carla/PythonAPI/docs/world.yml

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---
- module_name: carla
# - CLASSES ------------------------------
classes:
- class_name: Timestamp
# - DESCRIPTION ------------------------
doc: >
Class that contains time information for simulated data. This information is automatically retrieved as part of the carla.WorldSnapshot the client gets on every frame, but might also be used in many other situations such as a carla.Sensor retrieveing data.
# - PROPERTIES -------------------------
instance_variables:
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- var_name: frame
type: int
doc: >
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The number of frames elapsed since the simulator was launched.
- var_name: elapsed_seconds
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type: float
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var_units: seconds
doc: >
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Simulated seconds elapsed since the beginning of the current episode.
- var_name: delta_seconds
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type: float
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var_units: seconds
doc: >
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Simulated seconds elapsed since the previous frame.
- var_name: platform_timestamp
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type: float
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var_units: seconds
doc: >
Time register of the frame at which this measurement was taken given by the OS in seconds.
# - METHODS ----------------------------
methods:
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- def_name: __init__
params:
- param_name: frame
type: int
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- param_name: elapsed_seconds
type: float
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param_units: seconds
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- param_name: delta_seconds
type: float
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param_units: seconds
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- param_name: platform_timestamp
type: float
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param_units: seconds
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# --------------------------------------
- def_name: __eq__
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params:
- param_name: other
type: carla.Timestamp
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param_units: seconds
# --------------------------------------
- def_name: __ne__
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params:
- param_name: other
type: carla.Timestamp
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param_units: seconds
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# --------------------------------------
- def_name: __str__
# --------------------------------------
- class_name: ActorList
# - DESCRIPTION ------------------------
doc: >
A class that contains every actor present on the scene and provides access to them. The list is automatically created and updated by the server and it can be returned using carla.World.
# - METHODS ----------------------------
methods:
- def_name: filter
return: list
params:
- param_name: wildcard_pattern
type: str
doc: >
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Filters a list of Actors matching `wildcard_pattern` against their variable __<font color="#f8805a">type_id</font>__ (which identifies the blueprint used to spawn them). Matching follows [fnmatch](https://docs.python.org/2/library/fnmatch.html) standard.
# --------------------------------------
- def_name: find
return: carla.Actor
params:
- param_name: actor_id
type: int
doc: >
Finds an actor using its identifier and returns it or <b>None</b> if it is not present.
# --------------------------------------
- def_name: __getitem__
return: carla.Actor
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params:
- param_name: pos
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type: int
doc: >
Returns the actor corresponding to `pos` position in the list.
# --------------------------------------
- def_name: __iter__
doc: >
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Iterate over the carla.Actor contained in the list.
# --------------------------------------
- def_name: __len__
return: int
doc: >
Returns the amount of actors listed.
# --------------------------------------
- def_name: __str__
return: str
doc: >
Parses to the ID for every actor listed.
# --------------------------------------
- class_name: WorldSettings
# - DESCRIPTION ------------------------
doc: >
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The simulation has some advanced configuration options that are contained in this class and can be managed using carla.World and its methods. These allow the user to choose between client-server synchrony/asynchrony, activation of "no rendering mode" and either if the simulation should run with a fixed or variable time-step. Check [this](adv_synchrony_timestep.md) out if you want to learn about it.
# - PROPERTIES -------------------------
instance_variables:
- var_name: synchronous_mode
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type: bool
doc: >
States the synchrony between client and server. When set to true, the server will wait for a client tick in order to move forward. It is false by default.
- var_name: no_rendering_mode
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type: bool
doc: >
When enabled, the simulation will run no rendering at all. This is mainly used to avoid overhead during heavy traffic simulations. It is false by default.
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- var_name: fixed_delta_seconds
type: float
doc: >
Ensures that the time elapsed between two steps of the simulation is fixed. Set this to <b>0.0</b> to work with a variable time-step, as happens by default.
- var_name: substepping
type: bool
doc: >
Enable the physics substepping. This option allows computing some physics substeps between two render frames. If synchronous mode is set, the number of substeps and its time interval are fixed and computed are so they fulfilled the requirements of carla.WorldSettings.max_substep and carla.WorldSettings.max_substep_delta_time. These last two parameters need to be compatible with carla.WorldSettings.fixed_delta_seconds. Enabled by default.
- var_name: max_substep_delta_time
type: float
doc: >
Maximum delta time of the substeps. If the carla.WorldSettingsmax_substep is high enough, the substep delta time would be always below or equal to this value. By default, the value is set to 0.01.
- var_name: max_substeps
type: int
doc: >
The maximum number of physics substepping that are allowed. By default, the value is set to 10.
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- var_name: max_culling_distance
type: float
doc: >
Configure the max draw distance for each mesh of the level.
- var_name: deterministic_ragdolls
type: bool
doc: >
Defines wether to use deterministic physics for pedestrian death animations or physical ragdoll simulation.
When enabled, pedestrians have less realistic death animation but ensures determinism.
When disabled, pedestrians are simulated as ragdolls with more realistic simulation and collision but no determinsm can be ensured.
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- var_name: tile_stream_distance
type: float
doc: >
Used for large maps only. Configures the maximum distance from the hero vehicle to stream tiled maps. Regions of the map within this range will be visible (and capable of simulating physics). Regions outside this region will not be loaded.
- var_name: actor_active_distance
type: float
doc: >
Used for large maps only. Configures the distance from the hero vehicle to convert actors to dormant. Actors within this range will be active, and actors outside will become dormant.
- var_name: spectator_as_ego
type: bool
doc: >
Used for large maps only. Defines the influence of the spectator on tile loading in Large Maps. By default, the spectator will provoke loading of neighboring tiles in the absence of an ego actor. This might be inconvenient for applications that immediately spawn an ego actor.
# - METHODS ----------------------------
methods:
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- def_name: __init__
params:
- param_name: synchronous_mode
type: bool
default: False
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doc: >
Set this to true to enable client-server synchrony.
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- param_name: no_rendering_mode
type: bool
default: False
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doc: >
Set this to true to completely disable rendering in the simulation.
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- param_name: fixed_delta_seconds
type: float
default: 0.0
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param_units: seconds
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doc: >
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Set a fixed time-step in between frames. <code>0.0</code> means variable time-step and it is the default mode.
- param_name: max_culling_distance
type: float
default: 0.0
param_units: meters
doc: >
Configure the max draw distance for each mesh of the level.
- param_name: deterministic_ragdolls
type: bool
default: False
doc: >
Defines wether to use deterministic physics or ragdoll simulation for pedestrian deaths.
- param_name: tile_stream_distance
type: float
default: 3000
param_units: meters
doc: >
Used for large maps only. Configures the maximum distance from the hero vehicle to stream tiled maps.
- param_name: actor_active_distance
type: float
default: 2000
param_units: meters
doc: >
Used for large maps only. Configures the distance from the hero vehicle to convert actors to dormant.
- param_name: spectator_as_ego
type: bool
default: True
doc: >
Used for large maps only. Defines the influence of the spectator on tile loading in Large Maps.
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doc: >
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Creates an object containing desired settings that could later be applied through carla.World and its method __<font color="#7fb800">apply_settings()</font>__.
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# --------------------------------------
- def_name: __eq__
return: bool
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params:
- param_name: other
type: carla.WorldSettings
doc: >
Settings to be compared with.
doc: >
Returns <b>True</b> if both objects' variables are the same.
# --------------------------------------
- def_name: __ne__
return: bool
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params:
- param_name: other
type: carla.WorldSettings
doc: >
Settings to be compared with.
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doc: >
Returns <b>True</b> if both objects' variables are different.
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# --------------------------------------
- def_name: __str__
return: str
doc: >
Parses the established settings to a string and shows them in command line.
# --------------------------------------
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- class_name: EnvironmentObject
# - DESCRIPTION ------------------------
doc: >
Class that represents a geometry in the level, this geometry could be part of an actor formed with other EnvironmentObjects (ie: buildings).
# - PROPERTIES -------------------------
instance_variables:
- var_name: transform
type: carla.Transform
doc: >
Contains the location and orientation of the EnvironmentObject in world space.
- var_name: bounding_box
type: carla.BoundingBox
doc: >
Object containing a location, rotation and the length of a box for every axis in world space.
- var_name: id
type: int
doc: >
Unique ID to identify the object in the level.
- var_name: name
type: string
doc: >
Name of the EnvironmentObject.
- var_name: type
type: carla.CityObjectLabel
doc: >
Semantic tag.
# - METHODS ----------------------------
methods:
- def_name: __str__
return: str
doc: >
Parses the EnvironmentObject to a string and shows them in command line.
# --------------------------------------
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- class_name: AttachmentType
# - DESCRIPTION ------------------------
doc: >
Class that defines attachment options between an actor and its parent. When spawning actors, these can be attached to another actor so their position changes accordingly. This is specially useful for sensors. The snipet in carla.World.spawn_actor shows some sensors being attached to a car when spawned. Note that the attachment type is declared as an enum within the class.
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# - PROPERTIES -------------------------
instance_variables:
- var_name: Rigid
doc: >
With this fixed attachment the object follow its parent position strictly. This is the recommended attachment to retrieve precise data from the simulation.
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- var_name: SpringArm
doc: >
An attachment that expands or retracts the position of the actor, depending on its parent. This attachment is only recommended to record videos from the simulation where a smooth movement is needed. SpringArms are an Unreal Engine component so [check the UE docs](https://docs.unrealengine.com/en-US/Gameplay/HowTo/UsingCameras/SpringArmComponents/index.html) to learn more about them. <br><b style="color:red;">Warning:</b> The <b>SpringArm</b> attachment presents weird behaviors when an actor is spawned with a relative translation in the Z-axis (e.g. <code>child_location = Location(0,0,2)</code>).
- var_name: SpringArmGhost
doc: >
An attachment like the previous one but that does not make the collision test, and that means that it does not expands or retracts the position of the actor. The term **ghost** is because then the camera can cross walls and other geometries. This attachment is only recommended to record videos from the simulation where a smooth movement is needed. SpringArms are an Unreal Engine component so [check the UE docs](https://docs.unrealengine.com/en-US/Gameplay/HowTo/UsingCameras/SpringArmComponents/index.html) to learn more about them. <br><b style="color:red;">Warning:</b> The <b>SpringArm</b> attachment presents weird behaviors when an actor is spawned with a relative translation in the Z-axis (e.g. <code>child_location = Location(0,0,2)</code>).
# --------------------------------------
- class_name: LabelledPoint
# - DESCRIPTION ------------------------
doc: >
Class that represent a position in space with a semantic label.
# - PROPERTIES -------------------------
instance_variables:
- var_name: location
doc: >
Position in 3D space.
- var_name: label
doc: >
Semantic tag of the point.
# --------------------------------------
- class_name: MapLayer
# - DESCRIPTION ------------------------
doc: >
Class that represents each manageable layer of the map. Can be used as flags.
__WARNING: Only "Opt" maps are able to work with map layers.__
# - PROPERTIES -------------------------
instance_variables:
- var_name: NONE
doc: >
No layers selected
- var_name: Buildings
- var_name: Decals
- var_name: Foliage
- var_name: Ground
- var_name: ParkedVehicles
- var_name: Particles
- var_name: Props
- var_name: StreetLights
- var_name: Walls
- var_name: All
doc: >
All layers selected
# --------------------------------------
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- class_name: MaterialParameter
# - DESCRIPTION ------------------------
doc: >
Class that represents material parameters. Not all objects in the scene contain all parameters.
# - PROPERTIES -------------------------
instance_variables:
- var_name: Normal
doc: >
The Normal map of the object. Present in all objects.
- var_name: Diffuse
doc: >
The Diffuse texture of the object. Present in all objects.
- var_name: AO_Roughness_Metallic_Emissive
doc: >
A texture where each color channel represent a property of the material (R: Ambien oclusion, G: Roughness, B: Metallic, A: Emissive/Height map in some objects)
- var_name: Emissive
doc: >
Emissive texture. Present in a few objects.
# --------------------------------------
- class_name: TextureColor
# - DESCRIPTION ------------------------
doc: >
Class representing a texture object to be uploaded to the server. Pixel format is RGBA, uint8 per channel.
# - PROPERTIES -------------------------
instance_variables:
- var_name: width
type: int
doc: >
X-coordinate size of the texture.
- var_name: height
type: int
doc: >
Y-coordinate size of the texture.
# - METHODS ----------------------------
methods:
- def_name: __init__
params:
- param_name: width
type: int
- param_name: height
type: int
doc: >
Initializes a the texture with a (`width`, `height`) size.
- def_name: set_dimensions
params:
- param_name: width
type: int
- param_name: height
type: int
doc: >
Resizes the texture to te specified dimensions.
- def_name: get
return: carla.Color
params:
- param_name: x
type: int
- param_name: y
type: int
doc: >
Get the (x,y) pixel data.
- def_name: set
params:
- param_name: x
type: int
- param_name: y
type: int
- param_name: value
type: carla.Color
doc: >
Sets the (x,y) pixel data with `value`.
# --------------------------------------
- class_name: TextureFloatColor
# - DESCRIPTION ------------------------
doc: >
Class representing a texture object to be uploaded to the server. Pixel format is RGBA, float per channel.
# - PROPERTIES -------------------------
instance_variables:
- var_name: width
type: int
doc: >
X-coordinate size of the texture.
- var_name: height
type: int
doc: >
Y-coordinate size of the texture.
# - METHODS ----------------------------
methods:
- def_name: __init__
params:
- param_name: width
type: int
- param_name: height
type: int
doc: >
Initializes a the texture with a (`width`, `height`) size.
- def_name: set_dimensions
params:
- param_name: width
type: int
- param_name: height
type: int
doc: >
Resizes the texture to te specified dimensions.
- def_name: get
return: carla.FloatColor
params:
- param_name: x
type: int
- param_name: y
type: int
doc: >
Get the (x,y) pixel data.
- def_name: set
params:
- param_name: x
type: int
- param_name: y
type: int
- param_name: value
type: carla.FloatColor
doc: >
Sets the (x,y) pixel data with `value`.
# --------------------------------------
- class_name: World
# - DESCRIPTION ------------------------
doc: >
World objects are created by the client to have a place for the simulation to happen. The world contains the map we can see, meaning the asset, not the navigation map. Navigation maps are part of the carla.Map class. It also manages the weather and actors present in it. There can only be one world per simulation, but it can be changed anytime.
# - PROPERTIES -------------------------
instance_variables:
- var_name: id
type: int
doc: >
The ID of the episode associated with this world. Episodes are different sessions of a simulation. These change everytime a world is disabled or reloaded. Keeping track is useful to avoid possible issues.
- var_name: debug
type: carla.DebugHelper
doc: >
Responsible for creating different shapes for debugging. Take a look at its class to learn more about it.
# - METHODS ----------------------------
methods:
- def_name: apply_settings
return: int
params:
- param_name: world_settings
type: carla.WorldSettings
doc: >
This method applies settings contained in an object to the simulation running and returns the ID of the frame they were implemented.
warning: >
If synchronous mode is enabled, and there is a Traffic Manager running, this must be set to sync mode too. Read [this](adv_traffic_manager.md#synchronous-mode) to learn how to do it.
# --------------------------------------
- def_name: on_tick
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return: int
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params:
- param_name: callback
type: carla.WorldSnapshot
doc: >
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Function with a snapshot as compulsory parameter that will be called when the client receives a tick.
doc: >
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This method is used in [__asynchronous__ mode](https://carla.readthedocs.io/en/latest/adv_synchrony_timestep/). It starts callbacks from the client for the function defined as `callback`, and returns the ID of the callback. The function will be called everytime the server ticks. It requires a carla.WorldSnapshot as argument, which can be retrieved from __<font color="#7fb800">wait_for_tick()</font>__. Use __<font color="#7fb800">remove_on_tick()</font>__ to stop the callbacks.
# --------------------------------------
- def_name: remove_on_tick
params:
- param_name: callback_id
type: callback
doc: >
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The callback to be removed. The ID is returned when creating the callback.
doc: >
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Stops the callback for `callback_id` started with __<font color="#7fb800">on_tick()</font>__.
# --------------------------------------
- def_name: tick
return: int
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params:
- param_name: seconds
type: float
default: 10.0
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param_units: seconds
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doc: >
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Maximum time the server should wait for a tick. It is set to <code>10.0</code> by default.
doc: >
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This method is used in [__synchronous__ mode](https://carla.readthedocs.io/en/latest/adv_synchrony_timestep/), when the server waits for a client tick before computing the next frame. This method will send the tick, and give way to the server. It returns the ID of the new frame computed by the server.
note: >
If no tick is received in synchronous mode, the simulation will freeze. Also, if many ticks are received from different clients, there may be synchronization issues. Please read the docs about [synchronous mode](https://carla.readthedocs.io/en/latest/adv_synchrony_timestep/) to learn more.
# --------------------------------------
- def_name: wait_for_tick
return: carla.WorldSnapshot
params:
- param_name: seconds
type: float
default: 10.0
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param_units: seconds
doc: >
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Maximum time the server should wait for a tick. It is set to <code>10.0</code> by default.
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doc: >
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This method is used in [__asynchronous__ mode](https://carla.readthedocs.io/en/latest/adv_synchrony_timestep/). It makes the client wait for a server tick. When the next frame is computed, the server will tick and return a snapshot describing the new state of the world.
# --------------------------------------
- def_name: spawn_actor
return: carla.Actor
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params:
- param_name: blueprint
type: carla.ActorBlueprint
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doc: >
The reference from which the actor will be created.
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- param_name: transform
type: carla.Transform
doc: >
Contains the location and orientation the actor will be spawned with.
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- param_name: attach_to
type: carla.Actor
default: None
doc: >
The parent object that the spawned actor will follow around.
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- param_name: attachment
type: carla.AttachmentType
default: Rigid
doc: >
Determines how fixed and rigorous should be the changes in position according to its parent object.
doc: >
The method will create, return and spawn an actor into the world. The actor will need an available blueprint to be created and a transform (location and rotation). It can also be attached to a parent with a certain attachment type.
# --------------------------------------
- def_name: try_spawn_actor
return: carla.Actor
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params:
- param_name: blueprint
type: carla.ActorBlueprint
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doc: >
The reference from which the actor will be created.
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- param_name: transform
type: carla.Transform
doc: >
Contains the location and orientation the actor will be spawned with.
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- param_name: attach_to
type: carla.Actor
default: None
doc: >
The parent object that the spawned actor will follow around.
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- param_name: attachment
type: carla.AttachmentType
default: Rigid
doc: >
Determines how fixed and rigorous should be the changes in position according to its parent object.
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doc: >
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Same as __<font color="#7fb800">spawn_actor()</font>__ but returns <b>None</b> on failure instead of throwing an exception.
# --------------------------------------
- def_name: get_actor
return: carla.Actor
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params:
- param_name: actor_id
type: int
doc: >
Looks up for an actor by ID and returns <b>None</b> if not found.
# --------------------------------------
- def_name: get_actors
return: carla.ActorList
params:
- param_name: actor_ids
type: list
default: None
doc: >
The IDs of the actors being searched. By default it is set to <b>None</b> and returns every actor on scene.
doc: >
Retrieves a list of carla.Actor elements, either using a list of IDs provided or just listing everyone on stage. If an ID does not correspond with any actor, it will be excluded from the list returned, meaning that both the list of IDs and the list of actors may have different lengths.
# --------------------------------------
- def_name: get_blueprint_library
return: carla.BlueprintLibrary
doc: >
Returns a list of actor blueprints available to ease the spawn of these into the world.
# --------------------------------------
- def_name: get_vehicles_light_states
return: dict
doc: >
Returns a dict where the keys are carla.Actor IDs and the values are carla.VehicleLightState of that vehicle.
# --------------------------------------
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- def_name: get_level_bbs
params:
- param_name: actor_type
type: carla.CityObjectLabel
default: Any
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doc: >
Semantic tag of the elements contained in the bounding boxes that are returned.
return: array(carla.BoundingBox)
doc: >
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Returns an array of bounding boxes with location and rotation in world space. The method returns all the bounding boxes in the level by default, but the query can be filtered by semantic tags with the argument `actor_type`.
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# --------------------------------------
- def_name: get_environment_objects
params:
- param_name: object_type
type: carla.CityObjectLabel
default: Any
doc: >
Semantic tag of the EnvironmentObjects that are returned.
return: array(carla.EnvironmentObject)
doc: >
Returns a list of EnvironmentObject with the requested semantic tag.
The method returns all the EnvironmentObjects in the level by default, but the query can be filtered by semantic tags with the argument `object_type`.
# --------------------------------------
- def_name: enable_environment_objects
params:
- param_name: env_objects_ids
type: set(int)
doc: >
Set of EnvironmentObject ids to change.
- param_name: enable
type: bool
doc: >
State to be applied to all the EnvironmentObject of the set.
doc: >
Enable or disable a set of EnvironmentObject identified by their id. These objects will appear or disappear from the level.
# --------------------------------------
- def_name: get_lightmanager
return: carla.LightManager
doc: >
Returns an instance of carla.LightManager that can be used to handle the lights in the scene.
# --------------------------------------
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- def_name: freeze_all_traffic_lights
params:
- param_name: frozen
type: bool
doc: >
Freezes or unfreezes all traffic lights in the scene. Frozen traffic lights can be modified by the user but the time will not update them until unfrozen.
# --------------------------------------
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- def_name: reset_all_traffic_lights
doc: >
Resets the cycle of all traffic lights in the map to the initial state.
# --------------------------------------
- def_name: get_map
return: carla.Map
doc: >
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Asks the server for the XODR containing the map file, and returns this parsed as a carla.Map.
warning: >
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This method does call the simulation. It is expensive, and should only be called once.
# --------------------------------------
- def_name: get_traffic_light
return: carla.TrafficLight
params:
- param_name: landmark
type: carla.Landmark
doc: >
The landmark object describing a traffic light.
doc: >
Provided a landmark, returns the traffic light object it describes.
# --------------------------------------
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- def_name: get_traffic_light_from_opendrive_id
return: carla.TrafficLight
params:
- param_name: traffic_light_id
type: str
doc: >
The OpenDRIVE id.
doc: >
Returns the traffic light actor corresponding to the indicated OpenDRIVE id.
# --------------------------------------
- def_name: get_traffic_lights_from_waypoint
return: list(carla.TrafficLight)
params:
- param_name: waypoint
type: carla.Waypoint
doc: >
The input waypoint.
- param_name: distance
type: float
doc: >
Search distance.
doc: >
This function performs a search along the road in front of the specified waypoint and returns a list of traffic light actors found in the specified search distance.
# --------------------------------------
- def_name: get_traffic_lights_in_junction
return: list(carla.TrafficLight)
params:
- param_name: junction_id
type: int
doc: >
The id of the junction.
doc: >
Returns the list of traffic light actors affecting the junction indicated in `junction_id`.
# --------------------------------------
- def_name: get_traffic_sign
return: carla.TrafficSign
params:
- param_name: landmark
type: carla.Landmark
doc: >
The landmark object describing a traffic sign.
doc: >
Provided a landmark, returns the traffic sign object it describes.
# --------------------------------------
- def_name: get_random_location_from_navigation
return: carla.Location
doc: >
This can only be used with walkers. It retrieves a random location to be used as a destination using the __<font color="#7fb800">go_to_location()</font>__ method in carla.WalkerAIController. This location will be part of a sidewalk. Roads, crosswalks and grass zones are excluded. The method does not take into consideration locations of existing actors so if a collision happens when trying to spawn an actor, it will return an error. Take a look at [`generate_traffic.py`](https://github.com/carla-simulator/carla/blob/master/PythonAPI/examples/generate_traffic.py) for an example.
# --------------------------------------
- def_name: get_settings
return: carla.WorldSettings
doc: >
Returns an object containing some data about the simulation such as synchrony between client and server or rendering mode.
# --------------------------------------
- def_name: get_snapshot
return: carla.WorldSnapshot
doc: >
Returns a snapshot of the world at a certain moment comprising all the information about the actors.
# --------------------------------------
- def_name: get_spectator
return: carla.Actor
doc: >
Returns the spectator actor. The spectator is a special type of actor created by Unreal Engine, usually with ID=0, that acts as a camera and controls the view in the simulator window.
# --------------------------------------
- def_name: get_weather
return: carla.WeatherParameters
doc: >
Retrieves an object containing weather parameters currently active in the simulation, mainly cloudiness, precipitation, wind and sun position.
# --------------------------------------
- def_name: set_weather
params:
- param_name: weather
type: carla.WeatherParameters
doc: >
New conditions to be applied.
doc: >
Changes the weather parameteres ruling the simulation to another ones defined in an object.
# --------------------------------------
- def_name: cast_ray
return: list(carla.LabelledPoint)
params:
- param_name: initial_location
type: carla.Location
doc: >
The initial position of the ray.
- param_name: final_location
type: carla.Location
doc: >
The final position of the ray.
doc: >
Casts a ray from the specified initial_location to final_location. The function then detects all geometries intersecting the ray and returns a list of carla.LabelledPoint in order.
# --------------------------------------
- def_name: project_point
return: carla.LabelledPoint
params:
- param_name: location
type: carla.Location
doc: >
The point to be projected.
- param_name: direction
type: carla.Vector3D
doc: >
The direction of projection.
- param_name: search_distance
type: float
doc: >
The maximum distance to perform the projection
doc: >
Projects the specified point to the desired direction in the scene. The functions casts a ray from location in a direction and returns a carla.Labelled object with the first geometry this ray intersects. If no geometry is found in the search_distance range the function returns `None`.
# --------------------------------------
- def_name: ground_projection
return: carla.LabelledPoint
params:
- param_name: location
type: carla.Location
doc: >
The point to be projected.
- param_name: search_distance
type: float
doc: >
The maximum distance to perform the projection
doc: >
Projects the specified point downwards in the scene. The functions casts a ray from location in the direction (0,0,-1) (downwards) and returns a carla.LabelledPoint object with the first geometry this ray intersects (usually the ground). If no geometry is found in the search_distance range the function returns `None`.
# --------------------------------------
- def_name: load_map_layer
params:
- param_name: map_layers
type: carla.MapLayer
doc: >
Mask of level layers to be loaded.
doc: >
Loads the selected layers to the level.
If the layer is already loaded the call has no effect.
warning: This only affects "Opt" maps. The minimum layout includes roads, sidewalks, traffic lights and traffic signs.
# --------------------------------------
- def_name: unload_map_layer
params:
- param_name: map_layers
type: carla.MapLayer
doc: >
Mask of level layers to be unloaded.
doc: >
Unloads the selected layers to the level.
If the layer is already unloaded the call has no effect.
warning: This only affects "Opt" maps. The minimum layout includes roads, sidewalks, traffic lights and traffic signs.
# --------------------------------------
- def_name: set_pedestrians_cross_factor
params:
- param_name: percentage
type: float
doc: >
Sets the percentage of pedestrians that can walk on the road or cross at any point on the road. Value should be between `0.0` and `1.0`. For example, a value of `0.1` would allow 10% of pedestrians to walk on the road. __Default is `0.0`__.
note: >
Should be set before pedestrians are spawned.
# --------------------------------------
- def_name: set_pedestrians_seed
params:
- param_name: seed
type: int
doc: >
Sets the seed to use for any random number generated in relation to pedestrians.
note: >
Should be set before pedestrians are spawned.
If you want to repeat the same exact bodies (blueprint) for each pedestrian, then use the same seed in the Python code (where the blueprint is choosen randomly) and here, otherwise the pedestrians will repeat the same paths but the bodies will be different.
# --------------------------------------
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- def_name: apply_color_texture_to_object
params:
- param_name: object_name
type: str
- param_name: material_parameter
type: carla.MaterialParameter
- param_name: texture
type: TextureColor
doc: >
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
# --------------------------------------
- def_name: apply_float_color_texture_to_object
params:
- param_name: object_name
type: str
- param_name: material_parameter
type: carla.MaterialParameter
- param_name: texture
type: TextureFloatColor
doc: >
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
# --------------------------------------
- def_name: apply_textures_to_object
params:
- param_name: object_name
type: str
- param_name: diffuse_texture
type: TextureColor
- param_name: emissive_texture
type: TextureFloatColor
- param_name: normal_texture
type: TextureFloatColor
- param_name: ao_roughness_metallic_emissive_texture
type: TextureFloatColor
doc: >
Applies all texture fields in carla.MaterialParameter to the object `object_name`. Empty textures here will not be applied.
# --------------------------------------
- def_name: apply_color_texture_to_objects
params:
- param_name: objects_name_list
type: list(str)
- param_name: material_parameter
type: carla.MaterialParameter
- param_name: texture
type: TextureColor
doc: >
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to all objects in `objects_name_list`.
# --------------------------------------
- def_name: apply_float_color_texture_to_objects
params:
- param_name: objects_name_list
type: list(str)
- param_name: material_parameter
type: carla.MaterialParameter
- param_name: texture
type: TextureFloatColor
doc: >
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to all objects in `objects_name_list`.
# --------------------------------------
- def_name: apply_textures_to_objects
params:
- param_name: objects_name_list
type: list(str)
- param_name: diffuse_texture
type: TextureColor
- param_name: emissive_texture
type: TextureFloatColor
- param_name: normal_texture
type: TextureFloatColor
- param_name: ao_roughness_metallic_emissive_texture
type: TextureFloatColor
doc: >
Applies all texture fields in carla.MaterialParameter to all objects in `objects_name_list`. Empty textures here will not be applied.
# --------------------------------------
- def_name: get_names_of_all_objects
return: list(str)
doc: >
Returns a list of the names of all objects in the scene that can be painted with the apply texture functions.
# --------------------------------------
- def_name: __str__
return:
string
doc: >
The content of the world is parsed and printed as a brief report of its current state.
# --------------------------------------
- class_name: DebugHelper
# - DESCRIPTION ------------------------
doc: >
Helper class part of carla.World that defines methods for creating debug shapes. By default, shapes last one second. They can be permanent, but take into account the resources needed to do so. Take a look at the snipets available for this class to learn how to debug easily in CARLA.
# - METHODS ----------------------------
methods:
- def_name: draw_arrow
params:
- param_name: begin
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type: carla.Location
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param_units: meters
doc: >
Point in the coordinate system where the arrow starts.
- param_name: end
type: carla.Location
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param_units: meters
doc: >
Point in the coordinate system where the arrow ends and points towards to.
- param_name: thickness
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type: float
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default: 0.1
param_units: meters
doc: >
Density of the line.
- param_name: arrow_size
type: float
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default: 0.1
param_units: meters
doc: >
Size of the tip of the arrow.
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- param_name: color
type: carla.Color
default: (255,0,0)
doc: >
RGB code to color the object. Red by default.
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- param_name: life_time
type: float
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default: -1.0
param_units: seconds
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doc: >
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Shape's lifespan. By default it only lasts one frame. Set this to <code>0</code> for permanent shapes.
doc: >
Draws an arrow from `begin` to `end` pointing in that direction.
# --------------------------------------
- def_name: draw_box
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params:
- param_name: box
type: carla.BoundingBox
doc: >
Object containing a location and the length of a box for every axis.
- param_name: rotation
type: carla.Rotation
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param_units: degrees (pitch,yaw,roll)
doc: >
Orientation of the box according to Unreal Engine's axis system.
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- param_name: thickness
type: float
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default: 0.1
param_units: meters
doc: >
Density of the lines that define the box.
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- param_name: color
type: carla.Color
default: (255,0,0)
doc: >
RGB code to color the object. Red by default.
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- param_name: life_time
type: float
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default: -1.0
param_units: seconds
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doc: >
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Shape's lifespan. By default it only lasts one frame. Set this to <code>0</code> for permanent shapes.
doc: >
Draws a box, ussually to act for object colliders.
# --------------------------------------
- def_name: draw_line
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params:
- param_name: begin
type: carla.Location
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param_units: meters
doc: >
Point in the coordinate system where the line starts.
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- param_name: end
type: carla.Location
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param_units: meters
doc: >
Spot in the coordinate system where the line ends.
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- param_name: thickness
type: float
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default: 0.1
param_units: meters
doc: >
Density of the line.
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- param_name: color
type: carla.Color
default: (255,0,0)
doc: >
RGB code to color the object. Red by default.
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- param_name: life_time
type: float
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default: -1.0
param_units: seconds
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doc: >
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Shape's lifespan. By default it only lasts one frame. Set this to <code>0</code> for permanent shapes.
doc: >
Draws a line in between `begin` and `end`.
# --------------------------------------
- def_name: draw_point
params:
- param_name: location
type: carla.Location
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param_units: meters
doc: >
Spot in the coordinate system to center the object.
- param_name: size
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type: float
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default: 0.1
param_units: meters
doc: >
Density of the point.
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- param_name: color
type: carla.Color
default: (255,0,0)
doc: >
RGB code to color the object. Red by default.
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- param_name: life_time
type: float
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default: -1.0
param_units: seconds
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doc: >
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Shape's lifespan. By default it only lasts one frame. Set this to <code>0</code> for permanent shapes.
doc: >
Draws a point `location`.
# --------------------------------------
- def_name: draw_string
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params:
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- param_name: location
type: carla.Location
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param_units: meters
doc: >
Spot in the simulation where the text will be centered.
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- param_name: text
type: str
doc: >
Text intended to be shown in the world.
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- param_name: draw_shadow
type: bool
default: False
doc: >
Casts a shadow for the string that could help in visualization. It is disabled by default.
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- param_name: color
type: carla.Color
default: (255,0,0)
doc: >
RGB code to color the string. Red by default.
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- param_name: life_time
type: float
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default: -1.0
param_units: seconds
doc: >
Shape's lifespan. By default it only lasts one frame. Set this to <code>0</code> for permanent shapes.
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doc: >
Draws a string in a given location of the simulation which can only be seen server-side.
# --------------------------------------
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...