Document measurements
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@ -58,6 +58,8 @@ and the possible types of images are
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type = 2 Depth (Depth Map)
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type = 3 SemanticSegmentation (Semantic Segmentation)
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The measurements message is explained in detail [here](measurements.md).
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[fcolorlink]: https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/FColor/index.html "FColor API Documentation"
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###### Control thread
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@ -5,6 +5,7 @@ CARLA Documentation
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* [How to run CARLA server and client](how_to_run.md)
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* [CARLA Settings](carla_settings.md)
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* [Measurements](measurements.md)
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* [Troubleshooting](troubleshooting.md)
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#### Building from source
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@ -0,0 +1,111 @@
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Measurements
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============
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Every frame the server sends a package with the measurements and images gathered
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to the client. This document describes the details of these measurements.
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Time-stamps
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-----------
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Since CARLA can be run at fixed-frame rate, we keep track of two different
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time-stamps.
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Key | Type | Description
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-------------------------- | --------- | ------------
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platform_timestamp | uint32 | Time-stamp of the current frame, in milliseconds as given by the OS.
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game_timestamp | uint32 | In-game time-stamp, milliseconds elapsed since the beginning of the current level.
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In real-time mode, the elapsed time between two time steps should be similar
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both platform and game time-stamps. When run in fixed-time step, the game
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time-stamp increments in constant time steps (delta=1/FPS) while the platform
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time-stamp keeps the actual time elapsed.
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Player measurements
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-------------------
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Key | Type | Description
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-------------------------- | --------- | ------------
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transform | Transform | World transform of the player.
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acceleration | Vector3D | Current acceleration of the player.
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forward_speed | float | Forward speed in km/h.
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collision_vehicles | float | Collision intensity with other vehicles.
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collision_pedestrians | float | Collision intensity with pedestrians.
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collision_other | float | General collision intensity (everything else but pedestrians and vehicles).
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intersection_otherlane | float | Percentage of the car invading other lanes.
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intersection_offroad | float | Percentage of the car off-road.
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ai_control | Control | Vehicle's AI control that would apply this frame.
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###### Transform
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The transform contains two Vector3D objects, location and orientation.
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Currently, the orientation is represented as the Cartesian coordinates X, Y, Z.
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_We will probably change this in the future to Roll, Pitch, and Yaw_
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###### Collision
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Collision variables keep an accumulation of all the collisions occurred during
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this episode. Every collision contributes proportionally to the intensity of the
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collision (norm of the normal impulse between the two colliding objects).
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Three different counts are kept (pedestrians, vehicles, and other). Colliding
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objects are classified based on their tag (same as for semantic segmentation).
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!!! Bug
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See [#13 Collisions are not annotated when vehicle's speed is low](https://github.com/carla-simulator/carla/issues/13)
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Collisions are not annotated if the vehicle is not moving (<1km/h) to avoid
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annotating undesired collision due to mistakes in the AI of non-player agents.
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###### Lane/off-road intersection
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The lane intersection measures the percentage of the vehicle invading the
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opposite lane. The off-road intersection measures the percentage of the vehicle
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outside the road.
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These values are computed intersecting the bounding box of the vehicle (as a 2D
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rectangle) against the map image of the city. These images are generated in the
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editor and serialized for runtime use. You can find them too in the release
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package under the folder "RoadMaps".
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###### AI control
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The `ai_control` measurement contains the control values that the in-game AI
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would apply if it were controlling the vehicle.
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This is the same structure used to send the vehicle control to the server.
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Key | Type | Description
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-------------------------- | --------- | ------------
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steer | float | Steering angle between [-1.0, 1.0] (*)
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throttle | float | Throttle input between [ 0.0, 1.0]
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brake | float | Brake input between [ 0.0, 1.0]
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hand_brake | bool | Whether the hand-brake is engaged
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reverse | bool | Whether the vehicle is in reverse gear
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(*) The actual steering angle depends on the vehicle used. The default Mustang
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has a maximum steering angle of 70 degrees (this can be checked in the vehicle's
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front wheel blueprint).
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Non-player agents info
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----------------------
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To receive info of every non-player agent in the scene every frame you need to
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activate this option in the settings file sent by the client at the beginning of
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the episode.
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```ini
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[CARLA/Server]
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SendNonPlayerAgentsInfo=true
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```
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If enabled, the server attaches a list of agents to the measurements package
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every frame. Each of these agents has an unique id that identifies it, and
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belongs to one of the following classes
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* **Vehicle** Contains its transform, bounding-box, and forward speed.
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* **Pedestrian** Contains its transform, bounding-box, and forward speed. (*)
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* **Traffic light** Contains its transform and state (green, yellow, red).
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* **Speed-limit sign** Contains its transform and speed-limit.
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(*) At this point every pedestrian is assumed to have the same bounding-box
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size.
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@ -7,6 +7,7 @@ pages:
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- Using CARLA:
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- 'How to run CARLA server and client': 'how_to_run.md'
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- 'CARLA Settings': 'carla_settings.md'
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- 'Measurements': 'measurements.md'
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- 'Troubleshooting': 'troubleshooting.md'
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- Building from source:
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- 'How to build on Linux': 'how_to_build_on_linux.md'
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