def sample_good_starting_pose(m: PlacedObject, only_straight: bool, along_lane: float) -> geo.SE2value: """ Samples a good starting pose on a straight lane """ choices = list(iterate_by_class(m, LaneSegment)) if only_straight: choices = [_ for _ in choices if is_straight(_)] choice = random.choice(choices) ls: LaneSegment = choice.object lp: LanePose = ls.lane_pose(along_lane, 0.0, 0.0) rel: SE2Transform = ls.SE2Transform_from_lane_pose(lp) m1 = choice.transform_sequence.asmatrix2d().m m2 = rel.asmatrix2d().m g = np.dot(m1, m2) t, a, s = geo.translation_angle_scale_from_E2(g) g = geo.SE2_from_translation_angle(t, a) return g
def export_gltf(dm: DuckietownMap, outdir: str, background: bool = True): gltf = GLTF() # setattr(gltf, 'md52PV', {}) scene_index = add_scene(gltf, Scene(nodes=[])) map_nodes = [] it: IterateByTestResult tiles = list(iterate_by_class(dm, Tile)) if not tiles: raise ZValueError("no tiles?") for it in tiles: tile = cast(Tile, it.object) name = it.fqn[-1] fn = tile.fn fn_normal = tile.fn_normal fn_emissive = tile.fn_emissive fn_metallic_roughness = tile.fn_metallic_roughness fn_occlusion = tile.fn_occlusion material_index = make_material( gltf, doubleSided=False, baseColorFactor=[1, 1, 1, 1.0], fn=fn, fn_normals=fn_normal, fn_emissive=fn_emissive, fn_metallic_roughness=fn_metallic_roughness, fn_occlusion=fn_occlusion, ) mi = get_square() mesh_index = add_polygon( gltf, name + "-mesh", vertices=mi.vertices, texture=mi.textures, colors=mi.color, normals=mi.normals, material=material_index, ) node1_index = add_node(gltf, Node(mesh=mesh_index)) i, j = ij_from_tilename(name) c = (i + j) % 2 color = [1, 0, 0, 1.0] if c else [0, 1, 0, 1.0] add_back = False if add_back: material_back = make_material(gltf, doubleSided=False, baseColorFactor=color) back_mesh_index = add_polygon( gltf, name + "-mesh", vertices=mi.vertices, texture=mi.textures, colors=mi.color, normals=mi.normals, material=material_back, ) flip = np.diag([1.0, 1.0, -1.0, 1.0]) flip[2, 3] = -0.01 back_index = add_node(gltf, Node(mesh=back_mesh_index, matrix=gm(flip))) else: back_index = None tile_transform = it.transform_sequence tile_matrix2d = tile_transform.asmatrix2d().m s = dm.tile_size scale = np.diag([s, s, s, 1]) tile_matrix = SE3_from_SE2(tile_matrix2d) tile_matrix = tile_matrix @ scale @ SE3_rotz(-np.pi / 2) tile_matrix_float = list(tile_matrix.T.flatten()) if back_index is not None: children = [node1_index, back_index] else: children = [node1_index] tile_node = Node(name=name, matrix=tile_matrix_float, children=children) tile_node_index = add_node(gltf, tile_node) map_nodes.append(tile_node_index) if background: bg_index = add_background(gltf) add_node_to_scene(gltf, scene_index, bg_index) exports = { "Sign": export_sign, # XXX: the tree model is crewed up "Tree": export_tree, # "Tree": None, "Duckie": export_duckie, "DB18": export_DB18, # "Bus": export_bus, # "Truck": export_truck, # "House": export_house, "TileMap": None, "TrafficLight": export_trafficlight, "LaneSegment": None, "PlacedObject": None, "DuckietownMap": None, "Tile": None, } for it in iterate_by_class(dm, PlacedObject): ob = it.object K = type(ob).__name__ if isinstance(ob, Sign): K = "Sign" if K not in exports: logger.warn(f"cannot convert {type(ob).__name__}") continue f = exports[K] if f is None: continue thing_index = f(gltf, it.fqn[-1], ob) tile_transform = it.transform_sequence tile_matrix2d = tile_transform.asmatrix2d().m tile_matrix = SE3_from_SE2(tile_matrix2d) @ SE3_rotz(np.pi / 2) sign_node_index = add_node(gltf, Node(children=[thing_index])) tile_matrix_float = list(tile_matrix.T.flatten()) tile_node = Node(name=it.fqn[-1], matrix=tile_matrix_float, children=[sign_node_index]) tile_node_index = add_node(gltf, tile_node) map_nodes.append(tile_node_index) mapnode = Node(name="tiles", children=map_nodes) map_index = add_node(gltf, mapnode) add_node_to_scene(gltf, scene_index, map_index) # add_node_to_scene(model, scene_index, node1_index) yfov = np.deg2rad(60) camera = Camera( name="perpcamera", type="perspective", perspective=PerspectiveCameraInfo(aspectRatio=4 / 3, yfov=yfov, znear=0.01, zfar=1000), ) gltf.model.cameras.append(camera) t = np.array([2, 2, 0.15]) matrix = look_at(pos=t, target=np.array([0, 2, 0])) cam_index = add_node(gltf, Node(name="cameranode", camera=0, matrix=list(matrix.T.flatten()))) add_node_to_scene(gltf, scene_index, cam_index) cleanup_model(gltf) fn = os.path.join(outdir, "main.gltf") make_sure_dir_exists(fn) logger.info(f"writing to {fn}") gltf.export(fn) if True: data = read_ustring_from_utf8_file(fn) j = json.loads(data) data2 = json.dumps(j, indent=2) write_ustring_to_utf8_file(data2, fn) fnb = os.path.join(outdir, "main.glb") logger.info(f"writing to {fnb}") gltf.export(fnb) verify_trimesh = False if verify_trimesh: res = trimesh.load(fn) # camera_pose, _ = res.graph['cameranode'] # logger.info(res=res) import pyrender scene = pyrender.Scene.from_trimesh_scene(res)