#2 Remove intersection entrance class

This commit is contained in:
nsubiron 2017-12-15 18:03:44 +01:00
parent 05e6a5b309
commit 1ed7bda877
2 changed files with 0 additions and 140 deletions

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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
// de Barcelona (UAB), and the INTEL Visual Computing Lab.
//
// This work is licensed under the terms of the MIT license.
// For a copy, see <https://opensource.org/licenses/MIT>.
#include "Carla.h"
#include "IntersectionEntrance.h"
// Sets default values
AIntersectionEntrance::AIntersectionEntrance(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AIntersectionEntrance::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AIntersectionEntrance::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
TArray<FVector> AIntersectionEntrance::GetRoute(int it)
{
TArray<AActor*> points = Routes[it].points;
TArray<FVector> route;
for (int i = 0; i < points.Num(); ++i){
route.Add(points[i]->GetActorLocation());
}
return route;
}
float AIntersectionEntrance::GetProbability(int it)
{
return Routes[it].probability;
}
/*
#if WITH_EDITOR
void AIntersectionEntrance::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property) {
if (bCreateRoutes && (GetWorld() != nullptr)) {
//ClearRoutes();
for (int i = 0; i < Routes.Num(); ++i){
for(int e = 0; e < Routes[i].points.Num(); ++e){
AActor* actor= GetWorld()->SpawnActor<AActor>();//USphereComponent* createdComp = NewObject<USphereComponent>(this);//CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
USceneComponent* SphereMesh = NewObject<USceneComponent>(actor);
SphereMesh->AttachToComponent(RootComponent,FAttachmentTransformRules::KeepWorldTransform);
if(actor)
{
actor->RegisterAllComponents();
Routes[i].points[e] = actor;
//Routes[i].points[e].position = createdComp->GetRelativeTransform().GetLocation();
}
}
}
}
}
bCreateRoutes = false;
}
#endif // WITH_EDITOR
*/

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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
// de Barcelona (UAB), and the INTEL Visual Computing Lab.
//
// This work is licensed under the terms of the MIT license.
// For a copy, see <https://opensource.org/licenses/MIT>.
#pragma once
#include "GameFramework/Actor.h"
#include "IntersectionEntrance.generated.h"
USTRUCT(BlueprintType)
struct FRoute {
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category=TrafficRoutes, EditAnywhere)
TArray < AActor *> points;
UPROPERTY(BlueprintReadWrite, Category=TrafficRoutes, EditAnywhere)
float probability = 0.0f;
};
UCLASS(BlueprintType)
class CARLA_API AIntersectionEntrance : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AIntersectionEntrance(const FObjectInitializer& ObjectInitializer);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
UFUNCTION(BlueprintCallable, Category="Trigger")
TArray<FVector> GetRoute(int route);
UFUNCTION(BlueprintCallable, Category="Trigger")
float GetProbability(int route);
/*
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif // WITH_EDITOR
*/
public:
UPROPERTY(Category = "Routes", EditAnywhere)
bool bCreateRoutes = false;
UPROPERTY(BlueprintReadWrite, Category=TrafficRoutes, EditAnywhere)
TArray< FRoute > Routes;
};