Exemplo n.º 1
0
def spawn_vehicles(
    world: carla.World,  # pylint: disable=no-member
    num_vehicles: int,
) -> Sequence[carla.Vehicle]:  # pylint: disable=no-member
    """Spawns `vehicles` randomly in spawn points.

  Args:
    world: The world object associated with the simulation.
    num_vehicles: The number of vehicles to spawn.

  Returns:
    The list of vehicles actors.
  """
    # Blueprints library.
    bl = world.get_blueprint_library()
    # List of spawn points.
    spawn_points = world.get_map().get_spawn_points()
    # Output container
    actors = list()
    for _ in range(num_vehicles):
        # Fetch random blueprint.
        vehicle_bp = random.choice(bl.filter("vehicle.*"))
        # Attempt to spawn vehicle in random location.
        actor = world.try_spawn_actor(vehicle_bp, random.choice(spawn_points))
        if actor is not None:
            # Enable autopilot.
            actor.set_autopilot(True)
            # Append actor to the list.
            actors.append(actor)
    logging.debug("Spawned {} other vehicles".format(len(actors)))
    return actors
Exemplo n.º 2
0
def spawn_pedestrians(
    world: carla.World,  # pylint: disable=no-member
    num_pedestrians: int,
    speeds: Sequence[float] = (1.0, 1.5, 2.0),
) -> Sequence[carla.Vehicle]:  # pylint: disable=no-member
    """Spawns `pedestrians` in random locations.

  Args:
    world: The world object associated with the simulation.
    num_pedestrians: The number of pedestrians to spawn.
    speeds: The valid set of speeds for the pedestrians.

  Returns:
    The list of pedestrians actors.
  """
    # Blueprints library.
    bl = world.get_blueprint_library()
    # Output container
    actors = list()
    for n in range(num_pedestrians):
        # Fetch random blueprint.
        pedestrian_bp = random.choice(bl.filter("walker.pedestrian.*"))
        # Make pedestrian invicible.
        pedestrian_bp.set_attribute("is_invincible", "true")
        while len(actors) != n:
            # Get random location.
            spawn_point = carla.Transform()  # pylint: disable=no-member
            spawn_point.location = world.get_random_location_from_navigation()
            if spawn_point.location is None:
                continue
            # Attempt to spawn vehicle in random location.
            actor = world.try_spawn_actor(pedestrian_bp, spawn_point)
            player_control = carla.WalkerControl()
            player_control.speed = 3
            pedestrian_heading = 90
            player_rotation = carla.Rotation(0, pedestrian_heading, 0)
            player_control.direction = player_rotation.get_forward_vector()
            if actor is not None:
                actor.apply_control(player_control)
                actors.append(actor)
    logging.debug("Spawned {} pedestrians".format(len(actors)))
    return actors
Exemplo n.º 3
0
def spawn_actor(world: carla.World,
                blueprint: carla.ActorBlueprint,
                spawn_point: carla.Transform,
                attach_to: carla.Actor = None,
                attachment_type=carla.AttachmentType.Rigid) -> carla.Actor:
    """Tries to spawn an actor in a CARLA simulator.
        :param world: a carla.World instance.
        :param blueprint: specifies which actor has to be spawned.
        :param spawn_point: where to spawn the actor. A transform specifies the location and rotation.
        :param attach_to: whether the spawned actor has to be attached (linked) to another one.
        :param attachment_type: the kind of the attachment. Can be 'Rigid' or 'SpringArm'.
        :return: a carla.Actor instance.
    """
    actor = world.try_spawn_actor(blueprint, spawn_point, attach_to,
                                  attachment_type)

    if actor is None:
        raise ValueError(
            f'Cannot spawn actor. Try changing the spawn_point ({spawn_point.location}) to something else.'
        )

    return actor