self._vehicle) self._camera.listen(lambda image: self._process_image(image)) self._curr_image = None self._save_count = 0 def _process_image(self, image): self._curr_image = image """ image_array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8")) image_array = np.reshape(image_array, (image.height, image.width, 4)) image_array = image_array[:, :, :3] image_array = image_array[:, :, ::-1] """ file_name = 'curr.jpg' image.save_to_disk(file_name) def parse_file(filename): image_string = tf.io.read_file(filename) image_decoded = tf.image.decode_jpeg(image_string, channels=3) return tf.cast(image_decoded, tf.float32) / 255.0 whole_path = [file_name] filename_tensor = tf.convert_to_tensor(value=whole_path, dtype=tf.string) dataset = tf.data.Dataset.from_tensor_slices((filename_tensor)) dataset = dataset.map(parse_file) dataset = dataset.prefetch(buffer_size=1) dataset = dataset.batch(batch_size=1).repeat() iterator = tf.compat.v1.data.make_one_shot_iterator(dataset) image_array = iterator.get_next() output = Network.inference(image_array, is_training=False, middle_layers=12) output = tf.clip_by_value(output, 0., 1.) output = output[0, :, :, :] config = tf.compat.v1.ConfigProto() config.gpu_options.allow_growth = True saver = tf.compat.v1.train.Saver() with tf.compat.v1.Session(config=config) as sess: with tf.device('/gpu:0'): saver.restore(sess, pre_trained_model_path) derained, ori = sess.run([output, image_array]) derained = np.uint8(derained * 255.) skimage.io.imsave('curr_derained.png', derained) if self._save_count % 6 == 0: image.save_to_disk('_out/%08d_orig' % image.frame) skimage.io.imsave('_out/%08d_derained.png' % image.frame, derained) self._save_count += 1 def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint( carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) self._local_planner.set_global_plan(route_trace) def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) return route def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ # is there an obstacle in front of us? hazard_detected = False # retrieve relevant elements for safe navigation, i.e.: traffic lights # and other vehicles actor_list = self._world.get_actors() vehicle_list = actor_list.filter("*vehicle*") lights_list = actor_list.filter("*traffic_light*") # check possible obstacles vehicle_state, vehicle = self._is_vehicle_hazard(vehicle_list) if vehicle_state: if debug: print('!!! VEHICLE BLOCKING AHEAD [{}])'.format(vehicle.id)) self._state = AgentState.BLOCKED_BY_VEHICLE hazard_detected = True # check for the state of the traffic lights light_state, traffic_light = self._is_light_red(lights_list) if light_state: if debug: print('=== RED LIGHT AHEAD [{}])'.format(traffic_light.id)) self._state = AgentState.BLOCKED_RED_LIGHT hazard_detected = True if hazard_detected: control = self.emergency_stop() else: self._state = AgentState.NAVIGATING # standard local planner behavior control = self._local_planner.run_step(debug=debug) return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done()
class BasicAgent(Agent): """ BasicAgent implements a basic agent that navigates scenes to reach a given target destination. This agent respects traffic lights and other vehicles. """ def __init__(self, vehicle, target_speed=20): """ :param vehicle: actor to apply to local planner logic onto """ super(BasicAgent, self).__init__(vehicle) self._proximity_tlight_threshold = 5.0 # meters self._proximity_vehicle_threshold = 10.0 # meters self._state = AgentState.NAVIGATING args_lateral_dict = {'K_P': 1, 'K_D': 0.4, 'K_I': 0, 'dt': 1.0 / 20.0} self._local_planner = LocalPlanner(self._vehicle, opt_dict={ 'target_speed': target_speed, 'lateral_control_dict': args_lateral_dict }) self._hop_resolution = 2.0 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._target_speed = target_speed self._grp = None def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint( carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) self._local_planner.set_global_plan(route_trace) def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) return route def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ # is there an obstacle in front of us? hazard_detected = False # retrieve relevant elements for safe navigation, i.e.: traffic lights # and other vehicles actor_list = self._world.get_actors() vehicle_list = actor_list.filter("*vehicle*") lights_list = actor_list.filter("*traffic_light*") # check possible obstacles vehicle_state, vehicle = self._is_vehicle_hazard(vehicle_list) if vehicle_state: if debug: print('!!! VEHICLE BLOCKING AHEAD [{}])'.format(vehicle.id)) self._state = AgentState.BLOCKED_BY_VEHICLE hazard_detected = True # check for the state of the traffic lights light_state, traffic_light = self._is_light_red(lights_list) if light_state: if debug: print('=== RED LIGHT AHEAD [{}])'.format(traffic_light.id)) self._state = AgentState.BLOCKED_RED_LIGHT hazard_detected = True if hazard_detected: control = self.emergency_stop() else: self._state = AgentState.NAVIGATING # standard local planner behavior control = self._local_planner.run_step(debug=debug) return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done()
class TryAgent(_Agent): """ BasicAgent implements a basic agent that navigates scenes to reach a given target destination. This agent respects traffic lights and other vehicles. """ def __init__(self, vehicle, target_speed=20): """ :param vehicle: actor to apply to local planner logic onto """ super(TryAgent, self).__init__(vehicle) self._proximity_threshold = 10.0 # meters self._state = _AgentState.NAVIGATING args_lateral_dict = {'K_P': 1, 'K_D': 0.02, 'K_I': 0, 'dt': 1.0 / 20.0} self._local_planner = LocalPlanner(self._vehicle, opt_dict={ 'target_speed': target_speed, 'lateral_control_dict': args_lateral_dict }) self._hop_resolution = 2.0 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._target_speed = target_speed self._grp = None self.speed = 60 self.matrix_transform = None self.last = False self.walker = None def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint( carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) assert route_trace self._local_planner.set_global_plan(route_trace) def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) return route def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ self.matrix_transform = self.get_matrix(self._vehicle.get_transform()) # matrix = get_matrix(self._vehicle.get_transform()) velocity = np.dot(np.array([1, 0, 0, 0]), np.linalg.inv(self.matrix_transform)) # is there an obstacle in front of us? hazard_detected = False # retrieve relevant elements for safe navigation, i.e.: traffic lights # and other vehicles actor_list = self._world.get_actors() vehicle_list = actor_list.filter("*vehicle*") lights_list = actor_list.filter("*traffic_light*") # pedestrian_list = actor_list.filter("*pedestrian*") walker_list = actor_list.filter("*walker*") angle = float(10 / 17) angles = np.array([0, 0, 0]) for walker in walker_list: _distance = math.sqrt( (self._vehicle.get_location().x - walker.get_location().x)**2 + (self._vehicle.get_location().y - walker.get_location().y)**2) x = -(self._vehicle.get_location().x - walker.get_location().x) y = -(self._vehicle.get_location().y - walker.get_location().y) z = -(self._vehicle.get_location().z - walker.get_location().z) _angles = np.dot(np.array([x, y, z, 0]), self.matrix_transform) _angle = _angles[1] / _angles[0] if _distance < self.speed or _distance < 10: hazard_detected = True distance = _distance if abs(_angle) < abs(angle): angle = _angle angles = _angles ped = np.dot( np.linalg.inv(self.matrix_transform), np.array([ walker.get_location().x, walker.get_location().y, walker.get_location().z, 1 ])) self.walker = np.array([ walker.get_location().x, walker.get_location().y, walker.get_location().z, 1 ]) """ x = self.GlobaltoLocalVehicle(self._vehicle)[0] end1 = self.LocaltoGlobal(np.array([x[0] + 10 + self.speed, x[1] + (10+self.speed)*float(10/17), x[2]+2, 1])) end2 = self.LocaltoGlobal(np.array([x[0] + 10 + self.speed, x[1] - (10+self.speed)*float(10/17), x[2]+2, 1])) self._world.debug.draw_line(self._vehicle.get_location(), carla.Location(end1), life_time = 0.0001) self._world.debug.draw_line(self._vehicle.get_location(), carla.Location(end2), life_time = 0.0001) """ # check possible obstacles vehicle_state, vehicle = self._is_vehicle_hazard(vehicle_list) if vehicle_state: if debug: print('!!! VEHICLE BLOCKING AHEAD [{}])'.format(vehicle.id)) self._state = _AgentState.BLOCKED_BY_VEHICLE hazard_detected = True # check for the state of the traffic lights """ light_state, traffic_light = self._is_light_red(lights_list) if light_state: if debug: print('=== RED LIGHT AHEAD [{}])'.format(traffic_light.id)) self._state = _AgentState.BLOCKED_RED_LIGHT hazard_detected = True """ if hazard_detected and abs(angle) < 0.5 and angles[0] > 0: if self.speed < 15 and ped[1] != 0: self.speed = self.speed else: self.speed = self.speed - self.get_break(self.speed, distance) if self.speed < 0: self.speed = 0 velocity = (velocity / norm(velocity)) * self.speed control = carla.Vector3D(velocity[0], velocity[1], velocity[2]) self.last = hazard_detected else: if self.speed < 60: self.increase_speed() velocity = (velocity / norm(velocity)) * self.speed control = carla.Vector3D(velocity[0], velocity[1], velocity[2]) self.last = hazard_detected self.walker = None """ if hazard_detected and self.speed >= 10 and abs(angle) < 0.3 and angles[0]>0: # control = self.emergency_stop() # if self.speed > 10: self.speed = self.speed-self.get_break(self.speed,distance) if self.speed < 0: self.speed = 0 velocity = (velocity/norm(velocity))*self.speed control = carla.Vector3D(velocity[0],velocity[1],velocity[2]) elif hazard_detected and distance<30 and distance>10 and self.speed >= 5 and abs(angle) < 0.3 and angles[0]>0: # if self.speed > 5: control = self.emergency_stop() self.speed = self.speed-self.get_break(self.speed,distance)*0.1 if self.speed < 0: self.speed = 0 velocity = (velocity/norm(velocity))*self.speed control = carla.Vector3D(velocity[0],velocity[1],velocity[2]) elif hazard_detected and distance<10 and self.speed > 0 and abs(angle) < 0.3 and angles[0]>0: return carla.Vector3D(0,0,0) elif hazard_detected: velocity = (velocity/norm(velocity))*self.speed control = carla.Vector3D(velocity[0],velocity[1],velocity[2]) return control else: if self.speed<60: self.increase_speed() # self._state = _AgentState.NAVIGATING # standard local planner behavior # control = self._local_planner.run_step(debug=debug) velocity = (velocity/norm(velocity))*self.speed control = carla.Vector3D(velocity[0],velocity[1],velocity[2]) # control = carla.Vector3D(0,0,0) # print(self.speed)""" return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done() def get_location(self): return self._vehicle.get_location() def check_end(self, location): # matrix = self.get_matrix(self._vehicle.get_transform()) x = np.dot(np.linalg.inv(self.matrix_transform), np.array([location.x, location.y, location.z, 1])) if x[0] < 0: return True else: return False def get_break(self, c, distance): f = 2 * ((20 + c * 100 * 0.2) / distance)**2 if c > 1: return f / 200 else: return 0 def increase_speed(self): self.speed += 1 def check_infront(): pass def get_matrix(self, transform): #local transfer to global rotation = transform.rotation location = transform.location c_y = np.cos(np.radians(rotation.yaw)) s_y = np.sin(np.radians(rotation.yaw)) c_r = np.cos(np.radians(rotation.roll)) s_r = np.sin(np.radians(rotation.roll)) c_p = np.cos(np.radians(rotation.pitch)) s_p = np.sin(np.radians(rotation.pitch)) matrix = np.array(np.identity(4)) matrix[0, 3] = location.x matrix[1, 3] = location.y matrix[2, 3] = location.z matrix[0, 0] = c_p * c_y matrix[0, 1] = c_y * s_p * s_r - s_y * c_r matrix[0, 2] = -c_y * s_p * c_r - s_y * s_r matrix[1, 0] = s_y * c_p matrix[1, 1] = s_y * s_p * s_r + c_y * c_r matrix[1, 2] = -s_y * s_p * c_r + c_y * s_r matrix[2, 0] = s_p matrix[2, 1] = -c_p * s_r matrix[2, 2] = c_p * c_r return matrix def GlobaltoLocalVehicle(self, target): location = np.dot( np.linalg.inv(self.matrix_transform), np.array([ target.get_location().x, target.get_location().y, target.get_location().z, 1 ])) velocity = np.dot( np.linalg.inv(self.matrix_transform), np.array([ target.get_velocity().x, target.get_velocity().y, target.get_velocity().z, 0 ])) return (location, velocity) def LocaltoGlobal(self, velocity): trans = np.dot(self.matrix_transform, velocity) return carla.Vector3D(trans[0], trans[1], trans[2])
class AutonomousAgent(Agent): """ BasicAgent implements a basic agent that navigates scenes to reach a given target destination. This agent respects traffic lights and other vehicles. """ def __init__(self, world): """ :param vehicle: actor to apply to local planner logic onto """ super(AutonomousAgent, self).__init__(world.player) self._world_obj = world self._THW = 2 self._target_speed = None # Local plannar self._local_planner = LocalPlanner(world.player) self.update_parameters() # Global plannar self._proximity_threshold = 10.0 # meter # Distance between waypoints self._state = AgentState.NAVIGATING self._hop_resolution = 0.2 self._path_seperation_hop = 2 self._path_seperation_threshold = 0.5 self._grp = None # global route planar # Behavior planning self._hazard_detected = False self._blocked_time = None self._perform_lane_change = False self._front_r = [] self._left_front_r = [] self._left_back_r = [] # Turns positions self.right_positions = None self.left_positions = None # Turn flags self.right_turn = False self.left_turn = False self.temp_flag = True self.left_positions = None def update_parameters(self): self._THW = 2 self._target_speed = 30 CONTROLLER_TYPE = 'PID' # options:MPC, PID, STANLEY args_lateral_dict = { 'K_P': 1.0, 'K_I': 0.4, 'K_D': 0.01, 'control_type': CONTROLLER_TYPE } args_longitudinal_dict = {'K_P': 0.3, 'K_I': 0.2, 'K_D': 0.002} self._local_planner.init_controller( opt_dict={ 'target_speed': self._target_speed, 'lateral_control_dict': args_lateral_dict, 'longitudinal_control_dict': args_longitudinal_dict }) # Set global destination and get global waypoints def set_destination(self, location): """ This method creates a list of waypoints from agent's position to destination location based on the route returned by the global router """ start_waypoint = self._map.get_waypoint(self._vehicle.get_location()) end_waypoint = self._map.get_waypoint( carla.Location(location[0], location[1], location[2])) route_trace = self._trace_route(start_waypoint, end_waypoint) assert route_trace self._local_planner.set_global_plan(route_trace) # Get global waypoints def _trace_route(self, start_waypoint, end_waypoint): """ This method sets up a global router and returns the optimal route from start_waypoint to end_waypoint """ # Setting up global router if self._grp is None: dao = GlobalRoutePlannerDAO(self._vehicle.get_world().get_map(), self._hop_resolution) grp = GlobalRoutePlanner(dao) grp.setup() self._grp = grp # Obtain route plan route = self._grp.trace_route(start_waypoint.transform.location, end_waypoint.transform.location) self.turn_positions_getter(route, RoadOption.RIGHT) self.turn_positions_getter(route, RoadOption.LEFT) return route def turn_positions_getter(self, route, state): """ Returns list of all Left and right turns waypoints """ count_flag = False temp_list = [] list_of_turn_waypoints = [] for i, j in route: if j == state: count_flag = True temp_list.append(i) continue if count_flag: start_waypoint = temp_list[0] end_waypoint = temp_list[-1] list_of_turn_waypoints.append((start_waypoint, end_waypoint)) temp_list = [] count_flag = False if state == RoadOption.RIGHT: self.right_positions = list_of_turn_waypoints else: self.left_positions = list_of_turn_waypoints # Get vehicle speed def _get_speed(self): v = self._vehicle.get_velocity() ego_speed = math.sqrt(v.x**2 + v.y**2 + v.z**2) return ego_speed # Run step def run_step(self, debug=False): """ Execute one step of navigation. :return: carla.VehicleControl """ ## Update Environment ## # Check all the radars try: if self._state == AgentState.EMERGENCY_BRAKE: pass pass except: pass if self._world_obj.front_radar.detected: if abs(self._world_obj.front_radar.rel_pos[1]) < 1: self._front_r = [ pygame.time.get_ticks(), self._world_obj.front_radar.rel_pos, self._world_obj.front_radar.rel_vel ] self._world_obj.front_radar.detected = False if self._world_obj.left_front_radar.detected: if self._world_obj.left_front_radar.rel_pos[1] < -1: self._left_front_r = [ pygame.time.get_ticks(), self._world_obj.left_front_radar.rel_pos, self._world_obj.left_front_radar.rel_vel ] self._world_obj.left_front_radar.detected = False if self._world_obj.left_back_radar.detected: if self._world_obj.left_back_radar.rel_pos[1] < -1: self._left_back_r = [ pygame.time.get_ticks(), self._world_obj.left_back_radar.rel_pos, self._world_obj.left_back_radar.rel_vel ] self._world_obj.left_back_radar.detected = False # Remove radar data if not detected again in 0.5 second if self._front_r and (pygame.time.get_ticks() - self._front_r[0] > 5000): self._front_r = [] if self._left_front_r and ( pygame.time.get_ticks() - self._left_front_r[0] > 5000): self._left_front_r = [] if self._left_back_r and ( pygame.time.get_ticks() - self._left_back_r[0] > 5000): self._left_back_r = [] # Detect vehicles in front self._hazard_detected = False if self._front_r and (self._front_r[1][0] < 20.0): self._hazard_detected = True # update hazard existing time if self._hazard_detected: if self._blocked_time is None: self._blocked_time = pygame.time.get_ticks() hazard_time = 0 else: hazard_time = pygame.time.get_ticks() - self._blocked_time else: self._blocked_time = None # Get a safe_distance safe_distance = self._THW * self._get_speed() try: i = self.right_positions[0][0] j = self.right_positions[0][1] loc_start = i.transform.location loc_start_yaw = i.transform.rotation.yaw loc = loc_start loc_end_yaw = j.transform.rotation.yaw loc_end = j.transform.location if (abs(loc.x-self._vehicle.get_location().x)+\ abs(loc.y-self._vehicle.get_location().y)+\ abs(loc.z-self._vehicle.get_location().z))<=10: self.right_turn = True self.temp_flag = False except: pass try: i = self.left_positions[0][0] j = self.left_positions[0][1] loc2_start = i.transform.location loc2_start_yaw = i.transform.rotation.yaw loc2 = loc2_start loc2_end = j.transform.location loc2_end_yaw = j.transform.rotation.yaw if (abs(loc2.x-self._vehicle.get_location().x)+\ abs(loc2.y-self._vehicle.get_location().y)+\ abs(loc2.z-self._vehicle.get_location().z))<=10: self.left_turn = True self.temp_flag = False except: pass # Finite State Machine # 1, Navigating if self._state == AgentState.NAVIGATING: if self._hazard_detected: self._state = AgentState.BLOCKED_BY_VEHICLE # 2, Blocked by Vehicle elif self._state == AgentState.BLOCKED_BY_VEHICLE: if not self._hazard_detected: self._state = AgentState.NAVIGATING # The vehicle is driving at a certain speed # There is enough space else: if hazard_time > 5000 and \ 190 > self._vehicle.get_location().x > 10 and \ 10 > self._vehicle.get_location().y > 7: self._state = AgentState.PREPARE_LANE_CHANGING # 4, Prepare Lane Change elif self._state == AgentState.PREPARE_LANE_CHANGING: if not (self._front_r and self._front_r[1][0] < safe_distance) and \ not (self._left_front_r and self._left_front_r[1][0] < safe_distance) and \ not (self._left_back_r and self._left_back_r[1][0] > -10): self._state = AgentState.LANE_CHANGING self._perform_lane_change = True # 5, Lane Change elif self._state == AgentState.LANE_CHANGING: if abs(self._vehicle.get_velocity().y) < 0.5 and \ self._vehicle.get_location().y < 7.0: self._state = AgentState.NAVIGATING # 6, Emergency Brake emergency_distance = safe_distance * 3 / 5 emergency_front_speed = 1.0 if self._front_r and (self._front_r[1][0] < emergency_distance or self._front_r[2][0] < emergency_front_speed): self._state = AgentState.EMERGENCY_BRAKE # Local Planner Behavior according to states if self._state == AgentState.NAVIGATING or self._state == AgentState.LANE_CHANGING: control = self._local_planner.run_step(debug=debug) elif self._state == AgentState.PREPARE_LANE_CHANGING: if self._left_front_r and self._left_front_r[1][0] < safe_distance or \ self._front_r and self._front_r[1][0] < safe_distance: control = self._local_planner.empty_control(debug=debug) else: control = self._local_planner.run_step(debug=debug) elif self._state == AgentState.BLOCKED_BY_VEHICLE: # ACC front_dis = self._front_r[1][0] front_vel = self._front_r[2][0] ego_speed = self._get_speed() desired_speed = front_vel - (ego_speed - front_vel) / front_dis if ego_speed > 1: desired_speed += 2 * (front_dis / ego_speed - self._THW) control = self._local_planner.run_step(debug=debug, target_speed=desired_speed * 3.6) elif self._state == AgentState.EMERGENCY_BRAKE: control = self._local_planner.brake() if self._front_r: if self._front_r[1][0] >= emergency_distance and \ self._front_r[2][0] > emergency_front_speed: self._state = AgentState.NAVIGATING elif self._state == AgentState.BLOCKED_RED_LIGHT: control = self._local_planner.empty_control(debug=debug) # When performing a lane change if self._perform_lane_change: # Record original destination destination = self._local_planner.get_global_destination() # Get lane change start location ref_location = self._world_obj.player.get_location() ref_yaw = self._world_obj.player.get_transform().rotation.yaw if self._local_planner.waypoint_buffer: waypoint = self._local_planner.waypoint_buffer[-1][0] ref_location = waypoint.transform.location wait_dist = 0.0 # need some time to plan ref = [ref_location.x + wait_dist, ref_location.y, ref_yaw] # Replace current plan with a lane change plan overtake = BezierOverTake(self._world_obj) overtake_plan = overtake.get_waypoints(ref) self._local_planner.set_local_plan(overtake_plan) # replan globally with new vehicle position after lane changing new_start = self._map.get_waypoint( overtake_plan[-1][0].transform.location) route_trace = self._trace_route(new_start, destination) assert route_trace self._local_planner.add_global_plan(route_trace) self._perform_lane_change = False print("overtake") if self.right_turn or self.left_turn: # Record original destination destination = self._local_planner.get_global_destination() # Get lane change start location ref_location = self._world_obj.player.get_location() ref_yaw = self._world_obj.player.get_transform().rotation.yaw if self._local_planner.waypoint_buffer: waypoint = self._local_planner.waypoint_buffer[-1][0] ref_location = waypoint.transform.location if self.right_turn: ref1 = [loc_start.x, loc_start.y, loc_start_yaw] ref2 = [loc_end.x, loc_end.y, loc_end_yaw] turner = BezierTurn(self._world_obj, True) turn_plan = turner.get_waypoints(ref1, ref2) self.right_turn = False print('Right Turn') elif self.left_turn: ref1 = [loc2_start.x, loc2_start.y, loc2_start_yaw] ref2 = [loc2_end.x, loc2_end.y, loc2_end_yaw] turner = BezierTurn(self._world_obj, False) turn_plan = turner.get_waypoints(ref1, ref2) self.left_turn = False print('Left turn') self._local_planner.set_local_plan(turn_plan) # replan globally with new vehicle position after lane changing new_start = self._map.get_waypoint( turn_plan[-1][0].transform.location) route_trace = self._trace_route(new_start, destination) assert route_trace self._local_planner.add_global_plan(route_trace) return control def done(self): """ Check whether the agent has reached its destination. :return bool """ return self._local_planner.done()