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render.py
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render.py
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import carla
import math
import pygame
import weakref
# Colors
COLOR_BUTTER_0 = pygame.Color(252, 233, 79)
COLOR_BUTTER_1 = pygame.Color(237, 212, 0)
COLOR_BUTTER_2 = pygame.Color(196, 160, 0)
COLOR_ORANGE_0 = pygame.Color(252, 175, 62)
COLOR_ORANGE_1 = pygame.Color(245, 121, 0)
COLOR_ORANGE_2 = pygame.Color(209, 92, 0)
COLOR_CHOCOLATE_0 = pygame.Color(233, 185, 110)
COLOR_CHOCOLATE_1 = pygame.Color(193, 125, 17)
COLOR_CHOCOLATE_2 = pygame.Color(143, 89, 2)
COLOR_CHAMELEON_0 = pygame.Color(138, 226, 52)
COLOR_CHAMELEON_1 = pygame.Color(115, 210, 22)
COLOR_CHAMELEON_2 = pygame.Color(78, 154, 6)
COLOR_SKY_BLUE_0 = pygame.Color(114, 159, 207)
COLOR_SKY_BLUE_1 = pygame.Color(52, 101, 164)
COLOR_SKY_BLUE_2 = pygame.Color(32, 74, 135)
COLOR_PLUM_0 = pygame.Color(173, 127, 168)
COLOR_PLUM_1 = pygame.Color(117, 80, 123)
COLOR_PLUM_2 = pygame.Color(92, 53, 102)
COLOR_SCARLET_RED_0 = pygame.Color(239, 41, 41)
COLOR_SCARLET_RED_1 = pygame.Color(204, 0, 0)
COLOR_SCARLET_RED_2 = pygame.Color(164, 0, 0)
COLOR_ALUMINIUM_0 = pygame.Color(238, 238, 236)
COLOR_ALUMINIUM_1 = pygame.Color(211, 215, 207)
COLOR_ALUMINIUM_2 = pygame.Color(186, 189, 182)
COLOR_ALUMINIUM_3 = pygame.Color(136, 138, 133)
COLOR_ALUMINIUM_4 = pygame.Color(85, 87, 83)
COLOR_ALUMINIUM_4_5 = pygame.Color(66, 62, 64)
COLOR_ALUMINIUM_5 = pygame.Color(46, 52, 54)
COLOR_WHITE = pygame.Color(255, 255, 255)
COLOR_BLACK = pygame.Color(0, 0, 0)
class Util(object):
@staticmethod
def blits(destination_surface, source_surfaces, rect=None, blend_mode=0):
for surface in source_surfaces:
destination_surface.blit(surface[0], surface[1], rect, blend_mode)
@staticmethod
def length(v):
return math.sqrt(v.x**2 + v.y**2 + v.z**2)
@staticmethod
def get_bounding_box(actor):
bb = actor.trigger_volume.extent
corners = [carla.Location(x=-bb.x, y=-bb.y),
carla.Location(x=bb.x, y=-bb.y),
carla.Location(x=bb.x, y=bb.y),
carla.Location(x=-bb.x, y=bb.y),
carla.Location(x=-bb.x, y=-bb.y)]
corners = [x + actor.trigger_volume.location for x in corners]
t = actor.get_transform()
t.transform(corners)
return corners
class MapImage(object):
def __init__(self, carla_world, carla_map, pixels_per_meter):
self._pixels_per_meter = pixels_per_meter
self.scale = 1.0
waypoints = carla_map.generate_waypoints(2)
margin = 50
max_x = max(
waypoints, key=lambda x: x.transform.location.x).transform.location.x + margin
max_y = max(
waypoints, key=lambda x: x.transform.location.y).transform.location.y + margin
min_x = min(
waypoints, key=lambda x: x.transform.location.x).transform.location.x - margin
min_y = min(
waypoints, key=lambda x: x.transform.location.y).transform.location.y - margin
self.width = max(max_x - min_x, max_y - min_y)
self._world_offset = (min_x, min_y)
# Maximum size of a Pygame surface
width_in_pixels = (1 << 14) - 1
width_in_pixels = int(self._pixels_per_meter * self.width)
self.big_map_surface = pygame.Surface(
(width_in_pixels, width_in_pixels)).convert()
# Render map
self.draw_road_map(self.big_map_surface, carla_world,
carla_map, self.world_to_pixel, self.world_to_pixel_width)
self.surface = self.big_map_surface
def draw_road_map(self, map_surface, carla_world, carla_map, world_to_pixel, world_to_pixel_width):
# Set background black
map_surface.fill(COLOR_BLACK)
precision = 0.05
def lane_marking_color_to_tango(lane_marking_color):
tango_color = COLOR_BLACK
if lane_marking_color == carla.LaneMarkingColor.White:
tango_color = COLOR_ALUMINIUM_2
elif lane_marking_color == carla.LaneMarkingColor.Blue:
tango_color = COLOR_SKY_BLUE_0
elif lane_marking_color == carla.LaneMarkingColor.Green:
tango_color = COLOR_CHAMELEON_0
elif lane_marking_color == carla.LaneMarkingColor.Red:
tango_color = COLOR_SCARLET_RED_0
elif lane_marking_color == carla.LaneMarkingColor.Yellow:
tango_color = COLOR_ORANGE_0
return tango_color
def draw_solid_line(surface, color, closed, points, width):
if len(points) >= 2:
pygame.draw.lines(surface, color, closed, points, width)
def draw_broken_line(surface, color, closed, points, width):
broken_lines = [x for n, x in enumerate(
zip(*(iter(points),) * 20)) if n % 3 == 0]
for line in broken_lines:
pygame.draw.lines(surface, color, closed, line, width)
def get_lane_markings(lane_marking_type, lane_marking_color, waypoints, sign):
margin = 0.25
marking_1 = [world_to_pixel(lateral_shift(
w.transform, sign * w.lane_width * 0.5)) for w in waypoints]
if lane_marking_type == carla.LaneMarkingType.Broken or (lane_marking_type == carla.LaneMarkingType.Solid):
return [(lane_marking_type, lane_marking_color, marking_1)]
else:
marking_2 = [world_to_pixel(lateral_shift(w.transform,
sign * (w.lane_width * 0.5 + margin * 2))) for w in waypoints]
if lane_marking_type == carla.LaneMarkingType.SolidBroken:
return [(carla.LaneMarkingType.Broken, lane_marking_color, marking_1),
(carla.LaneMarkingType.Solid, lane_marking_color, marking_2)]
elif lane_marking_type == carla.LaneMarkingType.BrokenSolid:
return [(carla.LaneMarkingType.Solid, lane_marking_color, marking_1),
(carla.LaneMarkingType.Broken, lane_marking_color, marking_2)]
elif lane_marking_type == carla.LaneMarkingType.BrokenBroken:
return [(carla.LaneMarkingType.Broken, lane_marking_color, marking_1),
(carla.LaneMarkingType.Broken, lane_marking_color, marking_2)]
elif lane_marking_type == carla.LaneMarkingType.SolidSolid:
return [(carla.LaneMarkingType.Solid, lane_marking_color, marking_1),
(carla.LaneMarkingType.Solid, lane_marking_color, marking_2)]
return [(carla.LaneMarkingType.NONE, carla.LaneMarkingColor.Other, [])]
def draw_lane(surface, lane, color):
for side in lane:
lane_left_side = [lateral_shift(
w.transform, -w.lane_width * 0.5) for w in side]
lane_right_side = [lateral_shift(
w.transform, w.lane_width * 0.5) for w in side]
polygon = lane_left_side + \
[x for x in reversed(lane_right_side)]
polygon = [world_to_pixel(x) for x in polygon]
if len(polygon) > 2:
pygame.draw.polygon(surface, color, polygon, 5)
pygame.draw.polygon(surface, color, polygon)
def draw_lane_marking(surface, waypoints):
# Left Side
draw_lane_marking_single_side(surface, waypoints[0], -1)
# Right Side
draw_lane_marking_single_side(surface, waypoints[1], 1)
def draw_lane_marking_single_side(surface, waypoints, sign):
lane_marking = None
marking_type = carla.LaneMarkingType.NONE
previous_marking_type = carla.LaneMarkingType.NONE
marking_color = carla.LaneMarkingColor.Other
previous_marking_color = carla.LaneMarkingColor.Other
markings_list = []
temp_waypoints = []
current_lane_marking = carla.LaneMarkingType.NONE
for sample in waypoints:
lane_marking = sample.left_lane_marking if sign < 0 else sample.right_lane_marking
if lane_marking is None:
continue
marking_type = lane_marking.type
marking_color = lane_marking.color
if current_lane_marking != marking_type:
markings = get_lane_markings(
previous_marking_type,
lane_marking_color_to_tango(previous_marking_color),
temp_waypoints,
sign)
current_lane_marking = marking_type
for marking in markings:
markings_list.append(marking)
temp_waypoints = temp_waypoints[-1:]
else:
temp_waypoints.append((sample))
previous_marking_type = marking_type
previous_marking_color = marking_color
# Add last marking
last_markings = get_lane_markings(
previous_marking_type,
lane_marking_color_to_tango(previous_marking_color),
temp_waypoints,
sign)
for marking in last_markings:
markings_list.append(marking)
for markings in markings_list:
if markings[0] == carla.LaneMarkingType.Solid:
draw_solid_line(
surface, markings[1], False, markings[2], 2)
elif markings[0] == carla.LaneMarkingType.Broken:
draw_broken_line(
surface, markings[1], False, markings[2], 2)
def draw_traffic_signs(surface, font_surface, actor, color=COLOR_ALUMINIUM_2, trigger_color=COLOR_PLUM_0):
transform = actor.get_transform()
waypoint = carla_map.get_waypoint(transform.location)
angle = -waypoint.transform.rotation.yaw - 90.0
font_surface = pygame.transform.rotate(font_surface, angle)
pixel_pos = world_to_pixel(waypoint.transform.location)
offset = font_surface.get_rect(center=(pixel_pos[0], pixel_pos[1]))
surface.blit(font_surface, offset)
# Draw line in front of stop
forward_vector = carla.Location(
waypoint.transform.get_forward_vector())
left_vector = carla.Location(-forward_vector.y, forward_vector.x,
forward_vector.z) * waypoint.lane_width / 2 * 0.7
line = [(waypoint.transform.location + (forward_vector * 1.5) + (left_vector)),
(waypoint.transform.location + (forward_vector * 1.5) - (left_vector))]
line_pixel = [world_to_pixel(p) for p in line]
pygame.draw.lines(surface, color, True, line_pixel, 2)
def lateral_shift(transform, shift):
transform.rotation.yaw += 90
return transform.location + shift * transform.get_forward_vector()
def draw_topology(carla_topology, index):
topology = [x[index] for x in carla_topology]
topology = sorted(topology, key=lambda w: w.transform.location.z)
set_waypoints = []
for waypoint in topology:
# if waypoint.road_id == 150 or waypoint.road_id == 16:
waypoints = [waypoint]
nxt = waypoint.next(precision)
if len(nxt) > 0:
nxt = nxt[0]
while nxt.road_id == waypoint.road_id:
waypoints.append(nxt)
nxt = nxt.next(precision)
if len(nxt) > 0:
nxt = nxt[0]
else:
break
set_waypoints.append(waypoints)
# Draw Shoulders, Parkings and Sidewalks
PARKING_COLOR = COLOR_ALUMINIUM_4_5
SHOULDER_COLOR = COLOR_ALUMINIUM_5
SIDEWALK_COLOR = COLOR_ALUMINIUM_3
shoulder = [[], []]
parking = [[], []]
sidewalk = [[], []]
for w in waypoints:
l = w.get_left_lane()
while l and l.lane_type != carla.LaneType.Driving:
if l.lane_type == carla.LaneType.Shoulder:
shoulder[0].append(l)
if l.lane_type == carla.LaneType.Parking:
parking[0].append(l)
if l.lane_type == carla.LaneType.Sidewalk:
sidewalk[0].append(l)
l = l.get_left_lane()
r = w.get_right_lane()
while r and r.lane_type != carla.LaneType.Driving:
if r.lane_type == carla.LaneType.Shoulder:
shoulder[1].append(r)
if r.lane_type == carla.LaneType.Parking:
parking[1].append(r)
if r.lane_type == carla.LaneType.Sidewalk:
sidewalk[1].append(r)
r = r.get_right_lane()
draw_lane(map_surface, shoulder, SHOULDER_COLOR)
draw_lane(map_surface, parking, PARKING_COLOR)
draw_lane(map_surface, sidewalk, SIDEWALK_COLOR)
# Draw Roads
for waypoints in set_waypoints:
waypoint = waypoints[0]
road_left_side = [lateral_shift(
w.transform, -w.lane_width * 0.5) for w in waypoints]
road_right_side = [lateral_shift(
w.transform, w.lane_width * 0.5) for w in waypoints]
polygon = road_left_side + \
[x for x in reversed(road_right_side)]
polygon = [world_to_pixel(x) for x in polygon]
if len(polygon) > 2:
pygame.draw.polygon(
map_surface, COLOR_ALUMINIUM_5, polygon, 5)
pygame.draw.polygon(
map_surface, COLOR_ALUMINIUM_5, polygon)
# Draw Lane Markings
if not waypoint.is_junction:
draw_lane_marking(map_surface, [waypoints, waypoints])
topology = carla_map.get_topology()
draw_topology(topology, 0)
actors = carla_world.get_actors()
# Draw Traffic Signs
font_size = world_to_pixel_width(1)
font = pygame.font.SysFont('Arial', font_size, True)
stops = [actor for actor in actors if 'stop' in actor.type_id]
yields = [actor for actor in actors if 'yield' in actor.type_id]
stop_font_surface = font.render("STOP", False, COLOR_ALUMINIUM_2)
stop_font_surface = pygame.transform.scale(
stop_font_surface, (stop_font_surface.get_width(), stop_font_surface.get_height() * 2))
yield_font_surface = font.render("YIELD", False, COLOR_ALUMINIUM_2)
yield_font_surface = pygame.transform.scale(
yield_font_surface, (yield_font_surface.get_width(), yield_font_surface.get_height() * 2))
for ts_stop in stops:
draw_traffic_signs(map_surface, stop_font_surface,
ts_stop, trigger_color=COLOR_SCARLET_RED_1)
for ts_yield in yields:
draw_traffic_signs(map_surface, yield_font_surface,
ts_yield, trigger_color=COLOR_ORANGE_1)
def world_to_pixel(self, location, offset=(0, 0)):
x = self.scale * self._pixels_per_meter * \
(location.x - self._world_offset[0])
y = self.scale * self._pixels_per_meter * \
(location.y - self._world_offset[1])
return [int(x - offset[0]), int(y - offset[1])]
def world_to_pixel_width(self, width):
return int(self.scale * self._pixels_per_meter * width)
class BirdeyeRender(object):
def __init__(self, world, params):
self.params = params
self.server_fps = 0.0
self.simulation_time = 0
self.server_clock = pygame.time.Clock()
# World data
self.world = world
self.town_map = self.world.get_map()
self.actors_with_transforms = []
# Hero actor
self.hero_actor = None
self.hero_id = None
self.hero_transform = None
# The actors and map information
self.vehicle_polygons = []
self.walker_polygons = []
self.waypoints = None
self.red_light = False
# Create Surfaces
self.map_image = MapImage(
carla_world=self.world,
carla_map=self.town_map,
pixels_per_meter=self.params['pixels_per_meter'])
self.original_surface_size = min(
self.params['screen_size'][0], self.params['screen_size'][1])
self.surface_size = self.map_image.big_map_surface.get_width() # 4135 x 4135
# Render Actors
self.actors_surface = pygame.Surface(
(self.map_image.surface.get_width(), self.map_image.surface.get_height())) # 4135 x 4135
self.actors_surface.set_colorkey(COLOR_BLACK)
self.waypoints_surface = pygame.Surface(
(self.map_image.surface.get_width(), self.map_image.surface.get_height())) # 4135 x 4135
self.waypoints_surface.set_colorkey(COLOR_BLACK)
scaled_original_size = self.original_surface_size * (1.0 / 0.62) # 1/0.62 times
self.hero_surface = pygame.Surface(
(scaled_original_size, scaled_original_size)).convert()
self.result_surface = pygame.Surface(
(self.surface_size, self.surface_size)).convert()
self.result_surface.set_colorkey(COLOR_BLACK)
weak_self = weakref.ref(self)
self.world.on_tick(
lambda timestamp: BirdeyeRender.on_world_tick(weak_self, timestamp))
def set_hero(self, hero_actor, hero_id):
self.hero_actor = hero_actor
self.hero_id = hero_id
def tick(self, clock):
actors = self.world.get_actors()
self.actors_with_transforms = [
(actor, actor.get_transform()) for actor in actors]
if self.hero_actor is not None:
self.hero_transform = self.hero_actor.get_transform()
@staticmethod
def on_world_tick(weak_self, timestamp):
self = weak_self()
if not self:
return
self.server_clock.tick()
self.server_fps = self.server_clock.get_fps()
self.simulation_time = timestamp.elapsed_seconds
def _split_actors(self):
vehicles = []
walkers = []
for actor_with_transform in self.actors_with_transforms:
actor = actor_with_transform[0]
if 'vehicle' in actor.type_id:
vehicles.append(actor_with_transform)
elif 'walker.pedestrian' in actor.type_id:
walkers.append(actor_with_transform)
if self.hero_actor is not None and len(vehicles) > 1:
location = self.hero_transform.location
vehicle_list = [x[0]
for x in vehicles if x[0].id != self.hero_actor.id]
def distance(v): return location.distance(v.get_location())
for n, vehicle in enumerate(sorted(vehicle_list, key=distance)):
if n > 15:
break
return (vehicles, walkers)
def _render_hist_actors(self, surface, actor_polygons, actor_type, world_to_pixel, num):
lp = len(actor_polygons)
color = COLOR_SKY_BLUE_0
for i in range(max(0, lp-num), lp):
for ID, poly in actor_polygons[i].items():
corners = []
for p in poly:
corners.append(carla.Location(x=p[0], y=p[1]))
corners.append(carla.Location(x=poly[0][0], y=poly[0][1]))
corners = [world_to_pixel(p) for p in corners]
color_value = max(0.8 - 0.8/lp*(i+1), 0)
if ID == self.hero_id:
# red
color = pygame.Color(255, math.floor(
color_value*255), math.floor(color_value*255))
else:
if actor_type == 'vehicle':
# green
color = pygame.Color(math.floor(
color_value*255), 255, math.floor(color_value*255))
elif actor_type == 'walker':
# yellow
color = pygame.Color(
255, 255, math.floor(color_value*255))
pygame.draw.polygon(surface, color, corners)
def render_waypoints(self, surface, waypoints, world_to_pixel):
if self.red_light:
# purple
color = pygame.Color(math.floor(0.5*255), 0, math.floor(0.5*255))
else:
# blue
color = pygame.Color(0, 0, 255)
corners = []
for p in waypoints:
corners.append(carla.Location(x=p[0], y=p[1]))
corners = [world_to_pixel(p) for p in corners]
pygame.draw.lines(surface, color, False, corners, 20)
def render_actors(self, surface, vehicles, walkers):
self._render_hist_actors(
surface, vehicles, 'vehicle', self.map_image.world_to_pixel, 10)
self._render_hist_actors(
surface, walkers, 'walker', self.map_image.world_to_pixel, 10)
def clip_surfaces(self, clipping_rect):
self.actors_surface.set_clip(clipping_rect)
self.result_surface.set_clip(clipping_rect)
def render(self, display, center, render_types=None):
# clock tick
self.tick(self.server_clock)
if self.actors_with_transforms is None:
return
self.result_surface.fill(COLOR_BLACK)
scale_factor = 1.0
# Render Actors
self.actors_surface.fill(COLOR_BLACK)
self.render_actors(
self.actors_surface,
self.vehicle_polygons,
self.walker_polygons)
self.waypoints_surface.fill(COLOR_BLACK)
self.render_waypoints(
self.waypoints_surface,
self.waypoints,
self.map_image.world_to_pixel)
# Blit surfaces
if render_types == None:
surfaces = [(self.map_image.surface, (0,0)),
(self.actors_surface, (0,0)),
(self.waypoints_surface, (0,0)), ]
else:
surfaces = []
if 'roadmap' in render_types:
surfaces.append((self.map_image.surface, (0,0)))
if 'waypoints' in render_types:
surfaces.append((self.waypoints_surface, (0,0)))
if 'actors' in render_types:
surfaces.append((self.actors_surface, (0,0)))
angle = 0.0 if self.hero_actor is None else self.hero_transform.rotation.yaw + 90.0
center_offset = (0,0)
if self.hero_actor is not None:
hero_location_screen = self.map_image.world_to_pixel(
self.hero_transform.location)
hero_front = self.hero_transform.get_forward_vector()
translation_offset = (
hero_location_screen[0] -
self.hero_surface.get_width() / 2 +
hero_front.x *
self.params['pixels_ahead_vehicle'],
(hero_location_screen[1] -
self.hero_surface.get_height() /
2 +
hero_front.y *
self.params['pixels_ahead_vehicle']))
# Apply clipping rect
clipping_rect = pygame.Rect(translation_offset[0],
translation_offset[1],
self.hero_surface.get_width(),
self.hero_surface.get_height())
self.clip_surfaces(clipping_rect) # clip actor_surface and result_surface
Util.blits(self.result_surface, surfaces)
# Set background black
self.hero_surface.fill(COLOR_BLACK)
self.hero_surface.blit(self.result_surface, (-translation_offset[0],
-translation_offset[1]))
rotated_result_surface = pygame.transform.rotozoom(
self.hero_surface, angle, 1).convert()
# center = (display.get_width()-display.get_height()/2, display.get_height()/2)
rotation_pivot = rotated_result_surface.get_rect(center=center)
display.blit(rotated_result_surface, rotation_pivot)
else:
# Translation offset
translation_offset = (0, 0)
center_offset = (abs(display.get_height() -
self.surface_size) / 2 * scale_factor, 0)
# Apply clipping rect
clipping_rect = pygame.Rect(-translation_offset[0] - center_offset[0], -translation_offset[1],
self.params['screen_size'][0], self.params['screen_size'][1])
self.clip_surfaces(clipping_rect)
Util.blits(self.result_surface, surfaces)
display.blit(self.result_surface, (translation_offset[0] + center_offset[0],
translation_offset[1]))