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