New iteration on O and B reviews

This commit is contained in:
sergi-e 2020-09-16 22:28:30 +02:00 committed by Marc Garcia Puig
parent c9e8c09b41
commit 2613604bc1
5 changed files with 20 additions and 22 deletions

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@ -22,7 +22,7 @@ The identifier of the blueprint this actor was based on, e.g. "vehicle.ford.must
- <a name="carla.Actor.add_impulse"></a>**<font color="#7fb800">add_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>) - <a name="carla.Actor.add_impulse"></a>**<font color="#7fb800">add_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>)
Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied. Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
- **Parameters:** - **Parameters:**
- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> N*s</small>_) - `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> N</small>_)
- <a name="carla.Actor.add_angular_impulse"></a>**<font color="#7fb800">add_angular_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>) - <a name="carla.Actor.add_angular_impulse"></a>**<font color="#7fb800">add_angular_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>)
Adds an angular impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied. Adds an angular impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
- **Parameters:** - **Parameters:**
@ -462,7 +462,7 @@ Sets the maxixum time a network call is allowed before blocking it and raising a
The actor the sensor is attached to, the one that measured the collision. The actor the sensor is attached to, the one that measured the collision.
- <a name="carla.CollisionEvent.other_actor"></a>**<font color="#f8805a">other_actor</font>** (_[carla.Actor](#carla.Actor)_) - <a name="carla.CollisionEvent.other_actor"></a>**<font color="#f8805a">other_actor</font>** (_[carla.Actor](#carla.Actor)_)
The second actor involved in the collision. The second actor involved in the collision.
- <a name="carla.CollisionEvent.normal_impulse"></a>**<font color="#f8805a">normal_impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> N*s</small>_) - <a name="carla.CollisionEvent.normal_impulse"></a>**<font color="#f8805a">normal_impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> N</small>_)
Normal impulse resulting of the collision. Normal impulse resulting of the collision.
--- ---
@ -1483,8 +1483,8 @@ Retrieves the number of entries generated, same as **<font color="#7fb800">\__st
--- ---
## carla.Rotation<a name="carla.Rotation"></a> ## carla.Rotation<a name="carla.Rotation"></a>
Class that represents a 3D rotation and therefore, an orientation in space. CARLA uses the Unreal Engine coordinates system. This is a Z-up left-handed system. However, the declaration order of the axis' rotation is different in CARLA than in Unreal Engine.<br> Class that represents a 3D rotation and therefore, an orientation in space. CARLA uses the Unreal Engine coordinates system. This is a Z-up left-handed system. <br>
<br>__CARLA:__ (pitch, yaw, roll) which correspond to (Y,Z,X) rotations. <br>__UE4:__ (roll, pitch, yaw) which correspond to (X,Y,Z) rotations. <br><br> ![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg) *Unreal Engine's coordinates system*. <br>The constructor method follows a specific order of declaration: `(pitch, yaw, roll)`, which corresponds to `(Y-rotation,Z-rotation,X-rotation)`. <br> <br>![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg) *Unreal Engine's coordinates system*.
<h3>Instance Variables</h3> <h3>Instance Variables</h3>
- <a name="carla.Rotation.pitch"></a>**<font color="#f8805a">pitch</font>** (_float<small> degrees</small>_) - <a name="carla.Rotation.pitch"></a>**<font color="#f8805a">pitch</font>** (_float<small> degrees</small>_)
@ -1500,7 +1500,7 @@ X-axis rotation angle.
- `pitch` (_float<small> degrees</small>_) Y-axis rotation angle. - `pitch` (_float<small> degrees</small>_) Y-axis rotation angle.
- `yaw` (_float<small> degrees</small>_) Z-axis rotation angle. - `yaw` (_float<small> degrees</small>_) Z-axis rotation angle.
- `roll` (_float<small> degrees</small>_) X-axis rotation angle. - `roll` (_float<small> degrees</small>_) X-axis rotation angle.
- **Warning:** <font color="#ED2F2F">_The declaration order is different in CARLA <code>(pitch,yaw,roll)</code> and in the Unreal Engine Editor <code>(roll,pitch,yaw)</code>._</font> - **Warning:** <font color="#ED2F2F">_The declaration order is different in CARLA <code>(pitch,yaw,roll)</code>, and in the Unreal Engine Editor <code>(roll,pitch,yaw)</code>. When working in a build from source, don't mix up the axes' rotations._</font>
<h5 style="margin-top: -20px">Getters</h5> <h5 style="margin-top: -20px">Getters</h5>
<div style="padding-left:30px;margin-top:-25px"></div>- <a name="carla.Rotation.get_forward_vector"></a>**<font color="#7fb800">get_forward_vector</font>**(<font color="#00a6ed">**self**</font>) <div style="padding-left:30px;margin-top:-25px"></div>- <a name="carla.Rotation.get_forward_vector"></a>**<font color="#7fb800">get_forward_vector</font>**(<font color="#00a6ed">**self**</font>)
@ -2819,14 +2819,14 @@ Command adaptation of **<font color="#7fb800">set_angular_velocity()</font>** in
<h3>Instance Variables</h3> <h3>Instance Variables</h3>
- <a name="command.ApplyAngularVelocity.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_) - <a name="command.ApplyAngularVelocity.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
Actor affected by the command. Actor affected by the command.
- <a name="command.ApplyAngularVelocity.angular_velocity"></a>**<font color="#f8805a">angular_velocity</font>** (_[carla.Vector3D](#carla.Vector3D)<small> rad/s</small>_) - <a name="command.ApplyAngularVelocity.angular_velocity"></a>**<font color="#f8805a">angular_velocity</font>** (_[carla.Vector3D](#carla.Vector3D)<small> deg/s</small>_)
The 3D angular velocity that will be applied to the actor. The 3D angular velocity that will be applied to the actor.
<h3>Methods</h3> <h3>Methods</h3>
- <a name="command.ApplyAngularVelocity.__init__"></a>**<font color="#7fb800">\__init__</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**actor**</font>, <font color="#00a6ed">**angular_velocity**</font>) - <a name="command.ApplyAngularVelocity.__init__"></a>**<font color="#7fb800">\__init__</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**actor**</font>, <font color="#00a6ed">**angular_velocity**</font>)
- **Parameters:** - **Parameters:**
- `actor` (_[carla.Actor](#carla.Actor) or int_) Actor or its ID to whom the command will be applied to. - `actor` (_[carla.Actor](#carla.Actor) or int_) Actor or its ID to whom the command will be applied to.
- `angular_velocity` (_[carla.Vector3D](#carla.Vector3D)<small> rad/s</small>_) - `angular_velocity` (_[carla.Vector3D](#carla.Vector3D)<small> deg/s</small>_)
--- ---
@ -2836,14 +2836,14 @@ Command adaptation of **<font color="#7fb800">add_impulse()</font>** in [carla.A
<h3>Instance Variables</h3> <h3>Instance Variables</h3>
- <a name="command.ApplyImpulse.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_) - <a name="command.ApplyImpulse.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
Actor affected by the command. Actor affected by the command.
- <a name="command.ApplyImpulse.impulse"></a>**<font color="#f8805a">impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> N*s</small>_) - <a name="command.ApplyImpulse.impulse"></a>**<font color="#f8805a">impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> N</small>_)
Impulse applied to the actor. Impulse applied to the actor.
<h3>Methods</h3> <h3>Methods</h3>
- <a name="command.ApplyImpulse.__init__"></a>**<font color="#7fb800">\__init__</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**actor**</font>, <font color="#00a6ed">**impulse**</font>) - <a name="command.ApplyImpulse.__init__"></a>**<font color="#7fb800">\__init__</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**actor**</font>, <font color="#00a6ed">**impulse**</font>)
- **Parameters:** - **Parameters:**
- `actor` (_[carla.Actor](#carla.Actor) or int_) Actor or its ID to whom the command will be applied to. - `actor` (_[carla.Actor](#carla.Actor) or int_) Actor or its ID to whom the command will be applied to.
- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> N*s</small>_) - `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> N</small>_)
--- ---

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@ -39,7 +39,7 @@
params: params:
- param_name: impulse - param_name: impulse
type: carla.Vector3D type: carla.Vector3D
param_units: N*s param_units: N
doc: > doc: >
Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied. Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
# -------------------------------------- # --------------------------------------

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@ -242,7 +242,7 @@
Actor affected by the command. Actor affected by the command.
- var_name: angular_velocity - var_name: angular_velocity
type: carla.Vector3D type: carla.Vector3D
var_units: rad/s var_units: deg/s
doc: > doc: >
The 3D angular velocity that will be applied to the actor. The 3D angular velocity that will be applied to the actor.
# - METHODS ---------------------------- # - METHODS ----------------------------
@ -255,7 +255,7 @@
Actor or its ID to whom the command will be applied to. Actor or its ID to whom the command will be applied to.
- param_name: angular_velocity - param_name: angular_velocity
type: carla.Vector3D type: carla.Vector3D
param_units: rad/s param_units: deg/s
# -------------------------------------- # --------------------------------------
- class_name: ApplyImpulse - class_name: ApplyImpulse
@ -270,7 +270,7 @@
Actor affected by the command. Actor affected by the command.
- var_name: impulse - var_name: impulse
type: carla.Vector3D type: carla.Vector3D
var_units: N*s var_units: N
doc: > doc: >
Impulse applied to the actor. Impulse applied to the actor.
# - METHODS ---------------------------- # - METHODS ----------------------------
@ -283,7 +283,7 @@
Actor or its ID to whom the command will be applied to. Actor or its ID to whom the command will be applied to.
- param_name: impulse - param_name: impulse
type: carla.Vector3D type: carla.Vector3D
param_units: N*s param_units: N
# -------------------------------------- # --------------------------------------
- class_name: ApplyAngularImpulse - class_name: ApplyAngularImpulse

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@ -214,12 +214,10 @@
- class_name: Rotation - class_name: Rotation
# - DESCRIPTION ------------------------ # - DESCRIPTION ------------------------
doc: > doc: >
Class that represents a 3D rotation and therefore, an orientation in space. CARLA uses the Unreal Engine coordinates system. This is a Z-up left-handed system. However, the declaration order of the axis' rotation is different in CARLA than in Unreal Engine.<br> Class that represents a 3D rotation and therefore, an orientation in space. CARLA uses the Unreal Engine coordinates system. This is a Z-up left-handed system. <br>
<br>__CARLA:__ (pitch, yaw, roll) which correspond to (Y,Z,X) rotations. <br>The constructor method follows a specific order of declaration: `(pitch, yaw, roll)`, which corresponds to `(Y-rotation,Z-rotation,X-rotation)`. <br>
<br>__UE4:__ (roll, pitch, yaw) which correspond to (X,Y,Z) rotations. <br>![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg)
<br><br>
![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg)
*Unreal Engine's coordinates system* *Unreal Engine's coordinates system*
# - PROPERTIES ------------------------- # - PROPERTIES -------------------------
instance_variables: instance_variables:
@ -260,7 +258,7 @@
param_units: degrees param_units: degrees
doc: > doc: >
X-axis rotation angle. X-axis rotation angle.
warning: The declaration order is different in CARLA <code>(pitch,yaw,roll)</code> and in the Unreal Engine Editor <code>(roll,pitch,yaw)</code>. warning: The declaration order is different in CARLA <code>(pitch,yaw,roll)</code>, and in the Unreal Engine Editor <code>(roll,pitch,yaw)</code>. When working in a build from source, don't mix up the axes' rotations.
# -------------------------------------- # --------------------------------------
- def_name: get_forward_vector - def_name: get_forward_vector
params: params:

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@ -295,7 +295,7 @@
The second actor involved in the collision. The second actor involved in the collision.
- var_name: normal_impulse - var_name: normal_impulse
type: carla.Vector3D type: carla.Vector3D
var_units: N*s var_units: N
doc: > doc: >
Normal impulse resulting of the collision. Normal impulse resulting of the collision.