コード例 #1
0
ファイル: map.py プロジェクト: gamecraftCZ/pgdrive
    def __init__(self, pg_world: PGWorld, map_config: dict = None):
        """
        Map can be stored and recover to save time when we access the map encountered before
        """
        parent_node_path, pg_physics_world = pg_world.worldNP, pg_world.physics_world
        self.config = self.default_config()
        if map_config:
            self.config.update(map_config)
        self.film_size = (self.config["draw_map_resolution"],
                          self.config["draw_map_resolution"])
        self.lane_width = self.config[self.LANE_WIDTH]
        self.lane_num = self.config[self.LANE_NUM]
        self.random_seed = self.config[self.SEED]
        self.road_network = RoadNetwork()
        self.blocks = []
        generate_type = self.config[self.GENERATE_METHOD]
        if generate_type == BigGenerateMethod.BLOCK_NUM or generate_type == BigGenerateMethod.BLOCK_SEQUENCE:
            self._big_generate(parent_node_path, pg_physics_world)

        elif generate_type == MapGenerateMethod.PG_MAP_FILE:
            # other config such as lane width, num and seed will be valid, since they will be read from file
            blocks_config = self.read_map(self.config[self.GENERATE_PARA])
            self._config_generate(blocks_config, parent_node_path,
                                  pg_physics_world)
        else:
            raise ValueError(
                "Map can not be created by {}".format(generate_type))

        #  a trick to optimize performance
        self.road_network.update_indices()
        self.road_network.build_helper()
        self._load_to_highway_render(pg_world)
コード例 #2
0
    def __init__(self, block_index: int, pre_block_socket: BlockSocket, global_network: RoadNetwork, random_seed):
        super(Block, self).__init__(random_seed)
        # block information
        assert self.ID is not None, "Each Block must has its unique ID When define Block"
        assert self.SOCKET_NUM is not None, "The number of Socket should be specified when define a new block"
        if block_index == 0:
            from pgdrive.scene_creator.blocks import FirstBlock
            assert isinstance(self, FirstBlock), "only first block can use block index 0"
        elif block_index < 0:
            logging.debug("It is recommended that block index should > 1")
        self._block_name = str(block_index) + self.ID
        self.block_index = block_index
        self.number_of_sample_trial = 0

        # each block contains its own road network and a global network
        self._global_network = global_network
        self.block_network = RoadNetwork()

        # used to spawn npc
        self._reborn_roads = []

        # own sockets, one block derives from a socket, but will have more sockets to connect other blocks
        self._sockets = []

        # used to connect previous blocks, save its info here
        self._pre_block_socket = pre_block_socket
        self.pre_block_socket_index = pre_block_socket.index

        # a bounding box used to improve efficiency x_min, x_max, y_min, y_max
        self.bounding_box = None

        # used to create this block, but for first block it is nonsense
        if block_index != 0:
            self.positive_lanes = self._pre_block_socket.positive_road.get_lanes(self._global_network)
            self.negative_lanes = self._pre_block_socket.negative_road.get_lanes(self._global_network)
            self.positive_lane_num = len(self.positive_lanes)
            self.negative_lane_num = len(self.negative_lanes)
            self.positive_basic_lane = self.positive_lanes[-1]  # most right or outside lane is the basic lane
            self.negative_basic_lane = self.negative_lanes[-1]  # most right or outside lane is the basic lane
            self.lane_width = self.positive_basic_lane.width_at(0)

        if self.render:
            # render pre-load
            self.road_texture = self.loader.loadTexture(AssetLoader.file_path("textures", "sci", "color.jpg"))
            self.road_texture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
            self.road_texture.setAnisotropicDegree(8)
            self.road_normal = self.loader.loadTexture(AssetLoader.file_path("textures", "sci", "normal.jpg"))
            self.ts_color = TextureStage("color")
            self.ts_normal = TextureStage("normal")
            self.side_texture = self.loader.loadTexture(AssetLoader.file_path("textures", "side_walk", "color.png"))
            self.side_texture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
            self.side_texture.setAnisotropicDegree(8)
            self.side_normal = self.loader.loadTexture(AssetLoader.file_path("textures", "side_walk", "normal.png"))
            self.side_walk = self.loader.loadModel(AssetLoader.file_path("models", "box.bam"))
コード例 #3
0
ファイル: first_block.py プロジェクト: Edwardhk/pgdrive
    def __init__(self,
                 global_network: RoadNetwork,
                 lane_width: float,
                 lane_num: int,
                 render_root_np: NodePath,
                 pg_physics_world: PGPhysicsWorld,
                 random_seed,
                 length: float = 50):
        place_holder = BlockSocket(Road(Decoration.start, Decoration.end),
                                   Road(Decoration.start, Decoration.end))
        super(FirstBlock, self).__init__(0, place_holder, global_network,
                                         random_seed)
        assert length > self.ENTRANCE_LENGTH
        basic_lane = StraightLane(
            [0, lane_width * (lane_num - 1)],
            [self.ENTRANCE_LENGTH, lane_width * (lane_num - 1)],
            line_types=(LineType.BROKEN, LineType.SIDE),
            width=lane_width)
        ego_v_spawn_road = Road(self.NODE_1, self.NODE_2)
        CreateRoadFrom(basic_lane, lane_num, ego_v_spawn_road,
                       self.block_network, self._global_network)
        CreateAdverseRoad(ego_v_spawn_road, self.block_network,
                          self._global_network)

        next_lane = ExtendStraightLane(basic_lane,
                                       length - self.ENTRANCE_LENGTH,
                                       [LineType.BROKEN, LineType.SIDE])
        other_v_spawn_road = Road(self.NODE_2, self.NODE_3)
        CreateRoadFrom(next_lane, lane_num, other_v_spawn_road,
                       self.block_network, self._global_network)
        CreateAdverseRoad(other_v_spawn_road, self.block_network,
                          self._global_network)

        self._create_in_world()

        # global_network += self.block_network
        global_network.add(self.block_network)

        socket = self.create_socket_from_positive_road(other_v_spawn_road)
        socket.set_index(self._block_name, 0)

        self.add_sockets(socket)
        self.attach_to_pg_world(render_root_np, pg_physics_world)
        self._respawn_roads = [other_v_spawn_road]
コード例 #4
0
ファイル: map.py プロジェクト: Edwardhk/pgdrive
    def __init__(self, pg_world: PGWorld, map_config: dict = None):
        """
        Map can be stored and recover to save time when we access the map encountered before
        """
        self.config = PGConfig(map_config)
        self.film_size = (self.config["draw_map_resolution"],
                          self.config["draw_map_resolution"])
        self.random_seed = self.config[self.SEED]
        self.road_network = RoadNetwork()

        # A flatten representation of blocks, might cause chaos in city-level generation.
        self.blocks = []

        # Generate map and insert blocks
        self._generate(pg_world)
        assert self.blocks, "The generate methods does not fill blocks!"

        #  a trick to optimize performance
        self.road_network.after_init()
コード例 #5
0
def vis_big(debug: bool = False):
    test = TestBlock(debug=debug)

    test.cam.setPos(-200, -350, 2000)
    initialize_asset_loader(test)
    global_network = RoadNetwork()

    big = BIG(2, 3.5, global_network, test.render, test.world, 888)
    test.vis_big(big)
    test.big.block_num = 40
    # big.generate(BigGenerateMethod.BLOCK_NUM, 10)
    test.run()
コード例 #6
0
def vis_big(debug: bool = False, block_type_version="v1", random_seed=None):
    test = TestBlock(debug=debug)

    if block_type_version == "v1":
        random_seed = random_seed or 888
        test.cam.setPos(-200, -350, 2000)
    elif block_type_version == "v2":
        random_seed = random_seed or 333
        test.cam.setPos(300, 400, 2000)

    initialize_asset_loader(test)
    global_network = RoadNetwork()

    big = BIG(
        2, 3.5, global_network, test.render, test.world, random_seed=random_seed, block_type_version=block_type_version
    )
    test.vis_big(big)
    test.big.block_num = 40
    # big.generate(BigGenerateMethod.BLOCK_NUM, 10)
    test.run()
コード例 #7
0
from pgdrive.scene_creator.blocks.bottleneck import Merge, Split
from pgdrive.scene_creator.blocks.first_block import FirstBlock
from pgdrive.scene_creator.road.road_network import RoadNetwork
from pgdrive.tests.vis_block.vis_block_base import TestBlock
from pgdrive.utils.asset_loader import initialize_asset_loader

if __name__ == "__main__":
    test = TestBlock()

    initialize_asset_loader(test)

    global_network = RoadNetwork()
    b = FirstBlock(global_network, 3.0, 1, test.render, test.world, 1)
    for i in range(1, 13):
        tp = Merge if i % 3 == 0 else Split
        b = tp(i, b.get_socket(0), global_network, i)
        b.construct_block(test.render, test.world)
    test.show_bounding_box(global_network)
    test.run()
コード例 #8
0
class Block(Element, BlockDefault):
    """
    Abstract class of Block,
    BlockSocket: a part of previous block connecting this block

    <----------------------------------------------
    road_2_end <---------------------- road_2_start
    <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~>
    road_1_start ----------------------> road_1_end
    ---------------------------------------------->
    BlockSocket = tuple(road_1, road_2)

    When single-direction block created, road_2 in block socket is useless.
    But it's helpful when a town is created.
    """
    def __init__(self, block_index: int, pre_block_socket: BlockSocket,
                 global_network: RoadNetwork, random_seed):
        super(Block, self).__init__(random_seed)
        # block information
        assert self.ID is not None, "Each Block must has its unique ID When define Block"
        assert len(self.ID) == 1, "Block ID must be a character "
        assert self.SOCKET_NUM is not None, "The number of Socket should be specified when define a new block"
        if block_index == 0:
            from pgdrive.scene_creator.blocks import FirstBlock
            assert isinstance(
                self, FirstBlock), "only first block can use block index 0"
        elif block_index < 0:
            logging.debug("It is recommended that block index should > 1")
        self._block_name = str(block_index) + self.ID
        self.block_index = block_index
        self.number_of_sample_trial = 0

        # each block contains its own road network and a global network
        self._global_network = global_network
        self.block_network = RoadNetwork()

        # used to spawn npc
        self._respawn_roads = []

        # own sockets, one block derives from a socket, but will have more sockets to connect other blocks
        self._sockets = OrderedDict()

        # used to connect previous blocks, save its info here
        self.pre_block_socket = pre_block_socket
        self.pre_block_socket_index = pre_block_socket.index

        # a bounding box used to improve efficiency x_min, x_max, y_min, y_max
        self.bounding_box = None

        # used to create this block, but for first block it is nonsense
        if block_index != 0:
            self.positive_lanes = self.pre_block_socket.positive_road.get_lanes(
                self._global_network)
            self.negative_lanes = self.pre_block_socket.negative_road.get_lanes(
                self._global_network)
            self.positive_lane_num = len(self.positive_lanes)
            self.negative_lane_num = len(self.negative_lanes)
            self.positive_basic_lane = self.positive_lanes[
                -1]  # most right or outside lane is the basic lane
            self.negative_basic_lane = self.negative_lanes[
                -1]  # most right or outside lane is the basic lane
            self.lane_width = self.positive_basic_lane.width_at(0)

        if self.render:
            # render pre-load
            self.road_texture = self.loader.loadTexture(
                AssetLoader.file_path("textures", "sci", "color.jpg"))
            self.road_texture.setMinfilter(
                SamplerState.FT_linear_mipmap_linear)
            self.road_texture.setAnisotropicDegree(8)
            self.road_normal = self.loader.loadTexture(
                AssetLoader.file_path("textures", "sci", "normal.jpg"))
            self.ts_color = TextureStage("color")
            self.ts_normal = TextureStage("normal")
            self.side_texture = self.loader.loadTexture(
                AssetLoader.file_path("textures", "sidewalk", "color.png"))
            self.side_texture.setMinfilter(
                SamplerState.FT_linear_mipmap_linear)
            self.side_texture.setAnisotropicDegree(8)
            self.side_normal = self.loader.loadTexture(
                AssetLoader.file_path("textures", "sidewalk", "normal.png"))
            self.sidewalk = self.loader.loadModel(
                AssetLoader.file_path("models", "box.bam"))

    def construct_block(self,
                        root_render_np: NodePath,
                        pg_physics_world: PGPhysicsWorld,
                        extra_config: Dict = None) -> bool:
        """
        Randomly Construct a block, if overlap return False
        """
        self.set_config(self.PARAMETER_SPACE.sample())
        if extra_config:
            self.set_config(extra_config)
        success = self._sample_topology()
        self._create_in_world()
        self.attach_to_pg_world(root_render_np, pg_physics_world)
        return success

    def destruct_block(self, pg_physics_world: PGPhysicsWorld):
        self._clear_topology()
        self.detach_from_pg_world(pg_physics_world)
        self.node_path.removeNode()
        self.dynamic_nodes.clear()
        self.static_nodes.clear()

    def _sample_topology(self) -> bool:
        """
        Sample a new topology, clear the previous settings at first
        """
        self.number_of_sample_trial += 1
        self._clear_topology()
        no_cross = self._try_plug_into_previous_block()
        self._global_network.add(self.block_network)

        return no_cross

    def construct_from_config(self, config: Dict, root_render_np: NodePath,
                              pg_physics_world: PGPhysicsWorld):
        assert set(config.keys()) == self.PARAMETER_SPACE.parameters, \
            "Make sure the parameters' name are as same as what defined in pg_space.py"
        self.set_config(config)
        success = self._sample_topology()
        self._create_in_world()
        self.attach_to_pg_world(root_render_np, pg_physics_world)
        return success

    def get_socket(self, index: Union[str, int]) -> BlockSocket:
        if isinstance(index, int):
            if index < 0 or index >= len(self._sockets):
                raise ValueError("Socket of {}: index out of range".format(
                    self.class_name))
            socket_index = list(self._sockets)[index]
        else:
            assert index.startswith(self._block_name)
            socket_index = index
        assert socket_index in self._sockets, (socket_index,
                                               self._sockets.keys())
        return self._sockets[socket_index]

    def add_respawn_roads(self, respawn_roads: Union[List[Road], Road]):
        """
        Use this to add spawn roads instead of modifying the list directly
        """
        if isinstance(respawn_roads, List):
            for road in respawn_roads:
                self._add_one_respawn_road(road)
        elif isinstance(respawn_roads, Road):
            self._add_one_respawn_road(respawn_roads)
        else:
            raise ValueError("Only accept List[Road] or Road in this func")

    def get_respawn_roads(self):
        return self._respawn_roads

    def get_respawn_lanes(self):
        """
        return a 2-dim array [[]] to keep the lane index
        """
        ret = []
        for road in self._respawn_roads:
            lanes = road.get_lanes(self.block_network)
            ret.append(lanes)
        return ret

    def add_sockets(self, sockets: Union[List[BlockSocket], BlockSocket]):
        """
        Use this to add sockets instead of modifying the list directly
        """
        if isinstance(sockets, BlockSocket):
            self._add_one_socket(sockets)
        elif isinstance(sockets, List):
            for socket in sockets:
                self._add_one_socket(socket)

    def set_part_idx(self, x):
        """
        It is necessary to divide block to some parts in complex block and give them unique id according to part idx
        """
        self.PART_IDX = x
        self.ROAD_IDX = 0  # clear the road idx when create new part

    def add_road_node(self):
        """
        Call me to get a new node name of this block.
        It is more accurate and recommended to use road_node() to get a node name
        """
        self.ROAD_IDX += 1
        return self.road_node(self.PART_IDX, self.ROAD_IDX - 1)

    def road_node(self, part_idx: int, road_idx: int) -> str:
        """
        return standard road node name
        """
        return self.node(self.block_index, part_idx, road_idx)

    @classmethod
    def node(cls, block_idx: int, part_idx: int, road_idx: int) -> str:
        return str(block_idx) + cls.ID + str(part_idx) + cls.DASH + str(
            road_idx) + cls.DASH

    def _add_one_socket(self, socket: BlockSocket):
        assert isinstance(
            socket, BlockSocket), "Socket list only accept BlockSocket Type"
        if socket.index is not None and not socket.index.startswith(
                self._block_name):
            logging.warning(
                "The adding socket has index {}, which is not started with this block name {}. This is dangerous! "
                "Current block has sockets: {}.".format(
                    socket.index, self._block_name, self.get_socket_indices()))
        if socket.index is None:
            # if this socket is self block socket
            socket.set_index(self._block_name, len(self._sockets))
        self._sockets[socket.index] = socket

    def _add_one_respawn_road(self, respawn_road: Road):
        assert isinstance(respawn_road,
                          Road), "Spawn roads list only accept Road Type"
        self._respawn_roads.append(respawn_road)

    def _clear_topology(self):
        self._global_network -= self.block_network
        self.block_network.graph.clear()
        self.PART_IDX = 0
        self.ROAD_IDX = 0
        self._respawn_roads.clear()
        self._sockets.clear()

    def _try_plug_into_previous_block(self) -> bool:
        """
        Try to plug this Block to previous block's socket, return True for success, False for road cross
        """
        raise NotImplementedError

    """------------------------------------- For Render and Physics Calculation ---------------------------------- """

    def _create_in_world(self):
        """
        Create NodePath and Geom node to perform both collision detection and render
        """
        self.lane_line_node_path = NodePath(
            RigidBodyCombiner(self._block_name + "_lane_line"))
        self.sidewalk_node_path = NodePath(
            RigidBodyCombiner(self._block_name + "_sidewalk"))
        self.lane_node_path = NodePath(
            RigidBodyCombiner(self._block_name + "_lane"))
        self.lane_vis_node_path = NodePath(
            RigidBodyCombiner(self._block_name + "_lane_vis"))
        graph = self.block_network.graph
        for _from, to_dict in graph.items():
            for _to, lanes in to_dict.items():
                self._add_lane_surface(_from, _to, lanes)
                for _id, l in enumerate(lanes):
                    line_color = l.line_color
                    self._add_lane(l, _id, line_color)
        self.lane_line_node_path.flattenStrong()
        self.lane_line_node_path.node().collect()

        self.sidewalk_node_path.flattenStrong()
        self.sidewalk_node_path.node().collect()
        self.sidewalk_node_path.hide(CamMask.ScreenshotCam)

        # only bodies reparent to this node
        self.lane_node_path.flattenStrong()
        self.lane_node_path.node().collect()

        self.lane_vis_node_path.flattenStrong()
        self.lane_vis_node_path.node().collect()
        self.lane_vis_node_path.hide(CamMask.DepthCam | CamMask.ScreenshotCam)

        self.node_path = NodePath(self._block_name)
        self.node_path.hide(CamMask.Shadow)

        self.sidewalk_node_path.reparentTo(self.node_path)
        self.lane_line_node_path.reparentTo(self.node_path)
        self.lane_node_path.reparentTo(self.node_path)
        self.lane_vis_node_path.reparentTo(self.node_path)

        self.bounding_box = self.block_network.get_bounding_box()

    def _add_lane(self, lane: AbstractLane, lane_id: int, colors: List[Vec4]):
        parent_np = self.lane_line_node_path
        lane_width = lane.width_at(0)
        for k, i in enumerate([-1, 1]):
            line_color = colors[k]
            if lane.line_types[k] == LineType.NONE or (lane_id != 0
                                                       and k == 0):
                if isinstance(lane, StraightLane):
                    continue
                elif isinstance(
                        lane, CircularLane) and lane.radius != lane_width / 2:
                    # for ramp render
                    continue
            if lane.line_types[k] == LineType.CONTINUOUS or lane.line_types[
                    k] == LineType.SIDE:
                if isinstance(lane, StraightLane):
                    lane_start = lane.position(0, i * lane_width / 2)
                    lane_end = lane.position(lane.length, i * lane_width / 2)
                    middle = lane.position(lane.length / 2, i * lane_width / 2)
                    self._add_lane_line2bullet(lane_start, lane_end, middle,
                                               parent_np, line_color,
                                               lane.line_types[k])
                elif isinstance(lane, CircularLane):
                    segment_num = int(lane.length /
                                      Block.CIRCULAR_SEGMENT_LENGTH)
                    for segment in range(segment_num):
                        lane_start = lane.position(
                            segment * Block.CIRCULAR_SEGMENT_LENGTH,
                            i * lane_width / 2)
                        lane_end = lane.position(
                            (segment + 1) * Block.CIRCULAR_SEGMENT_LENGTH,
                            i * lane_width / 2)
                        middle = (lane_start + lane_end) / 2

                        self._add_lane_line2bullet(lane_start, lane_end,
                                                   middle, parent_np,
                                                   line_color,
                                                   lane.line_types[k])
                    # for last part
                    lane_start = lane.position(
                        segment_num * Block.CIRCULAR_SEGMENT_LENGTH,
                        i * lane_width / 2)
                    lane_end = lane.position(lane.length, i * lane_width / 2)
                    middle = (lane_start + lane_end) / 2
                    self._add_lane_line2bullet(lane_start, lane_end, middle,
                                               parent_np, line_color,
                                               lane.line_types[k])

                if lane.line_types[k] == LineType.SIDE:
                    radius = lane.radius if isinstance(lane,
                                                       CircularLane) else 0.0
                    segment_num = int(lane.length / Block.SIDEWALK_LENGTH)
                    for segment in range(segment_num):
                        lane_start = lane.position(
                            segment * Block.SIDEWALK_LENGTH,
                            i * lane_width / 2)
                        lane_end = lane.position(
                            (segment + 1) * Block.SIDEWALK_LENGTH,
                            i * lane_width / 2)
                        middle = (lane_start + lane_end) / 2
                        self._add_sidewalk2bullet(lane_start, lane_end, middle,
                                                  radius, lane.direction)
                    # for last part
                    lane_start = lane.position(
                        segment_num * Block.SIDEWALK_LENGTH,
                        i * lane_width / 2)
                    lane_end = lane.position(lane.length, i * lane_width / 2)
                    middle = (lane_start + lane_end) / 2
                    if norm(lane_start[0] - lane_end[0],
                            lane_start[1] - lane_end[1]) > 1e-1:
                        self._add_sidewalk2bullet(lane_start, lane_end, middle,
                                                  radius, lane.direction)

            elif lane.line_types[k] == LineType.BROKEN:
                straight = True if isinstance(lane, StraightLane) else False
                segment_num = int(lane.length / (2 * Block.STRIPE_LENGTH))
                for segment in range(segment_num):
                    lane_start = lane.position(
                        segment * Block.STRIPE_LENGTH * 2, i * lane_width / 2)
                    lane_end = lane.position(
                        segment * Block.STRIPE_LENGTH * 2 +
                        Block.STRIPE_LENGTH, i * lane_width / 2)
                    middle = lane.position(
                        segment * Block.STRIPE_LENGTH * 2 +
                        Block.STRIPE_LENGTH / 2, i * lane_width / 2)

                    self._add_lane_line2bullet(lane_start, lane_end, middle,
                                               parent_np, line_color,
                                               lane.line_types[k], straight)

                lane_start = lane.position(
                    segment_num * Block.STRIPE_LENGTH * 2, i * lane_width / 2)
                lane_end = lane.position(lane.length + Block.STRIPE_LENGTH,
                                         i * lane_width / 2)
                middle = (lane_end[0] + lane_start[0]) / 2, (lane_end[1] +
                                                             lane_start[1]) / 2
                if not straight:
                    self._add_lane_line2bullet(lane_start, lane_end, middle,
                                               parent_np, line_color,
                                               lane.line_types[k], straight)

                if straight:
                    lane_start = lane.position(0, i * lane_width / 2)
                    lane_end = lane.position(lane.length, i * lane_width / 2)
                    middle = lane.position(lane.length / 2, i * lane_width / 2)
                    self._add_box_body(lane_start, lane_end, middle, parent_np,
                                       lane.line_types[k], line_color)

    def _add_box_body(self, lane_start, lane_end, middle, parent_np: NodePath,
                      line_type, line_color):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        if LineType.prohibit(line_type):
            node_name = BodyName.White_continuous_line if line_color == LineColor.GREY else BodyName.Yellow_continuous_line
        else:
            node_name = BodyName.Broken_line
        body_node = BulletGhostNode(node_name)
        body_node.set_active(False)
        body_node.setKinematic(False)
        body_node.setStatic(True)
        body_np = parent_np.attachNewNode(body_node)
        shape = BulletBoxShape(
            Vec3(length / 2, Block.LANE_LINE_WIDTH / 2,
                 Block.LANE_LINE_GHOST_HEIGHT))
        body_np.node().addShape(shape)
        mask = Block.CONTINUOUS_COLLISION_MASK if line_type != LineType.BROKEN else Block.BROKEN_COLLISION_MASK
        body_np.node().setIntoCollideMask(BitMask32.bit(mask))
        self.static_nodes.append(body_np.node())

        body_np.setPos(panda_position(middle,
                                      Block.LANE_LINE_GHOST_HEIGHT / 2))
        direction_v = lane_end - lane_start
        theta = -numpy.arctan2(direction_v[1], direction_v[0])
        body_np.setQuat(
            LQuaternionf(numpy.cos(theta / 2), 0, 0, numpy.sin(theta / 2)))

    def _add_lane_line2bullet(self,
                              lane_start,
                              lane_end,
                              middle,
                              parent_np: NodePath,
                              color: Vec4,
                              line_type: LineType,
                              straight_stripe=False):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        if length <= 0:
            return
        if LineType.prohibit(line_type):
            node_name = BodyName.White_continuous_line if color == LineColor.GREY else BodyName.Yellow_continuous_line
        else:
            node_name = BodyName.Broken_line

        # add bullet body for it
        if straight_stripe:
            body_np = parent_np.attachNewNode(node_name)
        else:
            body_node = BulletGhostNode(node_name)
            body_node.set_active(False)
            body_node.setKinematic(False)
            body_node.setStatic(True)
            body_np = parent_np.attachNewNode(body_node)
            # its scale will change by setScale
            body_height = Block.LANE_LINE_GHOST_HEIGHT
            shape = BulletBoxShape(
                Vec3(length / 2 if line_type != LineType.BROKEN else length,
                     Block.LANE_LINE_WIDTH / 2, body_height))
            body_np.node().addShape(shape)
            mask = Block.CONTINUOUS_COLLISION_MASK if line_type != LineType.BROKEN else Block.BROKEN_COLLISION_MASK
            body_np.node().setIntoCollideMask(BitMask32.bit(mask))
            self.static_nodes.append(body_np.node())

        # position and heading
        body_np.setPos(panda_position(middle,
                                      Block.LANE_LINE_GHOST_HEIGHT / 2))
        direction_v = lane_end - lane_start
        theta = -numpy.arctan2(direction_v[1], direction_v[0])
        body_np.setQuat(
            LQuaternionf(numpy.cos(theta / 2), 0, 0, numpy.sin(theta / 2)))

        if self.render:
            # For visualization
            lane_line = self.loader.loadModel(
                AssetLoader.file_path("models", "box.bam"))
            lane_line.setScale(length, Block.LANE_LINE_WIDTH,
                               Block.LANE_LINE_THICKNESS)
            lane_line.setPos(Vec3(0, 0 - Block.LANE_LINE_GHOST_HEIGHT / 2))
            lane_line.reparentTo(body_np)
            body_np.set_color(color)

    def _add_sidewalk2bullet(self,
                             lane_start,
                             lane_end,
                             middle,
                             radius=0.0,
                             direction=0):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        body_node = BulletRigidBodyNode(BodyName.Sidewalk)
        body_node.set_active(False)
        body_node.setKinematic(False)
        body_node.setStatic(True)
        side_np = self.sidewalk_node_path.attachNewNode(body_node)
        shape = BulletBoxShape(Vec3(1 / 2, 1 / 2, 1 / 2))
        body_node.addShape(shape)
        body_node.setIntoCollideMask(
            BitMask32.bit(self.CONTINUOUS_COLLISION_MASK))
        self.dynamic_nodes.append(body_node)

        if radius == 0:
            factor = 1
        else:
            if direction == 1:
                factor = (1 - self.SIDEWALK_LINE_DIST / radius)
            else:
                factor = (1 + self.SIDEWALK_WIDTH / radius) * (
                    1 + self.SIDEWALK_LINE_DIST / radius)
        direction_v = lane_end - lane_start
        vertical_v = PGVector(
            (-direction_v[1], direction_v[0])) / norm(*direction_v)
        middle += vertical_v * (self.SIDEWALK_WIDTH / 2 +
                                self.SIDEWALK_LINE_DIST)
        side_np.setPos(panda_position(middle, 0))
        theta = -numpy.arctan2(direction_v[1], direction_v[0])
        side_np.setQuat(
            LQuaternionf(numpy.cos(theta / 2), 0, 0, numpy.sin(theta / 2)))
        side_np.setScale(
            length * factor, self.SIDEWALK_WIDTH,
            self.SIDEWALK_THICKNESS * (1 + 0.1 * numpy.random.rand()))
        if self.render:
            side_np.setTexture(self.ts_color, self.side_texture)
            self.sidewalk.instanceTo(side_np)

    def _add_lane_surface(self, from_: str, to_: str, lanes: List):
        """
        Add the land surface to world, this surface will record the lane information, like index
        :param from_: From node
        :param to_: To Node
        :param lanes: All lanes of this road
        :return: None
        """

        # decoration only has vis properties
        need_body = False if (from_, to_) == (Decoration.start,
                                              Decoration.end) else True
        if isinstance(lanes[0], StraightLane):
            for index, lane in enumerate(lanes):
                middle = lane.position(lane.length / 2, 0)
                end = lane.position(lane.length, 0)
                direction_v = end - middle
                theta = -numpy.arctan2(direction_v[1], direction_v[0])
                width = lane.width_at(0) + self.SIDEWALK_LINE_DIST * 2
                length = lane.length
                self._add_lane2bullet(middle, width, length, theta, lane,
                                      (from_, to_, index))
        else:
            for index, lane in enumerate(lanes):
                segment_num = int(lane.length / self.CIRCULAR_SEGMENT_LENGTH)
                for i in range(segment_num):
                    middle = lane.position(
                        lane.length * (i + .5) / segment_num, 0)
                    end = lane.position(lane.length * (i + 1) / segment_num, 0)
                    direction_v = end - middle
                    theta = -numpy.arctan2(direction_v[1], direction_v[0])
                    width = lane.width_at(0) + self.SIDEWALK_LINE_DIST * 2
                    length = lane.length
                    self._add_lane2bullet(middle, width,
                                          length * 1.3 / segment_num, theta,
                                          lane, (from_, to_, index))

    def _add_lane2bullet(self, middle, width, length, theta,
                         lane: Union[StraightLane, CircularLane], lane_index):
        """
        Add lane visualization and body for it
        :param middle: Middle point
        :param width: Lane width
        :param length: Segment length
        :param theta: Rotate theta
        :param lane: Lane info
        :return: None
        """
        segment_np = NodePath(LaneNode(BodyName.Lane, lane, lane_index))
        segment_node = segment_np.node()
        segment_node.set_active(False)
        segment_node.setKinematic(False)
        segment_node.setStatic(True)
        shape = BulletBoxShape(Vec3(length / 2, 0.1, width / 2))
        segment_node.addShape(shape)
        self.static_nodes.append(segment_node)
        segment_np.setPos(panda_position(middle, -0.1))
        segment_np.setQuat(
            LQuaternionf(
                numpy.cos(theta / 2) * numpy.cos(-numpy.pi / 4),
                numpy.cos(theta / 2) * numpy.sin(-numpy.pi / 4),
                -numpy.sin(theta / 2) * numpy.cos(-numpy.pi / 4),
                numpy.sin(theta / 2) * numpy.cos(-numpy.pi / 4)))
        segment_np.reparentTo(self.lane_node_path)
        if self.render:
            cm = CardMaker('card')
            cm.setFrame(-length / 2, length / 2, -width / 2, width / 2)
            cm.setHasNormals(True)
            cm.setUvRange((0, 0), (length / 20, width / 10))
            card = self.lane_vis_node_path.attachNewNode(cm.generate())
            card.setPos(
                panda_position(middle,
                               numpy.random.rand() * 0.01 - 0.01))

            card.setQuat(
                LQuaternionf(
                    numpy.cos(theta / 2) * numpy.cos(-numpy.pi / 4),
                    numpy.cos(theta / 2) * numpy.sin(-numpy.pi / 4),
                    -numpy.sin(theta / 2) * numpy.cos(-numpy.pi / 4),
                    numpy.sin(theta / 2) * numpy.cos(-numpy.pi / 4)))
            card.setTransparency(TransparencyAttrib.MMultisample)
            card.setTexture(self.ts_color, self.road_texture)

    @staticmethod
    def create_socket_from_positive_road(road: Road) -> BlockSocket:
        """
        We usually create road from positive road, thus this func can get socket easily.
        Note: it is not recommended to generate socket from negative road
        """
        assert road.start_node[0] != Road.NEGATIVE_DIR and road.end_node[0] != Road.NEGATIVE_DIR, \
            "Socket can only be created from positive road"
        positive_road = Road(road.start_node, road.end_node)
        return BlockSocket(positive_road, -positive_road)

    def get_socket_indices(self):
        return list(self._sockets.keys())

    def get_socket_list(self):
        return list(self._sockets.values())
コード例 #9
0
ファイル: map.py プロジェクト: Edwardhk/pgdrive
class Map:
    """
    Base class for Map generation!
    """
    # only used to save and read maps
    FILE_SUFFIX = ".json"

    # define string in json and config
    SEED = "seed"
    LANE_WIDTH = "lane_width"
    LANE_WIDTH_RAND_RANGE = "lane_width_rand_range"
    LANE_NUM = "lane_num"
    BLOCK_ID = "id"
    BLOCK_SEQUENCE = "block_sequence"
    PRE_BLOCK_SOCKET_INDEX = "pre_block_socket_index"

    # generate_method
    GENERATE_CONFIG = "config"
    GENERATE_TYPE = "type"

    def __init__(self, pg_world: PGWorld, map_config: dict = None):
        """
        Map can be stored and recover to save time when we access the map encountered before
        """
        self.config = PGConfig(map_config)
        self.film_size = (self.config["draw_map_resolution"],
                          self.config["draw_map_resolution"])
        self.random_seed = self.config[self.SEED]
        self.road_network = RoadNetwork()

        # A flatten representation of blocks, might cause chaos in city-level generation.
        self.blocks = []

        # Generate map and insert blocks
        self._generate(pg_world)
        assert self.blocks, "The generate methods does not fill blocks!"

        #  a trick to optimize performance
        self.road_network.after_init()

    def _generate(self, pg_world):
        """Key function! Please overwrite it!"""
        raise NotImplementedError(
            "Please use child class like PGMap to replace Map!")

    def load_to_pg_world(self, pg_world: PGWorld):
        parent_node_path, pg_physics_world = pg_world.worldNP, pg_world.physics_world
        for block in self.blocks:
            block.attach_to_pg_world(parent_node_path, pg_physics_world)

    def unload_from_pg_world(self, pg_world: PGWorld):
        for block in self.blocks:
            block.detach_from_pg_world(pg_world.physics_world)

    def destroy(self, pg_world: PGWorld):
        for block in self.blocks:
            block.destroy(pg_world=pg_world)

    def save_map(self):
        assert self.blocks is not None and len(
            self.blocks) > 0, "Please generate Map before saving it"
        map_config = []
        for b in self.blocks:
            assert isinstance(b,
                              Block), "None Set can not be saved to json file"
            b_config = b.get_config()
            json_config = b_config.get_serializable_dict()
            json_config[self.BLOCK_ID] = b.ID
            json_config[self.PRE_BLOCK_SOCKET_INDEX] = b.pre_block_socket_index
            map_config.append(json_config)

        saved_data = copy.deepcopy({
            self.SEED: self.random_seed,
            self.BLOCK_SEQUENCE: map_config
        })
        return saved_data

    def read_map(self, map_config: dict):
        """
        Load the map from a dict. Note that we don't provide a restore function in the base class.
        """
        self.config[self.SEED] = map_config[self.SEED]
        blocks_config = map_config[self.BLOCK_SEQUENCE]
        for b_id, b in enumerate(blocks_config):
            blocks_config[b_id] = {
                k: np.array(v) if isinstance(v, list) else v
                for k, v in b.items()
            }

        # update the property
        self.random_seed = self.config[self.SEED]
        return blocks_config

    @property
    def num_blocks(self):
        return len(self.blocks)

    def __del__(self):
        describe = self.random_seed if self.random_seed is not None else "custom"
        logging.debug("Scene {} is destroyed".format(describe))
コード例 #10
0
ファイル: map.py プロジェクト: gamecraftCZ/pgdrive
class Map:
    # only used to save and read maps
    FILE_SUFFIX = ".json"

    # define string in json and config
    SEED = "seed"
    LANE_WIDTH = "lane_width"
    LANE_NUM = "lane_num"
    BLOCK_ID = "id"
    BLOCK_SEQUENCE = "block_sequence"
    PRE_BLOCK_SOCKET_INDEX = "pre_block_socket_index"

    # generate_method
    GENERATE_PARA = "config"
    GENERATE_METHOD = "type"

    def __init__(self, pg_world: PGWorld, map_config: dict = None):
        """
        Map can be stored and recover to save time when we access the map encountered before
        """
        parent_node_path, pg_physics_world = pg_world.worldNP, pg_world.physics_world
        self.config = self.default_config()
        if map_config:
            self.config.update(map_config)
        self.film_size = (self.config["draw_map_resolution"],
                          self.config["draw_map_resolution"])
        self.lane_width = self.config[self.LANE_WIDTH]
        self.lane_num = self.config[self.LANE_NUM]
        self.random_seed = self.config[self.SEED]
        self.road_network = RoadNetwork()
        self.blocks = []
        generate_type = self.config[self.GENERATE_METHOD]
        if generate_type == BigGenerateMethod.BLOCK_NUM or generate_type == BigGenerateMethod.BLOCK_SEQUENCE:
            self._big_generate(parent_node_path, pg_physics_world)

        elif generate_type == MapGenerateMethod.PG_MAP_FILE:
            # other config such as lane width, num and seed will be valid, since they will be read from file
            blocks_config = self.read_map(self.config[self.GENERATE_PARA])
            self._config_generate(blocks_config, parent_node_path,
                                  pg_physics_world)
        else:
            raise ValueError(
                "Map can not be created by {}".format(generate_type))

        #  a trick to optimize performance
        self.road_network.update_indices()
        self.road_network.build_helper()
        self._load_to_highway_render(pg_world)

    @staticmethod
    def default_config():
        return PGConfig({
            Map.GENERATE_METHOD: MapGenerateMethod.BIG_BLOCK_NUM,
            Map.GENERATE_PARA:
            None,  # it can be a file path / block num / block ID sequence
            Map.LANE_WIDTH: 3.5,
            Map.LANE_NUM: 3,
            Map.SEED: 10,
            "draw_map_resolution":
            1024  # Drawing the map in a canvas of (x, x) pixels.
        })

    def _big_generate(self, parent_node_path: NodePath,
                      pg_physics_world: PGPhysicsWorld):
        big_map = BIG(self.lane_num, self.lane_width, self.road_network,
                      parent_node_path, pg_physics_world, self.random_seed)
        big_map.generate(self.config[self.GENERATE_METHOD],
                         self.config[self.GENERATE_PARA])
        self.blocks = big_map.blocks

    def _config_generate(self, blocks_config: List, parent_node_path: NodePath,
                         pg_physics_world: PGPhysicsWorld):
        assert len(
            self.road_network.graph
        ) == 0, "These Map is not empty, please create a new map to read config"
        last_block = FirstBlock(self.road_network, self.lane_width,
                                self.lane_num, parent_node_path,
                                pg_physics_world, 1)
        self.blocks.append(last_block)
        for block_index, b in enumerate(blocks_config[1:], 1):
            block_type = PGBlock.get_block(b.pop(self.BLOCK_ID))
            pre_block_socket_index = b.pop(self.PRE_BLOCK_SOCKET_INDEX)
            last_block = block_type(
                block_index, last_block.get_socket(pre_block_socket_index),
                self.road_network, self.random_seed)
            last_block.construct_from_config(b, parent_node_path,
                                             pg_physics_world)
            self.blocks.append(last_block)

    def load_to_pg_world(self, pg_world: PGWorld):
        parent_node_path, pg_physics_world = pg_world.worldNP, pg_world.physics_world
        for block in self.blocks:
            block.attach_to_pg_world(parent_node_path, pg_physics_world)
        self._load_to_highway_render(pg_world)

    def _load_to_highway_render(self, pg_world: PGWorld):
        if pg_world.highway_render is not None:
            pg_world.highway_render.set_map(self)

    def unload_from_pg_world(self, pg_world: PGWorld):
        for block in self.blocks:
            block.detach_from_pg_world(pg_world.physics_world)

    def destroy(self, pg_world: PGWorld):
        for block in self.blocks:
            block.destroy(pg_world=pg_world)

    def save_map(self):
        assert self.blocks is not None and len(
            self.blocks) > 0, "Please generate Map before saving it"
        map_config = []
        for b in self.blocks:
            assert isinstance(b,
                              Block), "None Set can not be saved to json file"
            b_config = b.get_config()
            json_config = {}
            for k, v in b_config._config.items():
                json_config[k] = v.tolist()[0] if isinstance(v,
                                                             np.ndarray) else v
            json_config[self.BLOCK_ID] = b.ID
            json_config[self.PRE_BLOCK_SOCKET_INDEX] = b.pre_block_socket_index
            map_config.append(json_config)

        saved_data = copy.deepcopy({
            self.SEED: self.random_seed,
            self.LANE_NUM: self.lane_num,
            self.LANE_WIDTH: self.lane_width,
            self.BLOCK_SEQUENCE: map_config
        })
        return saved_data

    def save_map_to_json(self,
                         map_name: str,
                         save_dir: str = os.path.dirname(__file__)):
        """
        This func will generate a json file named 'map_name.json', in 'save_dir'
        """
        data = self.save_map()
        with open(AssetLoader.file_path(save_dir, map_name + self.FILE_SUFFIX),
                  'w') as outfile:
            json.dump(data, outfile)

    def read_map(self, map_config: dict):
        """
        Load the map from a dict
        """
        self.config[self.LANE_NUM] = map_config[self.LANE_NUM]
        self.config[self.LANE_WIDTH] = map_config[self.LANE_WIDTH]
        self.config[self.SEED] = map_config[self.SEED]
        blocks_config = map_config[self.BLOCK_SEQUENCE]

        # update the property
        self.lane_width = self.config[self.LANE_WIDTH]
        self.lane_num = self.config[self.LANE_NUM]
        self.random_seed = self.config[self.SEED]
        return blocks_config

    def read_map_from_json(self, map_file_path: str):
        """
        Create map from a .json file, read it to map config and update default properties
        """
        with open(map_file_path, "r") as map_file:
            map_config = json.load(map_file)
            ret = self.read_map(map_config)
        return ret

    def draw_maximum_surface(self, simple_draw=True) -> pygame.Surface:
        surface = WorldSurface(self.film_size, 0,
                               pygame.Surface(self.film_size))
        b_box = self.road_network.get_bounding_box()
        x_len = b_box[1] - b_box[0]
        y_len = b_box[3] - b_box[2]
        max_len = max(x_len, y_len)
        # scaling and center can be easily found by bounding box
        scaling = self.film_size[1] / max_len - 0.1
        surface.scaling = scaling
        centering_pos = ((b_box[0] + b_box[1]) / 2, (b_box[2] + b_box[3]) / 2)
        surface.move_display_window_to(centering_pos)
        for _from in self.road_network.graph.keys():
            decoration = True if _from == Decoration.start else False
            for _to in self.road_network.graph[_from].keys():
                for l in self.road_network.graph[_from][_to]:
                    if simple_draw:
                        LaneGraphics.simple_draw(l, surface)
                    else:
                        two_side = True if l is self.road_network.graph[_from][
                            _to][-1] or decoration else False
                        LaneGraphics.display(l, surface, two_side)
        return surface

    def get_map_image_array(
        self, resolution: Iterable = (512, 512)
    ) -> Optional[Union[np.ndarray, pygame.Surface]]:
        import cv2
        surface = self.draw_maximum_surface()
        ret = cv2.resize(pygame.surfarray.pixels_red(surface),
                         resolution,
                         interpolation=cv2.INTER_LINEAR)
        return ret

    def draw_navi_line(self,
                       vehicle,
                       dest_resolution=(512, 512),
                       save=False,
                       navi_line_color=(255, 0, 0)):
        """
        Use this function to draw the whole map, with a navigation line.
        :param vehicle: ego vehicle, BaseVehicle Class
        :param dest_resolution: image resolution
        :param save: save this image
        :param navi_line_color: color of navigation line
        :return: pygame.Surface
        """
        self.film_size = (2 * dest_resolution[0], 2 * dest_resolution[1])
        checkpoints = vehicle.routing_localization.checkpoints
        max_surface = self.draw_maximum_surface(simple_draw=False)
        map_surface = pygame.Surface(dest_resolution)
        pygame.transform.scale(max_surface, dest_resolution, map_surface)
        surface = WorldSurface(self.film_size, 0,
                               pygame.Surface(self.film_size))
        b_box = self.road_network.get_bounding_box()
        x_len = b_box[1] - b_box[0]
        y_len = b_box[3] - b_box[2]
        max_len = max(x_len, y_len)
        # scaling and center can be easily found by bounding box
        scaling = self.film_size[1] / max_len - 0.1
        surface.scaling = scaling
        centering_pos = ((b_box[0] + b_box[1]) / 2, (b_box[2] + b_box[3]) / 2)
        surface.move_display_window_to(centering_pos)
        for i, c in enumerate(checkpoints[:-1]):
            lanes = self.road_network.graph[c][checkpoints[i + 1]]
            for lane in lanes:
                LaneGraphics.simple_draw(lane, surface, color=navi_line_color)
        dest_surface = pygame.Surface(dest_resolution)
        pygame.transform.scale(surface, dest_resolution, dest_surface)
        dest_surface.set_alpha(100)
        map_surface.blit(dest_surface, (0, 0))
        if save:
            pygame.image.save(map_surface,
                              "map_{}.png".format(self.random_seed))
        self.film_size = (self.config["draw_map_resolution"],
                          self.config["draw_map_resolution"])
        return map_surface

    def __del__(self):
        describe = self.random_seed if self.random_seed is not None else "custom"
        logging.debug("Scene {} is destroyed".format(describe))