CODE_TAR / tools /utils.py
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import numpy as np
import cv2
import math
WINDOW_HEIGHT = 900
WINDOW_WIDTH = 1600
DIS_CAR_SAVE = 100
DIS_WALKER_SAVE = 100
DIS_SIGN_SAVE = 100
DIS_LIGHT_SAVE = 100
edges = [[0,1], [1,3], [3,2], [2,0], [0,4], [4,5], [5,1], [5,7], [7,6], [6,4], [6,2], [7,3]]
def get_image_point(loc, K, w2c):
# Calculate 2D projection of 3D coordinate
# Format the input coordinate (loc is a carla.Position object)
point = np.array([loc[0], loc[1], loc[2], 1])
# transform to camera coordinates
point_camera = np.dot(w2c, point)
# New we must change from UE4's coordinate system to an "standard"
# (x, y ,z) -> (y, -z, x)
# and we remove the fourth componebonent also
point_camera = [point_camera[1], -point_camera[2], point_camera[0]]
depth = point_camera[2]
# now project 3D->2D using the camera matrix
point_img = np.dot(K, point_camera)
# normalize
point_img[0] /= point_img[2]
point_img[1] /= point_img[2]
return point_img[0:2], depth
def point_in_canvas_wh(pos):
"""Return true if point is in canvas"""
if (pos[0] >= 0) and (pos[0] < WINDOW_WIDTH) and (pos[1] >= 0) and (pos[1] < WINDOW_HEIGHT):
return True
return False
def get_forward_vector(yaw):
# Convert the yaw angle from degrees to radians
yaw_rad = math.radians(yaw)
# Calculate the X and Y components of the forward vector (in a left-handed coordinate system with Z-axis upwards)
# Note: In a left-handed coordinate system, the positive Y direction could correspond to either forward or backward, depending on the specific application scenario
x = math.cos(yaw_rad)
y = math.sin(yaw_rad)
# On a horizontal plane, the Z component of the forward vector is 0
z = 0
return np.array([x, y, z])
def calculate_cube_vertices(center, extent):
if isinstance(center, list):
cx, cy, cz = center
x, y, z = extent
else:
cx, cy, cz = center.x, center.y, center.z
x, y, z = extent.x, extent.y, extent.z
vertices = [
(cx + x, cy + y, cz + z),
(cx + x, cy + y, cz - z),
(cx + x, cy - y, cz + z),
(cx + x, cy - y, cz - z),
(cx - x, cy + y, cz + z),
(cx - x, cy + y, cz - z),
(cx - x, cy - y, cz + z),
(cx - x, cy - y, cz - z)
]
return vertices
def draw_dashed_line(img, start_point, end_point, color, thickness=1, dash_length=5):
"""
Draw a dashed line on an image.
Arguments:
- img: The image on which to draw the dashed line.
- start_point: The starting point of the dashed line, in the format (x, y).
- end_point: The ending point of the dashed line, in the format (x, y).
- color: The color of the dashed line, in the format (B, G, R).
- thickness: The thickness of the line.
- dash_length: The length of each dash segment in the dashed line.
"""
# Calculate total length
d = np.sqrt((end_point[0] - start_point[0])**2 + (end_point[1] - start_point[1])**2)
dx = (end_point[0] - start_point[0]) / d
dy = (end_point[1] - start_point[1]) / d
x, y = start_point[0], start_point[1]
while d >= dash_length:
# Calculate the end point of the next segment
x_end = x + dx * dash_length
y_end = y + dy * dash_length
cv2.line(img, (int(x), int(y)), (int(x_end), int(y_end)), color, thickness)
# Update starting point and remaining length
x = x_end + dx * dash_length
y = y_end + dy * dash_length
d -= 2 * dash_length
def world_to_ego(point_world, w2e):
point_world = np.array([point_world[0], point_world[1], point_world[2], 1])
point_ego = np.dot(w2e, point_world)
point_ego = [point_ego[1], -point_ego[0], point_ego[2]]
return point_ego
def vector_angle(v1, v2):
dot_product = np.dot(v1, v2)
magnitude_v1 = np.linalg.norm(v1)
magnitude_v2 = np.linalg.norm(v2)
cos_theta = dot_product / (magnitude_v1 * magnitude_v2)
angle_radians = np.arccos(cos_theta)
angle_degrees = np.degrees(angle_radians)
return angle_degrees
def get_weather_id(weather_conditions):
from xml.etree import ElementTree as ET
tree = ET.parse('./leaderboard/data/weather.xml')
root = tree.getroot()
def conditions_match(weather, conditions):
for (key, value) in weather:
if key == 'route_percentage' : continue
if str(conditions[key]) != value:
return False
return True
for case in root.findall('case'):
weather = case[0].items()
if conditions_match(weather, weather_conditions):
return case.items()[0][1]
return None
def compute_2d_distance(loc1, loc2):
return math.sqrt((loc1.x-loc2.x)**2+(loc1.y-loc2.y)**2)
def build_projection_matrix(w, h, fov, is_behind_camera=False):
focal = w / (2.0 * np.tan(fov * np.pi / 360.0))
K = np.identity(3)
if is_behind_camera:
K[0, 0] = K[1, 1] = -focal
else:
K[0, 0] = K[1, 1] = focal
K[0, 2] = w / 2.0
K[1, 2] = h / 2.0
return K
def convert_depth(data):
"""
Computes the normalized depth from a CARLA depth map.
"""
data = data.astype(np.float16)
normalized = np.dot(data, [65536.0, 256.0, 1.0])
normalized /= (256 * 256 * 256 - 1)
return normalized * 1000
def get_relative_transform(ego_matrix, vehicle_matrix):
"""
Returns the position of the vehicle matrix in the ego coordinate system.
:param ego_matrix: ndarray 4x4 Matrix of the ego vehicle in global
coordinates
:param vehicle_matrix: ndarray 4x4 Matrix of another actor in global
coordinates
:return: ndarray position of the other vehicle in the ego coordinate system
"""
relative_pos = vehicle_matrix[:3, 3] - ego_matrix[:3, 3]
rot = ego_matrix[:3, :3].T
relative_pos = rot @ relative_pos
return relative_pos
def normalize_angle(x):
x = x % (2 * np.pi) # force in range [0, 2 pi)
if x > np.pi: # move to [-pi, pi)
x -= 2 * np.pi
return x
def build_skeleton(ped, sk_links):
######## get the pedestrian skeleton #########
bones = ped.get_bones()
# list where we will store the lines we will project
# onto the camera output
lines_3d = []
# cycle through the bone pairs in skeleton.txt and retrieve the joint positions
for link in sk_links[1:]:
# get the roots of the two bones to be joined
bone_transform_1 = next(filter(lambda b: b.name == link[0], bones.bone_transforms), None)
bone_transform_2 = next(filter(lambda b: b.name == link[1], bones.bone_transforms), None)
# some bone names aren't matched
if bone_transform_1 is not None and bone_transform_2 is not None:
lines_3d.append([(bone_transform_1.world.location.x, bone_transform_1.world.location.y, bone_transform_1.world.location.z),
(bone_transform_2.world.location.x, bone_transform_2.world.location.y, bone_transform_2.world.location.z)]
)
return lines_3d
def get_matrix(location, rotation):
"""
Creates matrix from carla transform.
"""
pitch, roll, yaw = rotation
x, y, z = location
c_y = np.cos(np.radians(yaw))
s_y = np.sin(np.radians(yaw))
c_r = np.cos(np.radians(roll))
s_r = np.sin(np.radians(roll))
c_p = np.cos(np.radians(pitch))
s_p = np.sin(np.radians(pitch))
matrix = np.matrix(np.identity(4))
matrix[0, 3] = x
matrix[1, 3] = y
matrix[2, 3] = 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