Updated make import to apply RoadPainter materials
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@ -11,6 +11,7 @@
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#endif
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#include "HAL/PlatformFilemanager.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Materials/MaterialInstanceConstant.h"
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static bool ValidateStaticMesh(UStaticMesh *Mesh)
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{
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@ -50,19 +51,32 @@ UPrepareAssetsForCookingCommandlet::UPrepareAssetsForCookingCommandlet()
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// Carla materials
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static ConstructorHelpers::FObjectFinder<UMaterial> MarkingNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
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static ConstructorHelpers::FObjectFinder<UMaterialInstanceConstant> RoadNode(TEXT(
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"MaterialInstanceConstant'/Game/Carla/Static/GenericMaterials/RoadPainterMaterials/M_Road_03.M_Road_03'"));
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if (RoadNode.Object == NULL) {
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/Masters/LowComplexity/M_Road1.M_Road1'"));
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RoadNodeMaterial = (UMaterial *)RoadNode.Object;
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}
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else {
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RoadNodeMaterialInstance = (UMaterialInstance *)RoadNode.Object;
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}
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNodeAux(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_Y.M_MarkingLane_Y'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> TerrainNodeMaterial(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/Grass/M_Grass01.M_Grass01'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> SidewalkNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/CheapMaterials/M_SideWalkCheap01'"));
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static ConstructorHelpers::FObjectFinder<UClass> RoadPainterBlueprint(TEXT(
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"Blueprint'/Game/Carla/Blueprints/LevelDesign/RoadPainterPreset.RoadPainterPreset_C'"));
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MarkingNodeMaterial = (UMaterial *) MarkingNode.Object;
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RoadNodeMaterial = (UMaterial *) RoadNode.Object;
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MarkingNodeMaterialAux = (UMaterial *) RoadNodeAux.Object;
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SidewalkNodeMaterial = (UMaterial *) SidewalkNode.Object;
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RoadPainterSubclass = RoadPainterBlueprint.Object;
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#endif
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}
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#if WITH_EDITORONLY_DATA
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@ -171,6 +185,10 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
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SpawnedMeshes.Add(MeshActor);
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ARoadPainterWrapper *RoadPainterBp = World->SpawnActor<ARoadPainterWrapper>(RoadPainterSubclass);
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RoadPainterBp->PaintAllRoadsEvent();
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RoadPainterBp->Destroy();
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if (bUseCarlaMaterials)
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{
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// Set Carla Materials depending on RoadRunner's Semantic Segmentation
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@ -182,8 +200,16 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
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}
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else if (AssetName.Contains(SSTags::R_ROAD1) || AssetName.Contains(SSTags::R_ROAD2))
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{
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if(RoadNodeMaterialInstance != NULL){
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MeshActor->GetStaticMeshComponent()->SetMaterial(0, RoadNodeMaterialInstance);
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}
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else {
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MeshActor->GetStaticMeshComponent()->SetMaterial(0, RoadNodeMaterial);
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}
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}
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else if (AssetName.Contains(SSTags::R_TERRAIN))
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{
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MeshActor->GetStaticMeshComponent()->SetMaterial(0, TerrainNodeMaterial);
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@ -9,7 +9,7 @@
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#include "Carla/OpenDrive/OpenDriveActor.h"
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#include "Commandlets/Commandlet.h"
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#include "Runtime/Engine/Classes/Engine/ObjectLibrary.h"
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#include "Util/RoadPainterWrapper.h"
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#include "Runtime/Engine/Classes/Engine/StaticMeshActor.h"
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#include "PrepareAssetsForCookingCommandlet.generated.h"
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@ -153,6 +153,10 @@ private:
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UPROPERTY()
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UMaterial *MarkingNodeMaterial;
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/// Material used by RoadPainter
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UPROPERTY()
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UMaterialInstance *RoadNodeMaterialInstance;
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/// Workaround material for the RoadNode mesh
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UPROPERTY()
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UMaterial *RoadNodeMaterial;
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@ -169,6 +173,10 @@ private:
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UPROPERTY()
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UMaterial *SidewalkNodeMaterial;
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/// Subclass for acquiring the RoadPainter blueprint
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UPROPERTY()
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TSubclassOf<ARoadPainterWrapper> RoadPainterSubclass;
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/// Saves @a Package in .umap format in path @a PackagePath inside Unreal
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/// Content folder
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bool SavePackage(const FString &PackagePath, UPackage *Package) const;
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@ -0,0 +1,11 @@
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// Copyright (c) 2020 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#include "RoadPainterWrapper.h"
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ARoadPainterWrapper::ARoadPainterWrapper(){
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}
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@ -0,0 +1,56 @@
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// Copyright (c) 2020 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "RoadPainterWrapper.generated.h"
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UCLASS()
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class CARLA_API ARoadPainterWrapper : public AActor
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{
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GENERATED_BODY()
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public:
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ARoadPainterWrapper();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void ZSizeEvent();
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//Paint events
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void PaintByActorEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void PaintOverSquareEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void PaintOverCircleEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void PaintAllRoadsEvent();
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//Spawn events
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void SpawnMeshesByActorEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void SpawnMeshesEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void SpawnDecalsEvent();
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//Clear events
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void ClearMaterialEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void ClearMaterialByActorEvent();
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UFUNCTION(BlueprintImplementableEvent, Category = "ARoadPainterWrapper")
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void ClearAllEvent();
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};
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