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Jose 2024-10-07 16:31:59 +02:00 committed by GitHub
commit 87dce70aa5
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5 changed files with 64 additions and 4 deletions

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@ -2,6 +2,7 @@
* Fixed a bug that caused navigation information not to be loaded when switching maps * Fixed a bug that caused navigation information not to be loaded when switching maps
* Prevent from segfault on failing SignalReference identification when loading OpenDrive files * Prevent from segfault on failing SignalReference identification when loading OpenDrive files
* Added vehicle doors to the recorder * Added vehicle doors to the recorder
* Adjusted vehicle BoundingBox when the vehicle opens the doors.
* Added functions to get actor' components transform * Added functions to get actor' components transform
* Added posibility to Digital Twins to work with local files (osm and xodr) * Added posibility to Digital Twins to work with local files (osm and xodr)
* Enable proper material merging for Building in Digital Twins * Enable proper material merging for Building in Digital Twins

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@ -23,6 +23,7 @@
#include "Rendering/SkeletalMeshRenderData.h" #include "Rendering/SkeletalMeshRenderData.h"
#include "Engine/SkeletalMeshSocket.h" #include "Engine/SkeletalMeshSocket.h"
#include "Kismet/KismetMathLibrary.h"
namespace crp = carla::rpc; namespace crp = carla::rpc;
@ -30,10 +31,11 @@ static FBoundingBox ApplyTransformToBB(
FBoundingBox InBB, FBoundingBox InBB,
const FTransform& Transform) const FTransform& Transform)
{ {
auto Scale = Transform.GetScale3D(); const auto Scale = Transform.GetScale3D();
const auto TransformRotation = Transform.GetRotation().Rotator();
InBB.Origin *= Scale; InBB.Origin *= Scale;
InBB.Rotation = Transform.GetRotation().Rotator(); InBB.Rotation = UKismetMathLibrary::ComposeRotators(TransformRotation, InBB.Rotation);
InBB.Origin = InBB.Rotation.RotateVector(InBB.Origin) + Transform.GetLocation(); InBB.Origin = TransformRotation.RotateVector(InBB.Origin) + Transform.GetLocation();
InBB.Extent *= Scale; InBB.Extent *= Scale;
return InBB; return InBB;
} }
@ -183,6 +185,14 @@ FBoundingBox UBoundingBoxCalculator::GetVehicleBoundingBox(
} }
} }
// Calculate bounding boxes of the doors.
FBoundingBox DoorsBB = GetVehicleDoorsBoundingBox(Vehicle);
if(DoorsBB.Extent != FVector::ZeroVector)
{
// Combine doors Bounding Box with the vehicle BB.
BB = CombineBBs({DoorsBB, BB});
}
// Component-to-world transform for this component // Component-to-world transform for this component
auto& CompToWorldTransform = ParentComp->GetComponentTransform(); auto& CompToWorldTransform = ParentComp->GetComponentTransform();
BB = ApplyTransformToBB(BB, CompToWorldTransform); BB = ApplyTransformToBB(BB, CompToWorldTransform);
@ -445,7 +455,7 @@ TArray<FBoundingBox> UBoundingBoxCalculator::GetBBsOfActor(
{ {
Result.Add(BoundingBox); Result.Add(BoundingBox);
} }
return Result;; return Result;
} }
// Pedestrians, we just use the capsule component at the moment. // Pedestrians, we just use the capsule component at the moment.
@ -645,3 +655,34 @@ void UBoundingBoxCalculator::GetMeshCompsFromActorBoundingBox(
} }
} }
} }
FBoundingBox UBoundingBoxCalculator::GetVehicleDoorsBoundingBox(const ACarlaWheeledVehicle* Vehicle)
{
FBoundingBox DoorsBB;
if(Vehicle && Vehicle->GetConstraintsComponents().Num() > 0)
{
FBox DoorsBox(ForceInit);
const FTransform& ActorToWorld = Vehicle->GetActorTransform();
const FTransform WorldToActor = ActorToWorld.Inverse();
// Iterates over all doors of the vehicle
for(const UPhysicsConstraintComponent* ConstraintComp : Vehicle->GetConstraintsComponents())
{
const UPrimitiveComponent* DoorComponent = Vehicle->GetConstraintDoor()[ConstraintComp];
if(const UStaticMeshComponent* StaticMeshComp = Cast<UStaticMeshComponent>(DoorComponent))
{
const FTransform ComponentToActor = StaticMeshComp->GetComponentTransform() * WorldToActor;
DoorsBox += StaticMeshComp->CalcBounds(ComponentToActor).GetBox();
}
}
if(DoorsBox.IsValid)
{
// DoorBB is aligned with the Vehicle orientation, for this reason it is not necessary to assign rotation.
DoorsBB.Origin = DoorsBox.GetCenter();
DoorsBB.Extent = DoorsBox.GetExtent();
}
}
return DoorsBB;
}

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@ -110,4 +110,7 @@ public:
const FBoundingBox& InBB, const FBoundingBox& InBB,
TArray<UStaticMeshComponent*>& OutStaticMeshComps); TArray<UStaticMeshComponent*>& OutStaticMeshComps);
// Return the combined BB of all doors of the vehicle, with the same orientation.
UFUNCTION(Category = "Carla Actor", BlueprintCallable)
static FBoundingBox GetVehicleDoorsBoundingBox(const ACarlaWheeledVehicle* Vehicle);
}; };

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@ -1085,6 +1085,15 @@ void ACarlaWheeledVehicle::OpenDoorPhys(const EVehicleDoor DoorIdx)
} }
RecordDoorChange(DoorIdx, true); RecordDoorChange(DoorIdx, true);
// Wait until door is max opened to recalculate its bounds.
float TimeNeededToHaveItOpened = (AngleLimit + Constraint->ConstraintInstance.AngularRotationOffset.Yaw) / (DoorOpenStrength > 0.f ? DoorOpenStrength : 1.f);
TimeNeededToHaveItOpened = TimeNeededToHaveItOpened < 0.f ? TimeNeededToHaveItOpened * -1.f : TimeNeededToHaveItOpened;
FTimerHandle DoorMaxOpenRangeTimerHandle;
GetWorldTimerManager().SetTimer(DoorMaxOpenRangeTimerHandle, [this]()
{
AdjustVehicleBounds();
}, TimeNeededToHaveItOpened, false);
} }
void ACarlaWheeledVehicle::CloseDoorPhys(const EVehicleDoor DoorIdx) void ACarlaWheeledVehicle::CloseDoorPhys(const EVehicleDoor DoorIdx)
@ -1099,6 +1108,8 @@ void ACarlaWheeledVehicle::CloseDoorPhys(const EVehicleDoor DoorIdx)
DoorComponent->AttachToComponent( DoorComponent->AttachToComponent(
GetMesh(), FAttachmentTransformRules(EAttachmentRule::KeepWorld, true)); GetMesh(), FAttachmentTransformRules(EAttachmentRule::KeepWorld, true));
RecordDoorChange(DoorIdx, false); RecordDoorChange(DoorIdx, false);
AdjustVehicleBounds();
} }
void ACarlaWheeledVehicle::RecordDoorChange(const EVehicleDoor DoorIdx, bool bIsOpen) void ACarlaWheeledVehicle::RecordDoorChange(const EVehicleDoor DoorIdx, bool bIsOpen)

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@ -432,6 +432,10 @@ public:
UFUNCTION(Category = "CARLA Wheeled Vehicle", BlueprintCallable) UFUNCTION(Category = "CARLA Wheeled Vehicle", BlueprintCallable)
static void SetPhysicsConstraintAngle( static void SetPhysicsConstraintAngle(
UPhysicsConstraintComponent*Component, const FRotator &NewAngle); UPhysicsConstraintComponent*Component, const FRotator &NewAngle);
const TArray<UPhysicsConstraintComponent*>& GetConstraintsComponents() const { return ConstraintsComponents; }
const TMap<UPhysicsConstraintComponent*, UPrimitiveComponent*>& GetConstraintDoor() const {return ConstraintDoor; }
private: private: