2019-09-06 17:07:21 +08:00
|
|
|
<h1>How to create and import a new map</h1>
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2018-12-14 02:57:47 +08:00
|
|
|
![Town03](img/create_map_01.jpg)
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
## 1 Create a new map
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
Files needed:
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* Binaries `.fbx` - All meshes you need to build the map, i.e., roads, lanemarking, sidewalk, ect.
|
|
|
|
* OpenDRIVE `.xodr` - Road network information that cars need to circulate on the map.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2020-02-21 19:17:45 +08:00
|
|
|
It is possible to modify an existing CARLA map, check out the [map customization](../dev/map_customization)
|
2019-09-06 17:07:21 +08:00
|
|
|
tutorial.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
The following steps will introduce the RoadRunner software for map creation. If the map is
|
|
|
|
created by other software, go to this [section](#3-importing-into-unreal).
|
2018-12-18 17:09:11 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
## 2 Create a new map with RoadRunner
|
2018-12-18 17:09:11 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
RoadRunner is a powerful software from Vector Zero to create 3D scenes. Using RoadRunner is easy,
|
|
|
|
in a few steps you will be able to create an impressive scene. You can download
|
|
|
|
a trial of RoadRunner at VectorZero's web page.
|
2018-12-18 17:09:11 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
<div class="vector-zero">
|
2020-02-15 01:07:48 +08:00
|
|
|
<a href="https://www.vectorzero.io/"><img src="./img/VectorZeroAndIcon.webp"/></a>
|
2019-09-06 17:07:21 +08:00
|
|
|
</div> <br>
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started.
|
|
|
|
|
|
|
|
They also have very useful [tutorials][rr_tutorials] on how to use RoadRunner, check them out!
|
|
|
|
|
|
|
|
[rr_docs]: https://tracetransit.atlassian.net/wiki/spaces/VS/pages/740622413/Getting+Started
|
|
|
|
|
|
|
|
[rr_tutorials]: https://www.youtube.com/channel/UCAIXf4TT8zFbzcFdozuFEDg/playlists
|
|
|
|
|
|
|
|
!!! important
|
|
|
|
Create the map centered arround (0, 0).
|
|
|
|
|
|
|
|
## 2.1 Validate the map
|
|
|
|
|
|
|
|
* Check that all connections and geometries seem correct.
|
|
|
|
|
|
|
|
![CheckGeometry](img/check_geometry.jpg)
|
|
|
|
|
|
|
|
* Visualize the OpenDRIVE road network by clicking on the `OpenDRIVE Preview Tool`
|
|
|
|
button and export.
|
|
|
|
|
|
|
|
![checkopen](img/check_open.jpg)
|
2018-12-18 17:09:11 +08:00
|
|
|
|
2018-12-12 18:07:47 +08:00
|
|
|
!!! note
|
2019-09-06 17:07:21 +08:00
|
|
|
The _OpenDrive Preview Tool_ button lets you test the integrity of the current map.
|
|
|
|
If there is any error with map junctions, click on `Maneuver Tool`
|
|
|
|
and `Rebuild Maneuver Roads` buttons.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
## 2.2 Export the map
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
After verifying that everything is correct, it is time to export the map to CARLA.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
1. Export the scene using the CARLA option in the main menu:<br>
|
|
|
|
`File > Export > CARLA (.fbx + .xml + .xodr)`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
2. Leave `Export individual Tiles` _unchecked_, this will generate only one fbx
|
|
|
|
file with all the pieces making it easier to keep track of the map.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![rr_export](img/rr_export_view.png)
|
2018-12-16 15:28:20 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
<br>
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
3. Click `Export`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
This will generate a `mapname.fbx` and `mapname.xodr` files within others.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
_For a more in-depth guide on how to use the exportation option,_
|
|
|
|
_check VectorZeros's [documentation][exportlink]._
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
[exportlink]: https://tracetransit.atlassian.net/wiki/spaces/VS/pages/752779356/Exporting+to+CARLA
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
## 3 Importing into Unreal
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
This section is divided into two. The first part shows how to import a map from RoadRunner
|
|
|
|
and the second part shows how to import a map from other software that generates `.fbx` and `.xodr` files.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
!!! important
|
|
|
|
The `.xodr` OpenDRIVE file should have the same name as the binary file `.fbx`
|
|
|
|
i.e. `mapname.fbx` `mapname.xodr`.
|
2018-12-16 15:28:20 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
We have also created a new way to import assets into Unreal,
|
2020-02-15 01:07:48 +08:00
|
|
|
check this [`guide`](./asset_packages_for_dist.md)!
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
### 3.1 Importing from RoadRunner
|
2018-12-14 02:57:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
#### 3.1.1 Plugin Installation
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
RoadRunner provides a series of plugins that make the importing simpler.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
1. Locate the plugins under RoadRunner's installation folder:<br>
|
|
|
|
`/usr/bin/VectorZero/Tools/Unreal/Plugins`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
2. Copy those folders to the CarlaUE4 plugins directory: `/carla/Unreal/CarlaUE4/Plugins/`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
3. Rebuild the plugin.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
##### Rebuild on Windows
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
1. Generate project files.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* Right-click the `.uproject` file and `Generate Visual Studio project files`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
2. Open the project and build the plugins.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
##### Rebuild on Linux
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
```sh
|
|
|
|
> UE4_ROOT/GenerateProjectFiles.sh -project="carla/Unreal/CarlaUE4/CarlaUE4.uproject" -game -engine
|
|
|
|
```
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
Finally, restart Unreal Engine and make sure the checkbox is on for both plugins `Edit > Plugins`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![rr_ue_plugins](img/rr-ue4_plugins.png)
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
#### 3.1.2 Importing
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
1. Import the _mapname.fbx_ file to a new folder under `/Content/Carla/Maps`
|
|
|
|
with the `Import` button.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![ue_import](img/ue_import_mapname.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
2. Set `Scene > Hierarchy Type` to _Create One Blueprint Asset_ (selected by default).
|
|
|
|
3. Set `Static Meshes > Normal Import Method` to _Import Normals_.
|
|
|
|
|
|
|
|
![ue_import_options](img/ue_import_options.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
4. Click `Import`.
|
|
|
|
|
|
|
|
5. Save the current level `File > Save Current As...` > _mapname_.
|
|
|
|
|
|
|
|
The new map should now appear next to the others in the Unreal Engine _Content Browser_.
|
|
|
|
|
|
|
|
![ue_level_content](img/ue_level_content.png)
|
|
|
|
|
|
|
|
And that's it! The map is ready!
|
|
|
|
|
|
|
|
### 3.2 Importing from the files
|
|
|
|
|
|
|
|
This is the generic way to import maps into Unreal.
|
|
|
|
|
|
|
|
1. Create a new level with the **Map** name in Unreal `Add New > Level` under `Content/Carla/Maps`.
|
|
|
|
2. Copy the Illumination folder and its content from the BaseMap `Content/Carla/Maps/BaseMap`
|
|
|
|
and paste it in the new level, otherwise, the map will be in the dark.
|
|
|
|
|
|
|
|
![ue_illumination](img/ue_illumination.png)
|
|
|
|
|
|
|
|
#### 3.2.1 Binaries (.fbx)
|
|
|
|
|
|
|
|
1. Import the _mapname.fbx_ file to a new folder under `/Content/Carla/Maps`
|
|
|
|
with the `Import` button. Make sure the following options are unchecked:
|
|
|
|
|
|
|
|
* Auto Generate Collision
|
|
|
|
* Combine Meshes
|
|
|
|
* Force Front xAxis
|
|
|
|
* Normal Import Method - _Import Normals_
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
2. Check the following options:
|
|
|
|
|
|
|
|
* Convert Scene Unit
|
|
|
|
* _If you want to import materials and textures:_
|
|
|
|
* Material Import Method - _Create new materials_
|
|
|
|
* Import Textures
|
|
|
|
|
|
|
|
![ue_import_file](img/ue_import_file.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
Once everything is loaded up, you should end with several static Meshes in the folder
|
|
|
|
you have selected.
|
|
|
|
|
|
|
|
3. Drag them all into the level.
|
|
|
|
|
|
|
|
![ue_meshes](img/ue_drag_meshes.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
4. When Unreal Engine finishes loading, center the meshes at point (0, 0, 0) and you will have
|
|
|
|
your map in Unreal! Congratulations!
|
|
|
|
|
|
|
|
![Transform_Map](img/transform.jpg)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
5. Generate collisions, so pedestrians and vehicles don't fall into the abyss.
|
|
|
|
|
|
|
|
* Select the meshes that will have collision.
|
|
|
|
* Right-click `Asset Actions > Bulk Edit via Property Matrix...`.
|
|
|
|
|
|
|
|
![ue_selectmesh_collision](img/ue_selectmesh_collision.png)
|
|
|
|
|
|
|
|
* Search for _collision_ in Property's Matrix search box.
|
|
|
|
* Change `Collision complexity` from `Project Default` to `Use Complex Collision As Simple`.
|
|
|
|
|
|
|
|
![ue_collision_complexity](img/ue_collision_complexity.png)
|
|
|
|
|
|
|
|
* Go to `File > Save All`.
|
|
|
|
|
|
|
|
6. Lastly, for the **semantic segmentation ground truth**, move the static meshes imported
|
|
|
|
under `Content/Carla/Maps/mapfolder` to `Carla/Static` subsequent folders:
|
|
|
|
|
|
|
|
* `Terrain/mapname`
|
|
|
|
* `Road/mapname`
|
|
|
|
* `RoadLines/mapname`
|
|
|
|
|
|
|
|
```sh
|
|
|
|
Content
|
|
|
|
└── Carla
|
|
|
|
├── Blueprints
|
|
|
|
├── Config
|
|
|
|
├── Exported Maps
|
|
|
|
├── HDMaps
|
|
|
|
├── Maps
|
|
|
|
└── Static
|
|
|
|
├── Terrain
|
|
|
|
│ └── mapname
|
|
|
|
│ └── Static Meshes
|
|
|
|
│
|
|
|
|
├── Road
|
|
|
|
│ └── mapname
|
|
|
|
│ └── Static Meshes
|
|
|
|
│
|
|
|
|
└── RoadLines
|
|
|
|
└── mapname
|
|
|
|
└── Static Meshes
|
|
|
|
```
|
|
|
|
|
|
|
|
![ue__semantic_segmentation](img/ue_ssgt.png)
|
|
|
|
|
|
|
|
#### 3.2.2 OpenDRIVE (.xodr)
|
|
|
|
|
|
|
|
1. Copy the `.xodr` file inside the `Content/Carla/Maps/OpenDrive` folder.
|
|
|
|
2. Open the Unreal level and drag the _Open Drive Actor_ inside the level.
|
|
|
|
It will read the level's name, search the Opendrive file with the same name and load it.
|
|
|
|
|
|
|
|
![ue_opendrive_actor](img/ue_opendrive_actor.png)
|
|
|
|
|
|
|
|
And that's it! Now the road network information is loaded into the map.
|
|
|
|
|
|
|
|
## 4. Setting up traffic behavior
|
|
|
|
|
|
|
|
Once everything is loaded into the level, it is time to create traffic behavior.
|
|
|
|
|
|
|
|
1. Click on the _Open Drive Actor_.
|
|
|
|
2. Check the following boxes in the same order:
|
|
|
|
* Add Spawners
|
|
|
|
* (Optional) On Intersections (For more spawn points)
|
|
|
|
* Generate Routes
|
|
|
|
|
|
|
|
This will generate a bunch of _RoutePlanner_ and _VehicleSpawnPoint_ actors that make
|
|
|
|
it possible for vehicles to spawn and go in autopilot mode.
|
|
|
|
|
|
|
|
## 4.1 Traffic lights and signs
|
|
|
|
|
|
|
|
To regulate the traffic, traffic lights and signs must be placed all over the map.
|
|
|
|
|
|
|
|
1. Drag _traffic light / sign actors_ into the level and place them.
|
|
|
|
|
|
|
|
2. Adjust the _[`trigger box`][triggerlink]_ of each traffic light / sign
|
|
|
|
until it covers the road it affects.
|
|
|
|
[triggerlink]: ../python_api/#carla.TrafficSign.trigger_volume
|
|
|
|
|
|
|
|
![ue_trafficlight](img/ue_trafficlight.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
3. For traffic lights in junctions, drag a _traffic light group actor_ into the level and assign
|
|
|
|
all traffic lights involved.
|
|
|
|
|
|
|
|
![ue_tl_group](img/ue_tl_group.png)
|
|
|
|
|
|
|
|
These last steps may require some trial and error. _Traffic light timing_ and _traffic trigger boxes_
|
|
|
|
might need some tweaking and testing to fit perfectly into the city.
|
|
|
|
|
|
|
|
![ue_tlsigns_example](img/ue_tlsigns_example.png)
|
|
|
|
|
|
|
|
> _Example: Traffic Signs, Traffic lights and Turn based stop._
|
|
|
|
|
2019-09-11 00:22:33 +08:00
|
|
|
## 5 Adding pedestrian navigation areas
|
2019-09-06 17:07:21 +08:00
|
|
|
|
|
|
|
To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br>
|
|
|
|
<https://github.com/recastnavigation/recastnavigation>.
|
|
|
|
|
|
|
|
1. Clone or download _Recast & Detour_.
|
|
|
|
|
|
|
|
2. Before building RecastDemo you need to change `m_scale` variable from `1.0f` to `0.01f` in the
|
|
|
|
_MeshLoaderObj contructor_ in `RecastDemo/Source/MeshLoaderObj.cpp`.
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
rcMeshLoaderObj::rcMeshLoaderObj() :
|
|
|
|
m_scale(0.01f),
|
|
|
|
m_verts(0),
|
|
|
|
m_tris(0),
|
|
|
|
m_normals(0),
|
|
|
|
m_vertCount(0),
|
|
|
|
m_triCount(0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
```
|
|
|
|
Then build RecastDemo. Follow their [instructions][buildrecastlink] on how to build it.
|
|
|
|
|
|
|
|
[buildrecastlink]: https://github.com/recastnavigation/recastnavigation#building-recastdemo
|
|
|
|
|
|
|
|
**Back to Unreal Engine**
|
|
|
|
|
|
|
|
1. Select the meshes you want the pedestrians to be able to spawn and walk on.
|
|
|
|
|
|
|
|
![ue_mesh_to_obj](img/ue_mesh_to_obj.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
2. Export and save them as a `mapname.obj` file. `File > Export Selected...`.
|
|
|
|
3. Run RecastDemo `./RecastDemo`.
|
|
|
|
* Select `Solo Mesh` from the `Sample` parameter's box.
|
|
|
|
* Select the _mapname.obj_ file from the `Input Mesh` parameter's box.
|
|
|
|
|
|
|
|
![recast_example](img/recast_example.png)
|
|
|
|
|
|
|
|
<br>
|
|
|
|
|
|
|
|
4. First click on the `Build` button, then once the built has finished, click on the `Save` button.
|
|
|
|
5. Change the **filename** of the binary file generated at `RecastDemo/Bin` to `mapname.bin`.
|
|
|
|
6. Drag the _mapname.bin_ file into the `Nav` folder under `Content/Carla/Maps`.
|
|
|
|
|
|
|
|
Now pedestrians will be able to spawn randomly and walk on the selected meshes!
|
|
|
|
|
|
|
|
## Tips and Tricks
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* Traffic light group controls wich traffic light is active (green state) at each moment.
|
|
|
|
You can configure the timing that the lights stay in green `GreenTime`, the time it stays yellow
|
|
|
|
`YellowTime`, and the time it takes between one traffic light goes red and the next one
|
|
|
|
goes green `ChangeTime`.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
<div style="text-align:center"><img src="../img/ue_tl_group_times.png"/></div>
|
|
|
|
<br>
|
2019-01-16 03:04:19 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* You can add a vehicle spawn point. This should be placed 2 to 3 meters above a Route Planner's
|
|
|
|
trigger box and oriented as the route shows. When the vehicle falls, it will hit the trigger box
|
|
|
|
and the autopilot will take control of the vehicle.
|
2018-12-14 02:57:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![ue_vehicle_spawnpoint](img/ue_vehicle_spawnpoint.png)
|
2018-12-14 02:57:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* When you check `Generate Routes` in Open Drive Actor, it generates the road network but it won't
|
|
|
|
show individual planners. In order to show those points, please do the following:
|
2019-01-16 03:04:19 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
1. Select all `RoutePlanner` actors.
|
|
|
|
2. Move them.
|
|
|
|
3. Press `ctr + z` and they will show up on the map.
|
|
|
|
![ue_route_points](img/ue_route_points.png)
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* OpenDRIVE routes can be manually modified.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![ue_routeplanner_mod](img/ue_routeplanner_mod.png)
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* In order to add the map to the Unreal packaging system, go to:<br>
|
|
|
|
`Edit > Project Settings > Project > Packaging > Show Advanced > List of maps to include...` <br>
|
|
|
|
Then add the level to the array.
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
![ue_maps_to_include](img/ue_maps_to_include.png)
|
2018-12-12 18:07:47 +08:00
|
|
|
|
2019-09-06 17:07:21 +08:00
|
|
|
* To change default materials and use the ones that come with CARLA at:<br>
|
|
|
|
`Content/Carla/Static/GenericMaterials`.
|
|
|
|
* Unreal shortcuts to find materials and assets:
|
|
|
|
* `Right-click on the Asset > Browse to Asset`
|
2020-02-21 19:17:45 +08:00
|
|
|
* `Right-click on the Material > Asset Actions > Select Actors Using This Asset`
|