New iteration with pics

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sergi-e 2020-04-28 15:23:25 +02:00 committed by bernat
parent a4efcd36fd
commit 0a01014790
19 changed files with 42 additions and 20 deletions

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@ -49,14 +49,20 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
* __3.2 - Change the general collider__ — Select a box and adjust it to the shape of the vehicle.
* __3.3 - *Physics Type*__`Kinematic`.
* __3.4 - *Simulation Generates Hit Event*__ — Enabled.
<br>
![add_vehicle_step_03](img/add_vehicle_step_03.jpg)
<div style="text-align: right"><i>Step 3, set colliders.</i></div>
* __4. Create the Animation Blueprint__. In the new vehicle folder, click right and go to `Create advanced asset/Animation/Animation blueprint`.
* __4.1 - *Parent Class*__`VehicleAnimInstance`.
* __4.2 - *Skeleton*__`<vehicle_name>_Skeleton`.
* __4.3 - Rename the blueprint__`BP_<vehicle_name>_anim`.
* __4.4 - Copy an existing Animation Blueprint__ — Go to `Content/Carla/Static/Vehicle` and choose any vehicle folder. Open its Animation Blueprint and copy the content.
* __4.5 - Compile the Animation Blueprint__ — Connect the content in the blueprint and click the button `Compile` on the top left corner.
<br>
![add_vehicle_step_04](img/add_vehicle_step_04.jpg)
<div style="text-align: right"><i>Step 4.5, connect the blueprint.</i></div>
* __5. Create a folder for the vehicle blueprints__. Go to `Content/Carla/Blueprints/Vehicles` and create a new folder `<vehicle_name>`.
<br>
* __6. Create blueprints for the wheels__. Inside the folder, right-click and go to `Created advanced assets/Blueprints class`. Create two blueprints derived from `VehicleWheel`, one named `<vehicle_name>_FrontWheel` and the other `<vehicle_name>_RearWheel`.
@ -64,18 +70,27 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
* __6.2 - *Rig Config*__`CommonTireConfig`.
* __6.3 - On the front wheel__ — Set `Steer Angle`, default is `70`. Uncheck `Affected by Handbrake`.
* __6.4 - On the rear wheel__ — Set `Steer Angle` to `0`. Check `Affected by Handbrake`.
<br>
![add_vehicle_step_06](img/add_vehicle_step_06.jpg)
<div style="text-align: right"><i>Step 6.3, front wheel setup.</i></div>
* __7. Create a blueprint for the vehicle__. Inside the folder, create another blueprint derived from `BaseVehiclePawn` and named `BP_<vehicle_name>`.
* __7.1 - *Mesh*__ — Choose the skelletal mesh of the vehicle.
* __7.2 - *Anim class*__ — Choose the Animation blueprint created in *step 4*.
* __7.3 - *Vehicle bound*__ — Adjust it to include the whole volume of the vehicle.
<br>
![add_vehicle_step_07](img/add_vehicle_step_07.jpg)
<div style="text-align: right"><i>Step 6.3, create the blueprint.</i></div>
* __8. Pair the wheels with their blueprint__. In `Vehicle Movement/Wheel Setups` expand the menu and prepare each wheel.
* __8.1 - *Wheel_Front_Left*__`<vehicle_model>_FrontWheel`
* __8.2 - *Wheel_Front_Right*__`<vehicle_model>_FrontWheel`
* __8.3 - *Wheel_Rear_Left*__`<vehicle_model>_RearWheel`
* __8.4 - *Wheel_Rear_Right*__`<vehicle_model>_RearWheel`
<br>
![add_vehicle_step_08](img/add_vehicle_step_08.jpg)
<div style="text-align: right"><i>Step 8, pair the wheels.</i></div>
* __9 - Compile the blueprint__ — Click the button `Compile` on the top left corner.
<br>
* __10 - Add the vehicle__. In `Content/Carla/Blueprint/Vehicle`, open the `VehicleFactory` and add a new element to the array of vehicles.
@ -83,7 +98,10 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
* __10.2 - *Model*__ — Choose the name to be used in the blueprint library in CARLA.
* __10.3 - *Class*__`BP_<vehicle_name>`.
* __10.4 - *Recommended colours*__ — Optionally, provide a set of recommended colours for the vehicle.
<br>
![add_vehicle_step_10](img/add_vehicle_step_10.jpg)
<div style="text-align: right"><i>Step 10, add the new vehicle.</i></div>
* __11. Test the vehicle__. Launch CARLA, open a terminal in `PythonAPI/examples` and run the following command.
```sh
python manual_control.py --filter <model_name> # The name used in step 10.2

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@ -41,7 +41,8 @@ The blueprint __BP_RepSpline__ adds __individual__ elements along the path defin
* __Place Mesheson Points__ — If selected, an element will be added in the ending node of the curve.
* __Collision enabled__ — Set the type of collisions enabled for the meshes.
![bp_repspline_pic](img/map_customization/bp_repspline.jpg)
![bp_repspline_pic](img/map_customization/BP_Repspline.jpg)
<div style="text-align: right"><i>BP_RepSpline example.</i></div>
### BP_Spline
@ -49,7 +50,8 @@ The blueprint __BP_Spline__ adds __connected__ elements __strictly__ following t
* __Gap distance__ — Add a separation between elements.
![bp_spline_pic](img/map_customization/bp_spline03.jpg)
![bp_spline_pic](img/map_customization/BP_Spline.jpg)
<div style="text-align: right"><i>BP_Spline example.</i></div>
### BP_Wall
@ -59,8 +61,8 @@ The blueprint __BP_Wall__ adds __connected__ elements along the path defined by
* __Vertically aligned__ — If selected, the elements will be vertically aligned regarding the world axis.
* __Scale offset__ — Scale the length of the mesh to round out the connection between elements.
![bp_wall_pic](img/map_customization/bp_wall02.jpg)
![bp_wall_pic](img/map_customization/BP_Wall.jpg)
<div style="text-align: right"><i>BP_Wall example.</i></div>
### BP_SplinePowerLine
@ -68,7 +70,8 @@ The blueprint __BP_SplinePowerLine__ adds __electricity poles__ along the path d
This blueprint can be found in `Carla/Static/Pole`. This blueprint allows to set an __array of meshes__ to repeat, to provide variety.
![bp_splinepowerline_pic](img/map_customization/bp_splinepowerline.jpg)
![bp_splinepowerline_pic](img/map_customization/BP_Splinepowerline.jpg)
<div style="text-align: right"><i>BP_SplinePowerLine example.</i></div>
The power line that connects the pole meshes can be customized.
@ -76,7 +79,8 @@ The power line that connects the pole meshes can be customized.
* __Edit the tension__ value. If `0`, the power lines will be staight. The bigger the value, the looser the connection.
* __Set the sockets__. Sockets are empty meshes that represent the connection points of the power line. A wire is created form socket to socket between poles. The amount of sockets can be changed inside the pole meshes.
![bp_powerline_socket_pic](img/map_customization/bp_splinepowerline_sockets02.jpg)
![bp_powerline_socket_pic](img/map_customization/BP_Splinepowerline_Sockets.jpg)
<div style="text-align: right"><i>Visualization of the sockets for BP_SplinePowerLine.</i></div>
!!! Important
The amount of sockets and their names should be consistent between poles. Otherwise, visualization issues may arise.
@ -103,32 +107,32 @@ For each of them, there is a mesh to fill the center of the floor, and a __Corne
The following picture represents the global structure.
![bp_procedural_building_pic](img/map_customization/bp_procedural_building.jpg)
> *The picture above but only most basic structure with result side to side.*
![bp_procedural_building_visual](img/map_customization/BP_Procedural_Building_Visual.jpg)
<div style="text-align: right"><i>Visualization of the building structure.</i></div>
The __Base parameters__ set the dimensions of the building.
* ___Num Floors__ — Floors of the building. Repetitions of the __Body__ meshes.
* __Length X and Length Y__ — Area of the building. Repetitions of the central meshes for each side of the building.
> *Picture as above but with more complex structure. With several floors and repetitions. Cube scheme and final result side to side.*
![bp_procedural_building_full](img/map_customization/BP_Procedural_Building_Full.jpg)
<div style="text-align: right"><i>Example of BP_Procedural_Building.</i></div>
### Structure modifications
There are some additional options to modify the general structure of the building.
* __Disable corners__ — If selected, no corner meshes will be used.
* __Use full blocks__ — If selected, n
* __Use full blocks__ — If selected, the structure of the building will use only one mesh per floor. No corners nor repetitions will appear in each floor.
* __Doors__ — Meshes that appear in the ground floor, right in front of the central meshes. The amount of dloors and their location can be set. `0` is the initial position, `1` the next base repetition, and so on.
* __Walls__ — Meshes that substitute one or more sides of the building. For example, a plane mesh can be used to paint one side of the building.
> *Picture for the three of them side to side?*
![bp_procedural_building_extras](img/map_customization/BP_Procedural_Building_Extras.jpg)
<div style="text-align: right"><i>On the left, a building with no cornes and one door. <br> On the right, a building with a wall applied to one side of the building. The wall is a texture with no fire escape.</i></div>
---
That is all there is so far, regarding for the PTV-Vissim co-simulation with CARLA.
That is all there is so far, regarding the different map customization tools available in CARLA.
Open CARLA and mess around for a while. If there are any doubts, feel free to post these in the forum.