Merge branch 'dev' of https://github.com/carla-simulator/carla into dev
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commit
649e2aa56b
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@ -6,6 +6,8 @@
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#include "Carla.h"
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#include "Carla/Game/CarlaEpisode.h"
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#include "Math/UnrealMathUtility.h"
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#include "PathLossModel.h"
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#include <random>
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#include <limits>
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@ -332,7 +334,7 @@ float PathLossModel::ComputeLoss(AActor *OtherActor, FVector Source, FVector Des
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EPathState state;
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float PathLoss = 0.0;
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double VehicleBlockageLoss;
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double VehicleBlockageLoss = 0.0;
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float ShadowFadingLoss = 0.0;
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// state and vehicle obstacles are call-by-reference
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@ -365,7 +367,7 @@ float PathLossModel::ComputeLoss(AActor *OtherActor, FVector Source, FVector Des
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{
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// fspl + knife edge
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// fspl
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double free_space_loss = 20.0 * log10(Distance3d) + 20.0 * log10(4.0 * M_PI / lambda);
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double free_space_loss = 20.0 * log10(Distance3d) + 20.0 * log10(4.0 * PI / lambda);
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// add the knife edge vehicle blockage loss
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PathLoss = free_space_loss + CalculateNLOSvLoss(Source, Destination, TxHeight, RxHeight, Distance3d, vehicle_obstacles);
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}
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@ -446,7 +448,7 @@ bool PathLossModel::GetLocationIfVehicle(const FVector CurrentActorLocation, con
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void PathLossModel::CalculateFSPL_d0()
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{
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m_fspl_d0 = 20.0 * log10(reference_distance_fspl) + 20.0 * log10(Frequency) + 20.0 * log10(4.0 * M_PI / c_speedoflight);
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m_fspl_d0 = 20.0 * log10(reference_distance_fspl) + 20.0 * log10(Frequency) + 20.0 * log10(4.0 * PI / c_speedoflight);
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}
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// Following ETSI TR 103 257-1 V1.1.1 (2019-05: from WINNER Project Board: "D5.3 - WINNER+ Final Channel Models", 30 06 2010.
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@ -563,7 +565,7 @@ double PathLossModel::CalculateTwoRayPathLoss(double Distance3d, double TxHeight
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double gamma = (sin_theta - sqrt(epsilon_r - std::pow(cos_theta, 2))) / (sin_theta + sqrt(epsilon_r - std::pow(cos_theta, 2)));
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double phi = (2.0 * M_PI / lambda * (Distance3d - d_refl));
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double phi = (2.0 * PI / lambda * (Distance3d - d_refl));
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return 20 * log10(4.0 * M_PI * d_ground / lambda * 1.0 / sqrt(std::pow(1 + gamma * cos(phi), 2) + std::pow(gamma, 2) * std::pow(sin(phi), 2)));
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return 20 * log10(4.0 * PI * d_ground / lambda * 1.0 / sqrt(std::pow(1 + gamma * cos(phi), 2) + std::pow(gamma, 2) * std::pow(sin(phi), 2)));
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}
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@ -7,7 +7,7 @@
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#pragma once
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#include <vector>
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#include <cmath>
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using ActorPowerMap = std::map<AActor *, float>;
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using ActorPowerPair = std::pair<AActor *, float>;
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@ -1310,13 +1310,13 @@ void UCustomTerrainPhysicsComponent::BeginPlay()
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SparseMap.SavePath = SavePath;
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// Creating the FileManager
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IPlatformFile& FileManager = FPlatformFileManager::Get().GetPlatformFile();
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if( FileManager.CreateDirectory(*SavePath)){
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/*if( FileManager.CreateDirectory(*SavePath)){
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UE_LOG(LogCarla, Warning,
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TEXT("Folder was created at %s"), *SavePath);
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}else{
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UE_LOG(LogCarla, Error,
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TEXT("Folder was not created at %s"), *SavePath);
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}
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}*/
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if(bUseDeformationPlane){
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DeformationPlaneActor = GetWorld()->SpawnActor<AStaticMeshActor>();
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