Fix Spelling mistakes

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Daniel 2024-07-24 18:06:10 +02:00
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9 changed files with 39 additions and 39 deletions

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@ -95,21 +95,21 @@ _</font>
##### Getters
- <a name="carla.Actor.get_acceleration"></a>**<font color="#7fb800">get_acceleration</font>**(<font color="#00a6ed">**self**</font>)
Returns the actor's 3D acceleration vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's 3D acceleration vector the client received during last tick. The method does not call the simulator.
- **Return:** _[carla.Vector3D](#carla.Vector3D)<small> - m/s<sup>2</sup></small>_
- <a name="carla.Actor.get_angular_velocity"></a>**<font color="#7fb800">get_angular_velocity</font>**(<font color="#00a6ed">**self**</font>)
Returns the actor's angular velocity vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's angular velocity vector the client received during last tick. The method does not call the simulator.
- **Return:** _[carla.Vector3D](#carla.Vector3D)<small> - deg/s</small>_
- <a name="carla.Actor.get_location"></a>**<font color="#7fb800">get_location</font>**(<font color="#00a6ed">**self**</font>)
Returns the actor's location the client recieved during last tick. The method does not call the simulator.
Returns the actor's location the client received during last tick. The method does not call the simulator.
- **Return:** _[carla.Location](#carla.Location)<small> - meters</small>_
- **Setter:** _[carla.Actor.set_location](#carla.Actor.set_location)_
- <a name="carla.Actor.get_transform"></a>**<font color="#7fb800">get_transform</font>**(<font color="#00a6ed">**self**</font>)
Returns the actor's transform (location and rotation) the client recieved during last tick. The method does not call the simulator.
Returns the actor's transform (location and rotation) the client received during last tick. The method does not call the simulator.
- **Return:** _[carla.Transform](#carla.Transform)_
- **Setter:** _[carla.Actor.set_transform](#carla.Actor.set_transform)_
- <a name="carla.Actor.get_velocity"></a>**<font color="#7fb800">get_velocity</font>**(<font color="#00a6ed">**self**</font>)
Returns the actor's velocity vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's velocity vector the client received during last tick. The method does not call the simulator.
- **Return:** _[carla.Vector3D](#carla.Vector3D)<small> - m/s</small>_
- <a name="carla.Actor.get_world"></a>**<font color="#7fb800">get_world</font>**(<font color="#00a6ed">**self**</font>)
Returns the world this actor belongs to.
@ -2495,7 +2495,7 @@ Time register of the frame at which this measurement was taken given by the OS i
## carla.TrafficLight<a name="carla.TrafficLight"></a>
<small style="display:block;margin-top:-20px;">Inherited from _[carla.TrafficSign](#carla.TrafficSign)_</small></br>
A traffic light actor, considered a specific type of traffic sign. As traffic lights will mostly appear at junctions, they belong to a group which contains the different traffic lights in it. Inside the group, traffic lights are differenciated by their pole index.
A traffic light actor, considered a specific type of traffic sign. As traffic lights will mostly appear at junctions, they belong to a group which contains the different traffic lights in it. Inside the group, traffic lights are differentiated by their pole index.
Within a group the state of traffic lights is changed in a cyclic pattern: one index is chosen and it spends a few seconds in green, yellow and eventually red. The rest of the traffic lights remain frozen in red this whole time, meaning that there is a gap in the last seconds of the cycle where all the traffic lights are red. However, the state of a traffic light can be changed manually.
@ -2957,7 +2957,7 @@ Returns the axis values for the vector parsed as string.
## carla.Vehicle<a name="carla.Vehicle"></a>
<small style="display:block;margin-top:-20px;">Inherited from _[carla.Actor](#carla.Actor)_</small></br>
One of the most important groups of actors in CARLA. These include any type of vehicle from cars to trucks, motorbikes, vans, bycicles and also official vehicles such as police cars. A wide set of these actors is provided in [carla.BlueprintLibrary](#carla.BlueprintLibrary) to facilitate differente requirements. Vehicles can be either manually controlled or set to an autopilot mode that will be conducted client-side by the <b>traffic manager</b>.
One of the most important groups of actors in CARLA. These include any type of vehicle from cars to trucks, motorbikes, vans, bicycles and also official vehicles such as police cars. A wide set of these actors is provided in [carla.BlueprintLibrary](#carla.BlueprintLibrary) to facilitate different requirements. Vehicles can be either manually controlled or set to an autopilot mode that will be conducted client-side by the <b>traffic manager</b>.
### Instance Variables
- <a name="carla.Vehicle.bounding_box"></a>**<font color="#f8805a">bounding_box</font>** (_[carla.BoundingBox](#carla.BoundingBox)_)
@ -3515,7 +3515,7 @@ Will return <b>None</b> if the lane does not exist.
## carla.WeatherParameters<a name="carla.WeatherParameters"></a>
This class defines objects containing lighting and weather specifications that can later be applied in [carla.World](#carla.World). So far, these conditions only intervene with [sensor.camera.rgb](ref_sensors.md#rgb-camera). They neither affect the actor's physics nor other sensors.
Each of these parameters acts indepently from the rest. Increasing the rainfall will not automatically create puddles nor change the road's humidity. That makes for a better customization but means that realistic conditions need to be scripted. However an example of dynamic weather conditions working realistically can be found [here](https://github.com/carla-simulator/carla/blob/master/PythonAPI/examples/dynamic_weather.py).
Each of these parameters acts independently from the rest. Increasing the rainfall will not automatically create puddles nor change the road's humidity. That makes for a better customization but means that realistic conditions need to be scripted. However an example of dynamic weather conditions working realistically can be found [here](https://github.com/carla-simulator/carla/blob/master/PythonAPI/examples/dynamic_weather.py).
### Instance Variables
- <a name="carla.WeatherParameters.cloudiness"></a>**<font color="#f8805a">cloudiness</font>** (_float_)
@ -3632,25 +3632,25 @@ Responsible for creating different shapes for debugging. Take a look at its clas
### Methods
- <a name="carla.World.apply_color_texture_to_object"></a>**<font color="#7fb800">apply_color_texture_to_object</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**object_name**</font>, <font color="#00a6ed">**material_parameter**</font>, <font color="#00a6ed">**texture**</font>)
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
Applies a `texture` object in the field corresponding to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
- **Parameters:**
- `object_name` (_str_)
- `material_parameter` (_[carla.MaterialParameter](#carla.MaterialParameter)_)
- `texture` (_TextureColor_)
- <a name="carla.World.apply_color_texture_to_objects"></a>**<font color="#7fb800">apply_color_texture_to_objects</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**objects_name_list**</font>, <font color="#00a6ed">**material_parameter**</font>, <font color="#00a6ed">**texture**</font>)
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`.
Applies a `texture` object in the field corresponding to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to all objects in `objects_name_list`.
- **Parameters:**
- `objects_name_list` (_list(str)_)
- `material_parameter` (_[carla.MaterialParameter](#carla.MaterialParameter)_)
- `texture` (_TextureColor_)
- <a name="carla.World.apply_float_color_texture_to_object"></a>**<font color="#7fb800">apply_float_color_texture_to_object</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**object_name**</font>, <font color="#00a6ed">**material_parameter**</font>, <font color="#00a6ed">**texture**</font>)
Applies a `texture` object in the field corresponfing to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
Applies a `texture` object in the field corresponding to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
- **Parameters:**
- `object_name` (_str_)
- `material_parameter` (_[carla.MaterialParameter](#carla.MaterialParameter)_)
- `texture` (_TextureFloatColor_)
- <a name="carla.World.apply_float_color_texture_to_objects"></a>**<font color="#7fb800">apply_float_color_texture_to_objects</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**objects_name_list**</font>, <font color="#00a6ed">**material_parameter**</font>, <font color="#00a6ed">**texture**</font>)
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`.
Applies a `texture` object in the field corresponding to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to all objects in `objects_name_list`.
- **Parameters:**
- `objects_name_list` (_list(str)_)
- `material_parameter` (_[carla.MaterialParameter](#carla.MaterialParameter)_)
@ -3846,7 +3846,7 @@ _</font>
- <a name="carla.World.set_pedestrians_seed"></a>**<font color="#7fb800">set_pedestrians_seed</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**seed**</font>)
- **Parameters:**
- `seed` (_int_) - Sets the seed to use for any random number generated in relation to pedestrians.
- **Note:** <font color="#8E8E8E">_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.
- **Note:** <font color="#8E8E8E">_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 chosen randomly) and here, otherwise the pedestrians will repeat the same paths but the bodies will be different.
_</font>
- <a name="carla.World.set_weather"></a>**<font color="#7fb800">set_weather</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**weather**</font>)
Changes the weather parameteres ruling the simulation to another ones defined in an object.

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@ -6,7 +6,7 @@
"""
This module implements an agent that roams around a track following random
waypoints and avoiding other vehicles. The agent also responds to traffic lights.
It can also make use of the global route planner to follow a specifed route
It can also make use of the global route planner to follow a specified route
"""
import carla
@ -31,7 +31,7 @@ class BasicAgent(object):
def __init__(self, vehicle, target_speed=20, opt_dict={}, map_inst=None, grp_inst=None):
"""
Initialization the agent paramters, the local and the global planner.
Initialization the agent parameters, the local and the global planner.
:param vehicle: actor to apply to agent logic onto
:param target_speed: speed (in Km/h) at which the vehicle will move
@ -102,7 +102,7 @@ class BasicAgent(object):
# Get the static elements of the scene
self._lights_list = self._world.get_actors().filter("*traffic_light*")
self._lights_map = {} # Dictionary mapping a traffic light to a wp corrspoing to its trigger volume location
self._lights_map = {} # Dictionary mapping a traffic light to a wp corresponding to its trigger volume location
def add_emergency_stop(self, control):
"""
@ -325,7 +325,7 @@ class BasicAgent(object):
"""
Method to check if there is a vehicle in front of the agent blocking its path.
:param vehicle_list (list of carla.Vehicle): list contatining vehicle objects.
:param vehicle_list (list of carla.Vehicle): list containing vehicle objects.
If None, all vehicle in the scene are used
:param max_distance: max freespace to check for obstacles.
If None, the base threshold value is used

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@ -6,7 +6,7 @@
"""
This module implements an agent that roams around a track following random
waypoints and avoiding other vehicles. The agent also responds to traffic lights.
It can also make use of the global route planner to follow a specifed route
It can also make use of the global route planner to follow a specified route
"""
import carla

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@ -199,7 +199,7 @@ class PIDLateralController():
def run_step(self, waypoint):
"""
Execute one step of lateral control to steer
the vehicle towards a certain waypoin.
the vehicle towards a certain waypoint.
:param waypoint: target waypoint
:return: steering control in the range [-1, 1] where:

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@ -151,7 +151,7 @@ class LocalPlanner(object):
def follow_speed_limits(self, value=True):
"""
Activates a flag that makes the max speed dynamically vary according to the spped limits
Activates a flag that makes the max speed dynamically vary according to the speed limits
:param value: bool
:return:
@ -316,7 +316,7 @@ def _retrieve_options(list_waypoints, current_waypoint):
options = []
for next_waypoint in list_waypoints:
# this is needed because something we are linking to
# the beggining of an intersection, therefore the
# the beginning of an intersection, therefore the
# variation in angle is small
next_next_waypoint = next_waypoint.next(3.0)[0]
link = _compute_connection(current_waypoint, next_next_waypoint)

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@ -120,30 +120,30 @@
return: carla.Vector3D
return_units: m/s<sup>2</sup>
doc: >
Returns the actor's 3D acceleration vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's 3D acceleration vector the client received during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_angular_velocity
return: carla.Vector3D
return_units: deg/s
doc: >
Returns the actor's angular velocity vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's angular velocity vector the client received during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_location
return: carla.Location
return_units: meters
doc: >
Returns the actor's location the client recieved during last tick. The method does not call the simulator.
Returns the actor's location the client received during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_transform
return: carla.Transform
doc: >
Returns the actor's transform (location and rotation) the client recieved during last tick. The method does not call the simulator.
Returns the actor's transform (location and rotation) the client received during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_velocity
return: carla.Vector3D
return_units: m/s
doc: >
Returns the actor's velocity vector the client recieved during last tick. The method does not call the simulator.
Returns the actor's velocity vector the client received during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_world
return: carla.World
@ -252,7 +252,7 @@
parent: carla.Actor
# - DESCRIPTION ------------------------
doc: >
One of the most important groups of actors in CARLA. These include any type of vehicle from cars to trucks, motorbikes, vans, bycicles and also official vehicles such as police cars. A wide set of these actors is provided in carla.BlueprintLibrary to facilitate differente requirements. Vehicles can be either manually controlled or set to an autopilot mode that will be conducted client-side by the <b>traffic manager</b>.
One of the most important groups of actors in CARLA. These include any type of vehicle from cars to trucks, motorbikes, vans, bicycles and also official vehicles such as police cars. A wide set of these actors is provided in carla.BlueprintLibrary to facilitate different requirements. Vehicles can be either manually controlled or set to an autopilot mode that will be conducted client-side by the <b>traffic manager</b>.
# - PROPERTIES -------------------------
instance_variables:
- var_name: bounding_box
@ -591,7 +591,7 @@
parent: carla.TrafficSign
# - DESCRIPTION ------------------------
doc: >
A traffic light actor, considered a specific type of traffic sign. As traffic lights will mostly appear at junctions, they belong to a group which contains the different traffic lights in it. Inside the group, traffic lights are differenciated by their pole index.
A traffic light actor, considered a specific type of traffic sign. As traffic lights will mostly appear at junctions, they belong to a group which contains the different traffic lights in it. Inside the group, traffic lights are differentiated by their pole index.
Within a group the state of traffic lights is changed in a cyclic pattern: one index is chosen and it spends a few seconds in green, yellow and eventually red. The rest of the traffic lights remain frozen in red this whole time, meaning that there is a gap in the last seconds of the cycle where all the traffic lights are red. However, the state of a traffic light can be changed manually.
# - PROPERTIES -------------------------

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@ -23,7 +23,7 @@ except IndexError:
print(" .---------------------------------------------------.")
print(" | Make sure the python client is compiled! |")
print(" '---------------------------------------------------'\n")
# We don't provide an error to prvent Travis checks failing
# We don't provide an error to prevent Travis checks failing
sys.exit(0)
import carla

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@ -7,7 +7,7 @@
# - DESCRIPTION ------------------------
doc: >
This class defines objects containing lighting and weather specifications that can later be applied in carla.World. So far, these conditions only intervene with [sensor.camera.rgb](ref_sensors.md#rgb-camera). They neither affect the actor's physics nor other sensors.
Each of these parameters acts indepently from the rest. Increasing the rainfall will not automatically create puddles nor change the road's humidity. That makes for a better customization but means that realistic conditions need to be scripted. However an example of dynamic weather conditions working realistically can be found [here](https://github.com/carla-simulator/carla/blob/master/PythonAPI/examples/dynamic_weather.py).
Each of these parameters acts independently from the rest. Increasing the rainfall will not automatically create puddles nor change the road's humidity. That makes for a better customization but means that realistic conditions need to be scripted. However an example of dynamic weather conditions working realistically can be found [here](https://github.com/carla-simulator/carla/blob/master/PythonAPI/examples/dynamic_weather.py).
# - PROPERTIES -------------------------
instance_variables:
- var_name: cloudiness

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@ -143,7 +143,7 @@
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.
When disabled, pedestrians are simulated as ragdolls with more realistic simulation and collision but no determinism can be ensured.
- var_name: tile_stream_distance
type: float
doc: >
@ -460,7 +460,7 @@
- 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.
The ID of the episode associated with this world. Episodes are different sessions of a simulation. These change every time a world is disabled or reloaded. Keeping track is useful to avoid possible issues.
- var_name: debug
type: carla.DebugHelper
doc: >
@ -485,7 +485,7 @@
doc: >
Function with a snapshot as compulsory parameter that will be called when the client receives a tick.
doc: >
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.
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 every time 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:
@ -744,7 +744,7 @@
doc: >
New conditions to be applied.
doc: >
Changes the weather parameteres ruling the simulation to another ones defined in an object.
Changes the weather parameters ruling the simulation to another ones defined in an object.
# --------------------------------------
- def_name: cast_ray
return: list(carla.LabelledPoint)
@ -831,7 +831,7 @@
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.
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 chosen randomly) and here, otherwise the pedestrians will repeat the same paths but the bodies will be different.
# --------------------------------------
- def_name: apply_color_texture_to_object
params:
@ -842,7 +842,7 @@
- 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`.
Applies a `texture` object in the field corresponding 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:
@ -853,7 +853,7 @@
- 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`.
Applies a `texture` object in the field corresponding to `material_parameter` (normal, diffuse, etc) to the object in the scene corresponding to `object_name`.
# --------------------------------------
- def_name: apply_textures_to_object
params:
@ -879,7 +879,7 @@
- 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`.
Applies a `texture` object in the field corresponding 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:
@ -890,7 +890,7 @@
- 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`.
Applies a `texture` object in the field corresponding 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: