carla/Docs/tuto_A_add_props.md

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# Add new props
Props are the assets that populate the scene, besides the map, and the vehicles. That includes streetlights, buildings, trees, and much more. The simulator can ingest new props anytime in a simple process. This is really useful to create customized environments in a map.
* [__Prepare the package__](#prepare-the-package)
* [Create the folder structure](#create-the-folder-structure)
* [Create the JSON description](#create-the-json-description)
* [__Ingestion in a CARLA package__](#ingestion-in-a-carla-package)
* [__Ingestion in a build from source__](#ingestion-in-a-build-from-source)
---
## Prepare the package
### Create the folder structure
__1. Create a folder inside `carla/Import`.__ The name of the folder is not relevant.
__2. Create the subfolders.__ There should be one general subfolder for all the props, and inside of it, as many subfolders as props to import.
__3. Move the files of each prop to the corresponding subfolder.__ A prop subfolder will contain the `.fbx` mesh, and optionally, the textures required by it.
For instance, an `Import` folder with two separate packages should have a structure similar to the one below.
```sh
Import
├── Package01
│ ├── Package01.json
│ └── Props
│ ├── Prop01
│ │ ├── Prop01_Diff.png
│ │ ├── Prop01_Norm.png
│ │ ├── Prop01_Spec.png
│ │ └── Prop01.fbx
│ └── Prop02
│ └── Prop02.fbx
└── Package02
├── Packag02.json
└── Props
└── Prop03
└── Prop03.fbx
```
### Create the JSON description
Create a `.json` file in the root folder of the package. Name the file after the package. Note that this will be the distribution name. The content of the file will describe a JSON array of __maps__ and __props__ with basic information for each of them.
Corkyw10/maps documentation (#4233) * Restructured maps docs layout and fixed affected URLs * Updated RoadRunner map generation doc. Includes link for Leaderboard license * Updated package ingestion doc so it is located in the main navigation bar. All relative links have been fixed. * Moved customization information to separate tutorial. Added next steps * Moved manual preparation of json package to separate tutorial. * Added how to add traffic light and signs documentation. Updated nav with approriate page name. Cropped photo to show an updated view of UE editor * Redraft of the weather and landscape tutorial * Updated tutorial for using the road painter. Typo fix in other tutorials for map customization * Added tutorial to add levels to maps * Added images for maps tutorials * Minor syntax changes to manual package prep * Full drafts of map documentation * Added images and corrected names for building shaders * [NO_BUILD] First draft of Large Maps docs (#4396) * Drafting large map docs * Changed name of spawn_npc script * Syntax changes * Corrected hybrid mode dormant behavior, added code for setting ego vehicle, removed expensive note about map calls * Added section for roadrunner large maps * Added images to roadrunner docs and rearranged nav bar and titles. * Added corrections to import of large maps and standard map nomenclature Co-authored-by: bernat <bernatx@gmail.com> * Made corrections to spawn points and additional fbx folder information * Fixed mentions of normal maps to standard maps Co-authored-by: bernat <bernatx@gmail.com>
2021-07-30 17:20:23 +08:00
__Maps__ are not part of this tutorial, so this definition will be empty. There is a specific tutorial to [__add a new map__](tuto_M_custom_map_overview.md).
__Props__ need the following parameters.
* __name__ of the prop. This must be the same as the `.fbx`.
* __source__ path to the `.fbx`.
* __size__ estimation of the prop. The possible values are listed here.
* `tiny`
* `small`
* `medium`
* `big`
* `huge`
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* __tag__ value for the semantic segmentation. If the tag is misspelled, it will be read as `Unlabeled`.
* `Bridge`
* `Building`
* `Dynamic`
* `Fence`
* `Ground`
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* `GuardRail`
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* `Other`
* `Pedestrian`
* `Pole`
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* `RailTrack`
* `Road`
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* `RoadLine`
* `SideWalk`
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* `Sky`
* `Static`
* `Terrain`
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* `TrafficLight`
* `TrafficSign`
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* `Unlabeled`
* `Vegetation`
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* `Vehicles`
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* `Wall`
* `Water`
In the end, the `.json` should look similar to the one below.
```json
{
"maps": [
],
"props": [
{
"name": "MyProp01",
"size": "medium",
"source": "./Props/Prop01/Prop01.fbx",
"tag": "SemanticSegmentationTag01"
},
{
"name": "MyProp02",
"size": "small",
"source": "./Props/Prop02/Prop02.fbx",
"tag": "SemanticSegmentationTag02"
}
]
}
```
!!! Warning
Packages with the same name will produce an error.
---
## Ingestion in a CARLA package
This is the method used to ingest the props into a CARLA package such as CARLA 0.9.8.
A Docker image of Unreal Engine will be created. It acts as a black box that automatically imports the package into the CARLA image, and generates a ditribution package. The Docker image takes 4h and 400GB to be built. However, this is only needed the first time.
__1. Build a Docker image of Unreal Engine.__ Follow [these instructions](https://github.com/carla-simulator/carla/tree/master/Util/Docker) to build the image.
__2. Run the script to cook the props.__ In the folder `~/carla/Util/Docker` there is a script that connects with the Docker image previously created, and makes the ingestion automatically. It only needs the path for the input and output files, and the name of the package to be ingested.
```sh
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python3 docker_tools.py --input ~/path_to_package --output ~/path_for_output_assets --package=Package01
```
__3. Locate the package__. The Docker should have generated the package `Package01.tar.gz` in the output path. This is the standalone package for the assets.
__4. Import the package into CARLA.__
* __On Windows__ extract the package in the `WindowsNoEditor` folder.
* __On Linux__ move the package to the `Import` folder, and run the script to import it.
```sh
cd Util
./ImportAssets.sh
```
!!! Note
There is an alternative on Linux. Move the package to the `Import` folder and run the script `Util/ImportAssets.sh` to extract the package.
---
## Ingestion in a build from source
This is the method to import the props into a CARLA build from source.
The JSON file will be read to place the props inside the `Content` in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's `Config` folder. This will be used to define the props in the blueprint library, and expose them in the Python API. It will also be used if the package is exported as a [standalone package](tuto_A_create_standalone.md).
When everything is ready, run the command.
```sh
make import
```
!!! Warning
Make sure that the package is inside the `Import` folder in CARLA.
---
That is all there is to know about the different ways to import new props into CARLA. If there are any doubts, feel free to post these in the forum.
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