Changes for PR
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@ -5,6 +5,7 @@
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- Changed the scene capture to register its camera with Unreal's texture streamer every tick to enable texture streaming
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* Bugfix about recorder query system
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* Fixed problem when vehicles enable autopilot after a replayer, now it works better.
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- When a recorded session finish replaying, all vehicles will continue in autopilot, and all pedestrians will stop.
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* Vulkan support: Changed project settings to make vulkan default on linux and updated make script to allow user to select opengl
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* Add ability to set motion blur settings for rgb camera in sensor python blueprint
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* Improved visual quality of the screen capture for the rgb sensor
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@ -111,7 +111,7 @@ AActor *CarlaReplayerHelper::FindTrafficLightAt(FVector Location)
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}
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// enable / disable physics for an actor
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bool CarlaReplayerHelper::SetActorSimulatePhysics(FActorView &ActorView, bool bEnabled)
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bool CarlaReplayerHelper::SetActorSimulatePhysics(const FActorView &ActorView, bool bEnabled)
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{
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if (!ActorView.IsValid())
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{
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@ -128,7 +128,7 @@ bool CarlaReplayerHelper::SetActorSimulatePhysics(FActorView &ActorView, bool bE
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}
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// enable / disable autopilot for an actor
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bool CarlaReplayerHelper::SetActorAutopilot(FActorView &ActorView, bool bEnabled, bool bKeepState)
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bool CarlaReplayerHelper::SetActorAutopilot(const FActorView &ActorView, bool bEnabled, bool bKeepState)
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{
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if (!ActorView.IsValid())
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{
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@ -328,7 +328,7 @@ bool CarlaReplayerHelper::ProcessReplayerFinish(bool bApplyAutopilot)
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{
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// set autopilot and physics to all AI vehicles
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auto registry = Episode->GetActorRegistry();
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for (auto ActorView : registry)
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for (const FActorView &ActorView : registry)
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{
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// enable physics only on vehicles
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switch (ActorView.GetActorType())
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@ -353,7 +353,7 @@ bool CarlaReplayerHelper::ProcessReplayerFinish(bool bApplyAutopilot)
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return true;
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}
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void CarlaReplayerHelper::SetActorVelocity(FActorView ActorView, FVector Velocity)
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void CarlaReplayerHelper::SetActorVelocity(const FActorView &ActorView, FVector Velocity)
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{
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if (!ActorView.IsValid())
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{
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@ -53,7 +53,7 @@ public:
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bool SetCameraPosition(uint32_t Id, FVector Offset, FQuat Rotation);
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// set the velocity of the actor
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void SetActorVelocity(FActorView ActorView, FVector Velocity);
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void SetActorVelocity(const FActorView &ActorView, FVector Velocity);
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// set the animation speed for walkers
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void SetWalkerSpeed(uint32_t ActorId, float Speed);
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@ -71,7 +71,7 @@ private:
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AActor *FindTrafficLightAt(FVector Location);
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// enable / disable physics for an actor
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bool SetActorSimulatePhysics(FActorView &ActorView, bool bEnabled);
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bool SetActorSimulatePhysics(const FActorView &ActorView, bool bEnabled);
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// enable / disable autopilot for an actor
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bool SetActorAutopilot(FActorView &ActorView, bool bEnabled, bool bKeepState = false);
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bool SetActorAutopilot(const FActorView &ActorView, bool bEnabled, bool bKeepState = false);
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};
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