New iteration on O and B reviews
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@ -22,7 +22,7 @@ The identifier of the blueprint this actor was based on, e.g. "vehicle.ford.must
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- <a name="carla.Actor.add_impulse"></a>**<font color="#7fb800">add_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>)
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- <a name="carla.Actor.add_impulse"></a>**<font color="#7fb800">add_impulse</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**impulse**</font>)
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Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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- **Parameters:**
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- **Parameters:**
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- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> – N*s</small>_)
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- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> – N</small>_)
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- <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>)
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- <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>)
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Adds an angular impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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Adds an angular impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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- **Parameters:**
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- **Parameters:**
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@ -462,7 +462,7 @@ Sets the maxixum time a network call is allowed before blocking it and raising a
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The actor the sensor is attached to, the one that measured the collision.
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The actor the sensor is attached to, the one that measured the collision.
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- <a name="carla.CollisionEvent.other_actor"></a>**<font color="#f8805a">other_actor</font>** (_[carla.Actor](#carla.Actor)_)
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- <a name="carla.CollisionEvent.other_actor"></a>**<font color="#f8805a">other_actor</font>** (_[carla.Actor](#carla.Actor)_)
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The second actor involved in the collision.
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The second actor involved in the collision.
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- <a name="carla.CollisionEvent.normal_impulse"></a>**<font color="#f8805a">normal_impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – N*s</small>_)
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- <a name="carla.CollisionEvent.normal_impulse"></a>**<font color="#f8805a">normal_impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – N</small>_)
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Normal impulse resulting of the collision.
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Normal impulse resulting of the collision.
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---
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---
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@ -1483,8 +1483,8 @@ Retrieves the number of entries generated, same as **<font color="#7fb800">\__st
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---
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---
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## carla.Rotation<a name="carla.Rotation"></a>
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## carla.Rotation<a name="carla.Rotation"></a>
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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>
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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>
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<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*.
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<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*.
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<h3>Instance Variables</h3>
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<h3>Instance Variables</h3>
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- <a name="carla.Rotation.pitch"></a>**<font color="#f8805a">pitch</font>** (_float<small> – degrees</small>_)
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- <a name="carla.Rotation.pitch"></a>**<font color="#f8805a">pitch</font>** (_float<small> – degrees</small>_)
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@ -1500,7 +1500,7 @@ X-axis rotation angle.
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- `pitch` (_float<small> – degrees</small>_) – Y-axis rotation angle.
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- `pitch` (_float<small> – degrees</small>_) – Y-axis rotation angle.
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- `yaw` (_float<small> – degrees</small>_) – Z-axis rotation angle.
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- `yaw` (_float<small> – degrees</small>_) – Z-axis rotation angle.
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- `roll` (_float<small> – degrees</small>_) – X-axis rotation angle.
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- `roll` (_float<small> – degrees</small>_) – X-axis rotation angle.
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- **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>
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- **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>
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<h5 style="margin-top: -20px">Getters</h5>
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<h5 style="margin-top: -20px">Getters</h5>
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<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>)
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<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>)
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@ -2819,14 +2819,14 @@ Command adaptation of **<font color="#7fb800">set_angular_velocity()</font>** in
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<h3>Instance Variables</h3>
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<h3>Instance Variables</h3>
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- <a name="command.ApplyAngularVelocity.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
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- <a name="command.ApplyAngularVelocity.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
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Actor affected by the command.
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Actor affected by the command.
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- <a name="command.ApplyAngularVelocity.angular_velocity"></a>**<font color="#f8805a">angular_velocity</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – rad/s</small>_)
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- <a name="command.ApplyAngularVelocity.angular_velocity"></a>**<font color="#f8805a">angular_velocity</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – deg/s</small>_)
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The 3D angular velocity that will be applied to the actor.
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The 3D angular velocity that will be applied to the actor.
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<h3>Methods</h3>
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<h3>Methods</h3>
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- <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>)
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- <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>)
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- **Parameters:**
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- **Parameters:**
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- `actor` (_[carla.Actor](#carla.Actor) or int_) – Actor or its ID to whom the command will be applied to.
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- `actor` (_[carla.Actor](#carla.Actor) or int_) – Actor or its ID to whom the command will be applied to.
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- `angular_velocity` (_[carla.Vector3D](#carla.Vector3D)<small> – rad/s</small>_)
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- `angular_velocity` (_[carla.Vector3D](#carla.Vector3D)<small> – deg/s</small>_)
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---
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---
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@ -2836,14 +2836,14 @@ Command adaptation of **<font color="#7fb800">add_impulse()</font>** in [carla.A
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<h3>Instance Variables</h3>
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<h3>Instance Variables</h3>
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- <a name="command.ApplyImpulse.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
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- <a name="command.ApplyImpulse.actor_id"></a>**<font color="#f8805a">actor_id</font>** (_int_)
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Actor affected by the command.
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Actor affected by the command.
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- <a name="command.ApplyImpulse.impulse"></a>**<font color="#f8805a">impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – N*s</small>_)
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- <a name="command.ApplyImpulse.impulse"></a>**<font color="#f8805a">impulse</font>** (_[carla.Vector3D](#carla.Vector3D)<small> – N</small>_)
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Impulse applied to the actor.
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Impulse applied to the actor.
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<h3>Methods</h3>
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<h3>Methods</h3>
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- <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>)
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- <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>)
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- **Parameters:**
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- **Parameters:**
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- `actor` (_[carla.Actor](#carla.Actor) or int_) – Actor or its ID to whom the command will be applied to.
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- `actor` (_[carla.Actor](#carla.Actor) or int_) – Actor or its ID to whom the command will be applied to.
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- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> – N*s</small>_)
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- `impulse` (_[carla.Vector3D](#carla.Vector3D)<small> – N</small>_)
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---
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---
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@ -39,7 +39,7 @@
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params:
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params:
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- param_name: impulse
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- param_name: impulse
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type: carla.Vector3D
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type: carla.Vector3D
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param_units: N*s
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param_units: N
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doc: >
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doc: >
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Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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Adds an impulse to the actor. The parameter `impulse` determines magnitude and global axis where it is applied.
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# --------------------------------------
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# --------------------------------------
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@ -242,7 +242,7 @@
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Actor affected by the command.
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Actor affected by the command.
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- var_name: angular_velocity
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- var_name: angular_velocity
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type: carla.Vector3D
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type: carla.Vector3D
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var_units: rad/s
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var_units: deg/s
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doc: >
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doc: >
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The 3D angular velocity that will be applied to the actor.
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The 3D angular velocity that will be applied to the actor.
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# - METHODS ----------------------------
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# - METHODS ----------------------------
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@ -255,7 +255,7 @@
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Actor or its ID to whom the command will be applied to.
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Actor or its ID to whom the command will be applied to.
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- param_name: angular_velocity
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- param_name: angular_velocity
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type: carla.Vector3D
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type: carla.Vector3D
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param_units: rad/s
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param_units: deg/s
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# --------------------------------------
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# --------------------------------------
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- class_name: ApplyImpulse
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- class_name: ApplyImpulse
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@ -270,7 +270,7 @@
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Actor affected by the command.
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Actor affected by the command.
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- var_name: impulse
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- var_name: impulse
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type: carla.Vector3D
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type: carla.Vector3D
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var_units: N*s
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var_units: N
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doc: >
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doc: >
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Impulse applied to the actor.
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Impulse applied to the actor.
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# - METHODS ----------------------------
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# - METHODS ----------------------------
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@ -283,7 +283,7 @@
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Actor or its ID to whom the command will be applied to.
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Actor or its ID to whom the command will be applied to.
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- param_name: impulse
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- param_name: impulse
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type: carla.Vector3D
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type: carla.Vector3D
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param_units: N*s
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param_units: N
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# --------------------------------------
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# --------------------------------------
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- class_name: ApplyAngularImpulse
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- class_name: ApplyAngularImpulse
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- class_name: Rotation
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- class_name: Rotation
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# - DESCRIPTION ------------------------
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# - DESCRIPTION ------------------------
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doc: >
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doc: >
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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>
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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>
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<br>__CARLA:__ (pitch, yaw, roll) which correspond to (Y,Z,X) rotations.
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<br>The constructor method follows a specific order of declaration: `(pitch, yaw, roll)`, which corresponds to `(Y-rotation,Z-rotation,X-rotation)`. <br>
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<br>__UE4:__ (roll, pitch, yaw) which correspond to (X,Y,Z) rotations.
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<br>![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg)
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<br><br>
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![UE4_Rotation](https://d26ilriwvtzlb.cloudfront.net/8/83/BRMC_9.jpg)
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*Unreal Engine's coordinates system*
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*Unreal Engine's coordinates system*
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# - PROPERTIES -------------------------
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# - PROPERTIES -------------------------
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instance_variables:
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instance_variables:
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@ -260,7 +258,7 @@
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param_units: degrees
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param_units: degrees
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doc: >
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doc: >
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X-axis rotation angle.
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X-axis rotation angle.
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warning: The declaration order is different in CARLA <code>(pitch,yaw,roll)</code> and in the Unreal Engine Editor <code>(roll,pitch,yaw)</code>.
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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.
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# --------------------------------------
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# --------------------------------------
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- def_name: get_forward_vector
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- def_name: get_forward_vector
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params:
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params:
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@ -295,7 +295,7 @@
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The second actor involved in the collision.
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The second actor involved in the collision.
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- var_name: normal_impulse
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- var_name: normal_impulse
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type: carla.Vector3D
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type: carla.Vector3D
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var_units: N*s
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var_units: N
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doc: >
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doc: >
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Normal impulse resulting of the collision.
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Normal impulse resulting of the collision.
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