@ -63,7 +63,7 @@ Sets a vehicle's velocity vector to a constant value over time. The resulting ve
_</font>
- **Warning:**<fontcolor="#ED2F2F">_Enabling a constant velocity for a vehicle managed by the [Traffic Manager](https://[carla.readthedocs.io](#carla.readthedocs.io)/en/latest/adv_traffic_manager/) may cause conflicts. This method overrides any changes in velocity by the TM.
Enables or disables the telemetry on this vehicle. This shows information about the vehicles current state and forces applied to it in the spectator window. Only information for one vehicle can be shown so if you enable a second one, the previous will be automatically disabled.
- **Parameters:**
- `enabled` (_bool_)
@ -91,6 +91,10 @@ Returns the world this actor belongs to.
@ -453,6 +457,10 @@ Load a new world with default settings using `map_name` map. All actors present
- `duration` (_float<small>– seconds</small>_) – Time that will be reenacted using the information `name` file. If the end is reached, the simulation will continue.
- `follow_id` (_int_) – ID of the actor to follow. If this is 0 then camera is disabled.
- `replay_sensors` (_bool_) – Flag to enable or disable the spawn of sensors during playback.
The terminal will show the information registered for actors considered blocked. An actor is considered blocked when it does not move a minimum distance in a period of time, being these `min_distance` and `min_time`.
- **Parameters:**
@ -506,6 +514,11 @@ Returns a list of strings containing the paths of the maps available on server.
Returns the client libcarla version by consulting it in the "Version.h" file. Both client and server can use different libcarla versions but some issues may arise regarding unexpected incompatibilities.
Asks the server which files are required by the client to use the current map. Option to download files automatically if they are not already in the cache.
- **Parameters:**
- `folder` (_str_) – Folder where files required by the client will be downloaded to.
- `download` (_bool_) – If True, downloads files that are not already in cache.
Returns a list of locations with all crosswalk zones in the form of closed polygons. The first point is repeated, symbolizing where the polygon begins and ends.
Returns the landmarks in the same group as the specified landmark (including itself). Returns an empty list if the landmark does not belong to any group.
- **Parameters:**
@ -2251,6 +2276,13 @@ Returns the port where the Traffic Manager is connected. If the object is a TM-C
Sets the minimum distance in meters that vehicles have to keep with the rest. The distance is in meters and will affect the minimum moving distance. It is computed from center to center of the vehicle objects.
- **Parameters:**
@ -2276,6 +2308,10 @@ During the localization stage, this method sets a percent chance that vehicle wi
Sets a specific random seed for the Traffic Manager, thereby setting it to be deterministic.
- **Parameters:**
- `value` (_int_) – Seed value for the random number generation of the Traffic Manager.
If __True__, vehicles in large maps will respawn near the hero vehicle when they become dormant. Otherwise, they will stay dormant until they are within `actor_active_distance` of the hero vehicle again.
Sets the Traffic Manager to [synchronous mode](adv_traffic_manager.md#synchronous-mode). In a [multiclient situation](adv_traffic_manager.md#multiclient), only the TM-Server can tick. Similarly, in a [multiTM situation](adv_traffic_manager.md#multitm), only one TM-Server must tick. Use this method in the client that does the world tick, and right after setting the world to synchronous mode, to set which TM will be the master while in sync.
Returns __True__ if values for every axis are equal.
@ -2594,7 +2633,7 @@ Enable the use of sweep for wheel collision. By default, it is disabled and it u
List of wheel physics objects. This list should have 4 elements, where index 0 corresponds to the front left wheel, index 1 corresponds to the front right wheel, index 2 corresponds to the back left wheel and index 3 corresponds to the back right wheel. For 2 wheeled vehicles, set the same values for both front and back wheels.
Density of the fog (as in specific mass) from 0 to infinity. The bigger the value, the more dense and heavy it will be, and the fog will reach smaller heights. Corresponds to <ahref="https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/HeightFog/index.html#:~:text=Using%20Exponential%20Height%20Fog%20Features,-The%20sections%20below&text=Add%20a%20second%20fog%20layer,height%20falloff%2C%20and%20height%20offset">Fog Height Falloff</a> in the UE docs. <br> If the value is 0, the fog will be lighter than air, and will cover the whole scene. <br> A value of 1 is approximately as dense as the air, and reaches normal-sized buildings. <br> For values greater than 5, the air will be so dense that it will be compressed on ground level.
Controls interaction of light with large particles like pollen or air pollution resulting in a hazy sky with halos around the light sources. When set to 0, there is no contribution.
Controls interaction of light with small particles like air molecules. Dependent on light wavelength, resulting in a blue sky in the day or red sky in the evening.
Method to initialize an object defining weather conditions. This class has some presets for different noon and sunset conditions listed in a note below.
- **Parameters:**
- `cloudiness` (_float_) – 0 is a clear sky, 100 complete overcast.
@ -2863,6 +2910,9 @@ Method to initialize an object defining weather conditions. This class has some
- `fog_distance` (_float<small>– meters</small>_) – Distance where the fog starts in meters.
- `wetness` (_float_) – Humidity percentages of the road, from 0 to 100.
- `fog_falloff` (_float_) – Density (specific mass) of the fog, from 0 to infinity.
- `scattering_intensity` (_float_) – Controls how much the light will contribute to volumetric fog. When set to 0, there is no contribution.
- `mie_scattering_scale` (_float_) – Controls interaction of light with large particles like pollen or air pollution resulting in a hazy sky with halos around the light sources. When set to 0, there is no contribution.
- `rayleigh_scattering_scale` (_float_) – Controls interaction of light with small particles like air molecules. Dependent on light wavelength, resulting in a blue sky in the day or red sky in the evening.
Command adaptation of __<fontcolor="#7fb800">set_simulate_physics()</font>__ in [carla.Actor](#carla.Actor). Determines whether an actor will be affected by physics or not.
@ -3465,6 +3531,22 @@ Defines the light state of a vehicle.
Command adaptation of __<fontcolor="#7fb800">spawn_actor()</font>__ in [carla.World](#carla.World). Spawns an actor into the world based on the blueprint provided and the transform. If a parent is provided, the actor is attached to it.
Enabling a constant velocity for a vehicle managed by the [Traffic Manager](https://carla.readthedocs.io/en/latest/adv_traffic_manager/) may cause conflicts. This method overrides any changes in velocity by the TM.
# --------------------------------------
- def_name:enable_debug_telemetry
- def_name:show_debug_telemetry
params:
- param_name:enabled
type:bool
@ -219,6 +219,13 @@
# --------------------------------------
- def_name:__str__
# --------------------------------------
- def_name:set_enable_gravity
params:
- param_name:enabled
type:bool
doc:>
Enables or disables gravity for the actor. __Default__ is True.
Sets the maxixum time a network call is allowed before blocking it and raising a timeout exceeded error.
# --------------------------------------
- def_name:set_replayer_ignore_hero
params:
- param_name:ignore_hero
type:bool
doc:>
Enables or disables playback of the hero vehicle during a playback of a recorded simulation.
# --------------------------------------
- def_name:set_files_base_folder
params:
- param_name:path
type:str
doc:>
Specifies the base folder where the local cache for required files will be placed.
# --------------------------------------
- def_name:get_required_files
params:
- param_name:folder
type:str
doc:>
Folder where files required by the client will be downloaded to.
- param_name:download
type:bool
default:True
doc:>
If True, downloads files that are not already in cache.
doc:>
Asks the server which files are required by the client to use the current map. Option to download files automatically if they are not already in the cache.
# --------------------------------------
- def_name:request_file
params:
- param_name:name
type:str
doc:>
Name of the file you are requesting.
doc:>
Requests one of the required files returned by carla.Client.get_required_files.
- class_name:TrafficManager
# - DESCRIPTION ------------------------
@ -526,6 +562,31 @@
warning:>
If the server is set to synchronous mode, the TM <b>must</b> be set to synchronous mode too in the same client that does the tick.
# --------------------------------------
- def_name:set_respawn_dormant_vehicles
params:
- param_name:mode_switch
type:bool
default:false
doc:>
If __True__, vehicles in large maps will respawn near the hero vehicle when they become dormant. Otherwise, they will stay dormant until they are within `actor_active_distance` of the hero vehicle again.
Returns a list of locations with all crosswalk zones in the form of closed polygons. The first point is repeated, symbolizing where the polygon begins and ends.
Density of the fog (as in specific mass) from 0 to infinity. The bigger the value, the more dense and heavy it will be, and the fog will reach smaller heights. Corresponds to <a href="https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/HeightFog/index.html#:~:text=Using%20Exponential%20Height%20Fog%20Features,-The%20sections%20below&text=Add%20a%20second%20fog%20layer,height%20falloff%2C%20and%20height%20offset">Fog Height Falloff</a> in the UE docs. <br> If the value is 0, the fog will be lighter than air, and will cover the whole scene. <br> A value of 1 is approximately as dense as the air, and reaches normal-sized buildings. <br> For values greater than 5, the air will be so dense that it will be compressed on ground level.
# --------------------------------------
- var_name:scattering_intensity
type:float
doc:>
Controls how much the light will contribute to volumetric fog. When set to 0, there is no contribution.
# --------------------------------------
- var_name:mie_scattering_scale
type:float
doc:>
Controls interaction of light with large particles like pollen or air pollution resulting in a hazy sky with halos around the light sources. When set to 0, there is no contribution.
# --------------------------------------
- var_name:rayleigh_scattering_scale
type:float
doc:>
Controls interaction of light with small particles like air molecules. Dependent on light wavelength, resulting in a blue sky in the day or red sky in the evening.
# - METHODS ----------------------------
methods:
- def_name:__init__
@ -117,9 +131,24 @@
Humidity percentages of the road, from 0 to 100.
- param_name:fog_falloff
type:float
default:0.2
default:0.0
doc:>
Density (specific mass) of the fog, from 0 to infinity.
- param_name:scattering_intensity
type:float
default:0.0
doc:>
Controls how much the light will contribute to volumetric fog. When set to 0, there is no contribution.
- param_name:mie_scattering_scale
type:float
default:0.0
doc:>
Controls interaction of light with large particles like pollen or air pollution resulting in a hazy sky with halos around the light sources. When set to 0, there is no contribution.
- param_name:rayleigh_scattering_scale
type:float
default:0.0331
doc:>
Controls interaction of light with small particles like air molecules. Dependent on light wavelength, resulting in a blue sky in the day or red sky in the evening.