Fdomf/docs (#2089)

* Updated CARLA video link (README)

* Updated API reference - deleted overview

* Added css to docs

* Added documentation standard section

* Updated API docs

* Updated documentation following the standard

* Updated How to create map and import docs + documentation related standard + improvements

* Word change

* Updated importing assests from RR

* Fixes and new section for pedestrian navigation

* Changed image position

* Updated

* A couple of fixes regarding links and titles

* Updated import docs

* Updated docs
This commit is contained in:
Francesc Domene 2019-09-10 18:22:33 +02:00 committed by manishthani
parent c5465c250f
commit 2b120e377d
3 changed files with 17 additions and 9 deletions

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@ -151,9 +151,9 @@ _required files and place them following the structure listed above._
the asset's name (`RoadNode`, `Terrain`, `MarkingNode`) and moved to `Roads`, `Terrain` the asset's name (`RoadNode`, `Terrain`, `MarkingNode`) and moved to `Roads`, `Terrain`
and `RoadLines` respectively, under `Content/Carla/PackageName/Static`.<br> and `RoadLines` respectively, under `Content/Carla/PackageName/Static`.<br>
_If the process doesn't work due to different names or other issues, you can always move the assets_ _If the process doesn't work due to different names or other issues, you can always move the assets_
_manually, check this [`tutorial`][importtutorial]_. _manually, check this [`tutorial`][importtutorial]_ (_Section 3.2.1 - 6_).
[importtutorial]: /how_to_make_a_new_map/#32-importing-from-the-files [importtutorial]: ../how_to_make_a_new_map/#32-importing-from-the-files
Now we have everything ready for importing assets. To do so, you just need to run the command: Now we have everything ready for importing assets. To do so, you just need to run the command:
@ -165,12 +165,20 @@ This command will read the JSON file and take each asset and place it inside the
in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's
`Config` folder that will be used for **defining** its props in the Carla blueprint library, `Config` folder that will be used for **defining** its props in the Carla blueprint library,
**exposing** them in the `PythonAPI` and also for **exporting** those assets if needed. **exposing** them in the `PythonAPI` and also for **exporting** those assets if needed.
If a package was already imported before, it will overwrite it.
_Packages with the same name will produce an error. Delete or rename the package before importing_
_a new one with the same name._
!!! note
The imported map won't have collisions, so they should be generated manually. This
[tutorial][collisionlink] (_Section 3.2.1 - 5_) shows how to do it.
[collisionlink]: ../how_to_make_a_new_map/#32-importing-from-the-files
How to export assets How to export assets
-------------------- --------------------
Once imported all the packages inside Unreal, users could also generate a **cooked package** Once imported all the packages inside Unreal, users could also generate a **cooked package**
for each of them. This last step is important in order to have all packages ready to add for for each of them. This last step is important in order to have all packages ready to add for
distribution versions of Carla and for any supported platform. To export the packages, distribution versions of Carla and for any supported platform. To export the packages,
simply run the command: simply run the command:

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@ -18,6 +18,9 @@ pip2 install --user setuptools
pip3 install --user setuptools pip3 install --user setuptools
``` ```
!!! tip
For **Ubuntu 18.04**, change `libpng16-dev` to `libpng-dev` from the previous example.
To avoid compatibility issues between Unreal Engine and the CARLA dependencies, To avoid compatibility issues between Unreal Engine and the CARLA dependencies,
the best configuration is to compile everything with the same compiler version the best configuration is to compile everything with the same compiler version
and C++ runtime library. We use clang 6.0 and LLVM's libc++. We recommend to and C++ runtime library. We use clang 6.0 and LLVM's libc++. We recommend to

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@ -24,7 +24,7 @@ in a few steps you will be able to create an impressive scene. You can download
a trial of RoadRunner at VectorZero's web page. a trial of RoadRunner at VectorZero's web page.
<div class="vector-zero"> <div class="vector-zero">
<a href="https://www.vectorzero.io/"><img src="/img/VectorZeroAndIcon.webp"/></a> <a href="https://www.vectorzero.io/"><img src="../img/VectorZeroAndIcon.webp"/></a>
</div> <br> </div> <br>
Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started. Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started.
@ -54,9 +54,6 @@ button and export.
If there is any error with map junctions, click on `Maneuver Tool` If there is any error with map junctions, click on `Maneuver Tool`
and `Rebuild Maneuver Roads` buttons. and `Rebuild Maneuver Roads` buttons.
!!! important
Apply a 180 degree rotation before exporting `Tools > Transform Scene ... > Rotation`
## 2.2 Export the map ## 2.2 Export the map
After verifying that everything is correct, it is time to export the map to CARLA. After verifying that everything is correct, it is time to export the map to CARLA.
@ -292,7 +289,7 @@ might need some tweaking and testing to fit perfectly into the city.
> _Example: Traffic Signs, Traffic lights and Turn based stop._ > _Example: Traffic Signs, Traffic lights and Turn based stop._
## 5 Adding pedestrian navigation zones ## 5 Adding pedestrian navigation areas
To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br> To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br>
<https://github.com/recastnavigation/recastnavigation>. <https://github.com/recastnavigation/recastnavigation>.