Пример #1
0
    def _bh_is_vehicle_hazard(self, ego_wpt, ego_loc, vehicle_list,
                           proximity_th, up_angle_th, low_angle_th=0, lane_offset=0):
        """
        Check if a given vehicle is an obstacle in our way. To this end we take
        into account the road and lane the target vehicle is on and run a
        geometry test to check if the target vehicle is under a certain distance
        in front of our ego vehicle. We also check the next waypoint, just to be
        sure there's not a sudden road id change.

        WARNING: This method is an approximation that could fail for very large
        vehicles, which center is actually on a different lane but their
        extension falls within the ego vehicle lane. Also, make sure to remove
        the ego vehicle from the list. Lane offset is set to +1 for right lanes
        and -1 for left lanes, but this has to be inverted if lane values are
        negative.

            :param ego_wpt: waypoint of ego-vehicle
            :param ego_log: location of ego-vehicle
            :param vehicle_list: list of potential obstacle to check
            :param proximity_th: threshold for the agent to be alerted of
            a possible collision
            :param up_angle_th: upper threshold for angle
            :param low_angle_th: lower threshold for angle
            :param lane_offset: for right and left lane changes
            :return: a tuple given by (bool_flag, vehicle, distance), where:
            - bool_flag is True if there is a vehicle ahead blocking us
                   and False otherwise
            - vehicle is the blocker object itself
            - distance is the meters separating the two vehicles
        """

        # Get the right offset
        if ego_wpt.lane_id < 0 and lane_offset != 0:
            lane_offset *= -1

        for target_vehicle in vehicle_list:

            target_vehicle_loc = target_vehicle.get_location()
            # If the object is not in our next or current lane it's not an obstacle

            target_wpt = self._map.get_waypoint(target_vehicle_loc)
            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=5)[0]
                if target_wpt.road_id != next_wpt.road_id or \
                        target_wpt.lane_id != next_wpt.lane_id + lane_offset:
                    continue

            if is_within_distance(target_vehicle_loc, ego_loc,
                                  self._vehicle.get_transform().rotation.yaw,
                                  proximity_th, up_angle_th, low_angle_th):

                return (True, target_vehicle, compute_distance(target_vehicle_loc, ego_loc))

        return (False, None, -1)
Пример #2
0
    def _vehicle_obstacle_detected(self, vehicle_list=None, max_distance=None):
        """
        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)

        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 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)
            if target_wpt.road_id != ego_wpt.road_id or target_wpt.lane_id != ego_wpt.lane_id:
                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:
                    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, [0, 90]):
                return (True, target_vehicle)
        return (False, None)
Пример #3
0
    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)
Пример #4
0
    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)