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car_kinematic_model.py
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car_kinematic_model.py
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import os
import pygame
import pygame.gfxdraw
from math import radians, copysign
from checkbox import Checkbox
from car_kinematic_collision import Collision
from car_kinematic_debug import Debug
from read_write_trajectory import write_data, read_traffic_data
from car import Car
from math_util import *
from car_kinematic_obstacle import update_object_mask
from traffic_car import TrafficCar
class Game:
def __init__(self, screen, screen_width, screen_height,
traffic=True,
record_data=False):
pygame.init()
self.screen_width = screen_width
self.screen_height = screen_height
self.screen = screen
# Yellow
self.bkd_color = [255, 255, 0, 255]
# Green
# self.bkd_color = [0, 88, 0, 255]
# Olive
# self.bkd_color = [83, 125, 10, 255]
self.current_dir = os.path.dirname(os.path.abspath(__file__))
self.image_path = os.path.join(self.current_dir, "resources/cars/car_eb_2.png")
self.car_image = pygame.image.load(self.image_path).convert_alpha()
self.car_image = pygame.transform.scale(self.car_image, (42, 20))
self.ppu = 16
self.traffic_list = []
self.traffic_image_path = os.path.join(self.current_dir, "resources/cars/car_traffic.png")
self.traffic_car_image = pygame.image.load(self.traffic_image_path).convert_alpha()
self.traffic_car_image = pygame.transform.scale(self.traffic_car_image, (42, 20))
self.object_car_image_path = os.path.join(self.current_dir, "resources/cars/object_car.png")
self.object_car_image = pygame.image.load(self.object_car_image_path).convert_alpha()
self.object_car_image = pygame.transform.scale(self.object_car_image, (42, 20))
self.background = pygame.image.load(
os.path.join(self.current_dir, "resources/backgrounds/maps_overlay.png")).convert()
self.background = pygame.transform.scale(self.background, (2500, 1261))
self.bgWidth, self.bgHeight = self.background.get_rect().size
pygame.font.init()
self.myfont = pygame.font.SysFont('Comic Sans MS', 30)
self.input_image = pygame.surfarray.array3d(self.screen)
self.clock = pygame.time.Clock()
self.ticks = 60
self.exit = False
self.record_data = record_data
self.traffic = traffic
def on_road(self, car, screen):
Ox = 32
Oy = 16
center_world_x = int(self.screen_width / 2)
center_world_y = int(self.screen_height / 2)
bot_right_x = center_world_x + int(Ox * cos(radians(-car.angle))) - int(Oy * sin(radians(-car.angle)))
bot_right_y = center_world_y + int(Ox * sin(radians(-car.angle))) + int(Oy * cos(radians(-car.angle)))
bot_left_x = center_world_x - int(Ox * cos(radians(-car.angle))) - int(Oy * sin(radians(-car.angle)))
bot_left_y = center_world_y - int(Ox * sin(radians(-car.angle))) + int(Oy * cos(radians(-car.angle)))
top_left_x = center_world_x - int(Ox * cos(radians(-car.angle))) + int(Oy * sin(radians(-car.angle)))
top_left_y = center_world_y - int(Ox * sin(radians(-car.angle))) - int(Oy * cos(radians(-car.angle)))
top_right_x = center_world_x + int(Ox * cos(radians(-car.angle))) + int(Oy * sin(radians(-car.angle)))
top_right_y = center_world_y + int(Ox * sin(radians(-car.angle))) - int(Oy * cos(radians(-car.angle)))
if (np.array_equal(screen.get_at((bot_right_x, bot_right_y)), self.bkd_color) or np.array_equal
(screen.get_at((bot_left_x, bot_left_y)), self.bkd_color) or
np.array_equal(screen.get_at((top_left_x, top_left_y)), self.bkd_color) or
np.array_equal(screen.get_at((top_right_x, top_right_y)), self.bkd_color)):
Debug.debug_text(screen, "test")
Collision.offroad(car)
return False
else:
return True
def compute_sensor_distance(self, car, base_point, sensor_length, sensor_angle, data_screen, draw_screen):
end_point_x = base_point[0] + sensor_length * cos(radians(sensor_angle - car.angle))
end_point_y = base_point[1] + sensor_length * sin(radians(sensor_angle - car.angle))
for index in range(0, sensor_length):
coll_point_x = base_point[0] + index * cos(radians(sensor_angle - car.angle))
coll_point_y = base_point[1] + index * sin(radians(sensor_angle - car.angle))
if np.array_equal(data_screen.get_at((int(coll_point_x), int(coll_point_y))), self.bkd_color):
break
pygame.draw.line(draw_screen, (0, 255, 0), base_point, (coll_point_x, coll_point_y), True)
pygame.draw.line(draw_screen, (255, 0, 0), (coll_point_x, coll_point_y), (end_point_x, end_point_y), True)
coll_point = (coll_point_x, coll_point_y)
distance = euclidean_norm(base_point, coll_point)
# print(distance)
return distance
def optimized_front_sensor(self, car, object_mask, act_mask, display_obstacle_on_sensor=False):
self.screen.blit(object_mask, (0, 0))
# act_mask is a separate image where you can only see what the sensor sees
center_rect = Collision.center_rect(self.screen_width, self.screen_height)
mid_of_front_axle = Collision.point_rotation(car, -1, 16, center_rect)
arc_points = get_arc_points(mid_of_front_axle, 150, radians(90 + car.angle), radians(270 + car.angle), 320)
offroad_edge_points = []
for end_point in arc_points:
points_to_be_checked = list(get_equidistant_points(mid_of_front_axle, end_point, 25))
check = False
for line_point in points_to_be_checked:
if (np.array_equal(object_mask.get_at((int(line_point[0]), int(line_point[1]))), self.bkd_color)):
check = True
break
if (check == False):
offroad_edge_points.append(end_point)
else:
offroad_edge_points.append(line_point)
for index in range(0, len(arc_points)):
if (offroad_edge_points[index] == arc_points[index]):
pygame.draw.line(self.screen, (0, 255, 0), mid_of_front_axle, arc_points[index], True)
pygame.draw.line(act_mask, (0, 255, 0), mid_of_front_axle, arc_points[index], True)
else:
pygame.draw.line(self.screen, (0, 255, 0), mid_of_front_axle, offroad_edge_points[index], True)
pygame.draw.line(act_mask, (0, 255, 0), mid_of_front_axle, offroad_edge_points[index], True)
if display_obstacle_on_sensor is True:
pygame.draw.line(self.screen, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
pygame.draw.line(act_mask, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
def optimized_rear_sensor(self, car, object_mask, act_mask, display_obstacle_on_sensor=False):
# act_mask is a separate image where you can only see what the sensor sees
center_rect = Collision.center_rect(self.screen_width, self.screen_height)
mid_of_rear_axle = Collision.point_rotation(car, 65, 16, center_rect)
arc_points = get_arc_points(mid_of_rear_axle, 150, radians(-90 + car.angle), radians(90 + car.angle), 320)
offroad_edge_points = []
for end_point in arc_points:
points_to_be_checked = list(get_equidistant_points(mid_of_rear_axle, end_point, 25))
check = False
for line_point in points_to_be_checked:
if (np.array_equal(object_mask.get_at((int(line_point[0]), int(line_point[1]))), self.bkd_color)):
check = True
break
if (check == False):
offroad_edge_points.append(end_point)
else:
offroad_edge_points.append(line_point)
for index in range(0, len(arc_points)):
if (offroad_edge_points[index] == arc_points[index]):
pygame.draw.line(self.screen, (0, 255, 0), mid_of_rear_axle, arc_points[index], True)
pygame.draw.line(act_mask, (0, 255, 0), mid_of_rear_axle, arc_points[index], True)
else:
pygame.draw.line(self.screen, (0, 255, 0), mid_of_rear_axle, offroad_edge_points[index], True)
pygame.draw.line(act_mask, (0, 255, 0), mid_of_rear_axle, offroad_edge_points[index], True)
if display_obstacle_on_sensor is True:
pygame.draw.line(self.screen, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
pygame.draw.line(act_mask, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
def draw_front_sensor_with_rays(self, car, object_mask, number_of_rays, display_obstacle_on_sensor=False):
center_rect = Collision.center_rect(self.screen_width, self.screen_height)
mid_of_front_axle = Collision.point_rotation(car, 10, 16, center_rect)
arc_points = get_arc_points(mid_of_front_axle, 150, radians(90 + car.angle), radians(270 + car.angle), number_of_rays)
offroad_edge_points = []
front_sensor_distances = np.array([])
for end_point in arc_points:
points_to_be_checked = list(get_equidistant_points(mid_of_front_axle, end_point, 25))
check = False
for line_point in points_to_be_checked:
if (np.array_equal(object_mask.get_at((int(line_point[0]), int(line_point[1]))), self.bkd_color)):
check = True
break
if (check == False):
offroad_edge_points.append(end_point)
else:
offroad_edge_points.append(line_point)
for edge_point in offroad_edge_points:
front_sensor_distances = np.append(front_sensor_distances, euclidean_norm(mid_of_front_axle, edge_point))
#print("Front sensor distances: \n", front_sensor_distances)
for index in range(0, len(arc_points)):
if (offroad_edge_points[index] == arc_points[index]):
pygame.draw.aaline(self.screen, (0, 255, 0), mid_of_front_axle, arc_points[index], True)
else:
pygame.draw.aaline(self.screen, (0, 255, 0), mid_of_front_axle, offroad_edge_points[index], True)
if display_obstacle_on_sensor is True:
pygame.draw.aaline(self.screen, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
return front_sensor_distances
def draw_rear_sensor_with_rays(self, car, object_mask, number_of_rays, display_obstacle_on_sensor=False):
center_rect = Collision.center_rect(self.screen_width, self.screen_height)
mid_of_rear_axle = Collision.point_rotation(car, 55, 16, center_rect)
arc_points = get_arc_points(mid_of_rear_axle, 150, radians(-90 + car.angle), radians(90 + car.angle), number_of_rays)
offroad_edge_points = []
rear_sensor_distances = np.array([])
for end_point in arc_points:
points_to_be_checked = list(get_equidistant_points(mid_of_rear_axle, end_point, 25))
check = False
for line_point in points_to_be_checked:
if (np.array_equal(object_mask.get_at((int(line_point[0]), int(line_point[1]))), self.bkd_color)):
check = True
break
if (check == False):
offroad_edge_points.append(end_point)
else:
offroad_edge_points.append(line_point)
for edge_point in offroad_edge_points:
rear_sensor_distances = np.append(rear_sensor_distances, euclidean_norm(mid_of_rear_axle, edge_point))
#print("Rear sensor distances: \n", rear_sensor_distances)
for index in range(0, len(arc_points)):
if (offroad_edge_points[index] == arc_points[index]):
pygame.draw.aaline(self.screen, (0, 255, 0), mid_of_rear_axle, arc_points[index], True)
else:
pygame.draw.aaline(self.screen, (0, 255, 0), mid_of_rear_axle, offroad_edge_points[index], True)
if display_obstacle_on_sensor is True:
pygame.draw.aaline(self.screen, (255, 0, 0), offroad_edge_points[index], arc_points[index], True)
return rear_sensor_distances
def enable_sensor(self, car, data_screen, draw_screen):
center_rect = Collision.center_rect(self.screen_width, self.screen_height)
mid_of_front_axle = Collision.point_rotation(car, 0, 16, center_rect)
#mid_of_rear_axle = Collision.point_rotation(car, 65, 16, center_rect)
# pygame.draw.circle(self.screen, (255, 255, 0), (mid_of_front_axle[0], mid_of_front_axle[1]), 5)
distance = np.array([])
for angle_index in range(120, 240, 4):
distance = np.append(distance,
self.compute_sensor_distance(car, mid_of_front_axle, 200, angle_index, data_screen,
self.screen))
# for angle_index in range(300, 360, 4):
# self.compute_sensor_distance(car, mid_of_rear_axle, 200, angle_index, data_screen, draw_screen)
# for angle_index in range(0, 60, 4):
# self.compute_sensor_distance(car, mid_of_rear_axle, 200, angle_index, data_screen, draw_screen)
return distance
def draw_sim_environment(self, car, object_mask, cbox_front_sensor, cbox_rear_sensor, print_coords=False,
record_coords=False, file_path=None, file_name=None,
record_traffic_car_coords=False, traffic_file_path=None, traffic_file_name=None):
# Drawing
stagePosX = car.position[0] * self.ppu
stagePosY = car.position[1] * self.ppu
rel_x = stagePosX % self.bgWidth
rel_y = stagePosY % self.bgHeight
# blit (BLock Image Transfer) the seamless background
self.screen.blit(self.background, (rel_x - self.bgWidth, rel_y - self.bgHeight))
self.screen.blit(self.background, (rel_x, rel_y))
self.screen.blit(self.background, (rel_x - self.bgWidth, rel_y))
self.screen.blit(self.background, (rel_x, rel_y - self.bgHeight))
cbox_front_sensor.update()
cbox_rear_sensor.update()
rotated = pygame.transform.rotate(self.car_image, car.angle)
rot_rect = rotated.get_rect()
center_x = int(self.screen_width / 2) - int(rot_rect.width / 2)
center_y = int(self.screen_height / 2) - int(rot_rect.height / 2)
# draw the ego car
self.screen.blit(rotated, (center_x, center_y))
object_mask.fill((0, 0, 0))
object_mask.blit(self.screen, (0, 0))
update_object_mask(object_mask, rel_x, rel_y, self.bgWidth, self.bgHeight)
if print_coords is True:
myfont = pygame.font.SysFont('Arial', 30)
text1 = myfont.render('Car pos x: ' + str(round(stagePosX, 2)), True, (250, 0, 0))
text2 = myfont.render('Car pos y: ' + str(round(stagePosY, 2)), True, (250, 0, 0))
text3 = myfont.render('rel x: ' + str(round(rel_x, 2)), True, (250, 0, 0))
text4 = myfont.render('rel y: ' + str(round(rel_y, 2)), True, (250, 0, 0))
text5 = myfont.render('velocity: ' + str(round(car.velocity.x, 2) * self.ppu/4) + ' km/h', True, (250, 0, 0))
self.screen.blit(text1, (20, 20))
self.screen.blit(text2, (20, 50))
self.screen.blit(text3, (20, 80))
self.screen.blit(text4, (20, 110))
self.screen.blit(text5, (20, 140))
# Record ego_car positions in GridSim
if record_coords is True:
if file_name is None:
print('no file name given')
quit()
if file_path is None:
print('no file path given')
quit()
write_data(file_path + '/' + file_name, round(stagePosX, 2), round(stagePosY, 2), round(rel_x, 2),
round(rel_y, 2), (round(car.velocity.x, 2) * self.ppu/4))
# Record traffic car trajectory
if record_traffic_car_coords is True:
if traffic_file_name is None:
print('no file name given')
quit()
if traffic_file_path is None:
print('no file path given')
quit()
write_data(traffic_file_path + '/' + traffic_file_name, stagePosX, stagePosY, car.angle)
return stagePosX, stagePosY, rel_x, rel_y
def key_handler(self, car, dt, rs_pos_list):
# User input
pressed = pygame.key.get_pressed()
if pressed[pygame.K_r]:
car.reset_car(rs_pos_list)
if pressed[pygame.K_UP]:
car.accelerate(dt)
elif pressed[pygame.K_DOWN]:
car.brake(dt)
elif pressed[pygame.K_SPACE]:
car.handbrake(dt)
else:
car.cruise(dt)
if pressed[pygame.K_RIGHT]:
car.steer_right(dt)
elif pressed[pygame.K_LEFT]:
car.steer_left(dt)
else:
car.no_steering()
def event_handler(self, cbox_front_sensor, cbox_rear_sensor, mouse_button_pressed):
# Event queue
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.exit = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if cbox_front_sensor.onCheckbox(mouse_pos) and mouse_button_pressed == False:
cbox_front_sensor.changeState()
if cbox_rear_sensor.onCheckbox(mouse_pos) and mouse_button_pressed == False:
cbox_rear_sensor.changeState()
mouse_button_pressed = True
if event.type == pygame.MOUSEBUTTONUP:
mouse_button_pressed = False
@staticmethod
def traffic_car_collision(traffic_car_1, traffic_car_2, collision_list, collision_index):
for x1, y1 in zip(traffic_car_1.data_x[traffic_car_1.index: traffic_car_1.index + 40], traffic_car_1.data_y[
traffic_car_1.index:
traffic_car_1.index + 40]):
for x2, y2 in zip(traffic_car_2.data_x[traffic_car_2.index: traffic_car_2.index + 40], traffic_car_2.data_y[
traffic_car_2.index:
traffic_car_2.index + 40]):
if abs(x2 - x1) <= 1 and abs(y2 - y1) <= 20:
collision_list[collision_index] = True
def init_traffic_cars(self):
trajectories = read_traffic_data(os.path.join(self.current_dir, "resources/traffic_cars_data/traffic_trajectories.csv"))
for trajectory in trajectories:
traffic_car = TrafficCar(trajectory[0], int(trajectory[1]))
self.traffic_list.append(traffic_car)
def check_collisions(self, collision_list):
for i in range(0, len(self.traffic_list) - 1):
for j in range(i + 1, len(self.traffic_list)):
self.traffic_car_collision(self.traffic_list[i], self.traffic_list[j], collision_list, j)
def traffic_movement(self, collision_list, object_mask, stagePos):
for i in self.traffic_list:
if collision_list[self.traffic_list.index(i)]:
i.index -= 1
i.trajectory(stagePos, self.screen, object_mask, self.traffic_car_image, self.object_car_image,
2 * self.bgWidth,
2 * self.bgHeight)
def run(self):
# place car on road
car = Car(5, 27)
# initialize traffic
self.init_traffic_cars()
# sensor checkboxes on top right corner
cbox_front_sensor = Checkbox(self.screen_width - 200, 10, 'Enable front sensor', True)
cbox_rear_sensor = Checkbox(self.screen_width - 200, 35, 'Enable rear sensor', False)
# reset position list -> to be updated
rs_pos_list = [[650, 258, 90.0], [650, 258, 270.0], [0, 0, 180.0], [0, 0, 0.0], [302, 200, 45.0],
[40, 997, 0.0], [40, 997, 180.0], [100, 997, 0.0], [100, 997, 180.0], [400, 998, 0.0],
[400, 998, 180.0], [385, 315, 135.0]]
# boolean variable needed to check for single-click press
mouse_button_pressed = False
# initialize object mask
object_mask = pygame.Surface((self.screen_width, self.screen_height))
if self.record_data is True:
index_image = 0
while not self.exit:
# VARIABLE_UPDATE
if self.traffic is True:
collision_list = [False] * len(self.traffic_list)
dt = self.clock.get_time() / 1000
self.event_handler(cbox_front_sensor, cbox_rear_sensor, mouse_button_pressed)
# LOGIC
self.key_handler(car, dt, rs_pos_list)
car.acceleration = max(-car.max_acceleration, min(car.acceleration, car.max_acceleration))
car.steering = max(-car.max_steering, min(car.steering, car.max_steering))
# DRAWING
stagePos = self.draw_sim_environment(car, object_mask, cbox_front_sensor, cbox_rear_sensor,
print_coords=True)
relPos = (stagePos[2], stagePos[3])
stagePos = (stagePos[0], stagePos[1])
# UPDATE
# ------------------------ traffic car -----------------------------------------------
if self.traffic is True:
self.check_collisions(collision_list)
self.traffic_movement(collision_list, object_mask, stagePos)
# -------------------------------------------------------------------------------------------
car.update(dt)
act_mask = pygame.Surface((self.screen_width, self.screen_height))
if cbox_front_sensor.isChecked():
front_sensor_data = self.draw_front_sensor_with_rays(car, object_mask, 10, True)
# self.optimized_front_sensor(car, object_mask, act_mask, display_obstacle_on_sensor=True)
if cbox_rear_sensor.isChecked():
self.draw_rear_sensor_with_rays(car, object_mask, 10, True)
# self.optimized_rear_sensor(car, object_mask, act_mask, display_obstacle_on_sensor=True)
if self.record_data is True:
image_name = 'image_' + str(index_image) + '.png'
index_image += 1
if self.record_data is True:
# RECORD TAB
actions = [car.position.x, car.position.y, float(round(car.angle, 3)), float(round(car.acceleration, 3)),
float(round(car.velocity.x, 3)), image_name]
# write_state_buf('path', actions)
# Save replay
# write_data('path', car.position, car.angle)
pygame.display.update()
self.clock.tick(self.ticks)
pygame.quit()
if __name__ == '__main__':
screen = pygame.display.set_mode((1280, 720))
game = Game(screen, 1280, 720, record_data=False, traffic=False)
game.run()