Fixed bugs of importing assets (#2068)
* Refactor Commandlet + made small fix * fixed scale of assets when importing them * Fixed bug of adding assets automatically, but semantic segmentation to be fixed * small fix + hiding movemeshes call until its stable * Meshes are moved to semantic segmentation folders * Retagging semantic segmentation * Redefined tags, refactor and added comments * Updated Changelog * created a move assets commandlet * Removing RoadRunnerFiles folder * readded flag of only prepare maps in import script * Removing ContentBrowser module * Added Import folder * updated readme * Apply zero rotation * updated doc link * updated readme * refactoring * Adding more comments and refactoring * Removed unnecesary include header files * Remove unnecessary includes in source files
This commit is contained in:
parent
2b120e377d
commit
89e329b738
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@ -6,8 +6,7 @@ Util/Build
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Install
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Install
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/ExportedMaps
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/ExportedMaps
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/Import
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/Import/*/
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/RoadRunnerFiles/*/
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*.VC.db
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*.VC.db
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*.VC.opendb
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*.VC.opendb
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@ -3,6 +3,7 @@
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* Added Doxygen documentation online with automatic updates through Jenkins pipeline
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* Added Doxygen documentation online with automatic updates through Jenkins pipeline
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* Fixed client_bounding_boxes.py example script
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* Fixed client_bounding_boxes.py example script
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* Exposed in the API: camera, exposure, depth of field, tone mapper and color attributes for the RGB sensor
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* Exposed in the API: camera, exposure, depth of field, tone mapper and color attributes for the RGB sensor
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* Fixed materials and semantic segmentation issues regarding importing assets
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## CARLA 0.9.6
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## CARLA 0.9.6
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@ -0,0 +1,4 @@
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CARLA Simulator
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===============
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Please, place all the packages containing props and maps tom import in this folder. For more information, see topic [Creating standalone asset packages for distribution](https://carla.readthedocs.io/en/latest/asset_packages_for_dist/)
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@ -1,34 +0,0 @@
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This is the place where the generate_map.py will look for the maps.
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The structure must be one folder per map, with the same name as the .fbx and .xodr files that will be inside said folder.
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P.e.:
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RoadRunnerFiles/
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├── AwesomeMap01
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│ ├── Asphalt1_Diff.png
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│ ├── Asphalt1_Norm.png
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│ ├── Asphalt1_Spec.png
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│ ├── Grass1_Diff.png
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│ ├── Grass1_Norm.png
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│ ├── Grass1_Spec.png
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│ ├── LaneMarking1_Diff.png
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│ ├── LaneMarking1_Norm.png
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│ ├── LaneMarking1_Spec.png
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│ ├── AwesomeMap01.fbx
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│ └── AwesomeMap01.xodr
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└── AwesomeMap02
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├── Asphalt1_Diff.png
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├── Asphalt1_Norm.png
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├── Asphalt1_Spec.png
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├── Concrete1_Diff.png
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├── Concrete1_Norm.png
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├── Concrete1_Spec.png
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├── Grass1_Diff.png
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├── Grass1_Norm.png
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├── Grass1_Spec.png
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├── LaneMarking1_Diff.png
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├── LaneMarking1_Norm.png
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├── LaneMarking1_Spec.png
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├── AwesomeMap02.fbx
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└── AwesomeMap02.xodr
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@ -0,0 +1,170 @@
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// Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#include "MoveAssetsCommandlet.h"
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UMoveAssetsCommandlet::UMoveAssetsCommandlet()
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{
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IsClient = false;
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IsEditor = true;
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IsServer = false;
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LogToConsole = true;
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}
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#if WITH_EDITORONLY_DATA
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// NOTE: Assets imported from a map FBX will be classified for semantic
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// segmentation as ROAD, ROADLINES AND TERRAIN based on the asset name
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// defined in RoadRunner. These tags will be used for moving the meshes
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// and for specifying the path to these meshes when spawning them in a world.
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namespace SSTags {
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// Carla Semantic Segmentation Folder Tags
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static const FString ROAD = TEXT("Roads");
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static const FString ROADLINES = TEXT("RoadLines");
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static const FString TERRAIN = TEXT("Terrain");
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// RoadRunner Tags
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static const FString R_ROAD = TEXT("RoadNode");
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static const FString R_TERRAIN = TEXT("Terrain");
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static const FString R_MARKING = TEXT("MarkingNode");
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}
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FMovePackageParams UMoveAssetsCommandlet::ParseParams(const FString &InParams) const
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{
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TArray<FString> Tokens;
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TArray<FString> Params;
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ParseCommandLine(*InParams, Tokens, Params);
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// Parse and store package name
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FMovePackageParams PackageParams;
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FParse::Value(*InParams, TEXT("PackageName="), PackageParams.Name);
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// Parse and store maps name in an array
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FString Maps;
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FParse::Value(*InParams, TEXT("Maps="), Maps);
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TArray<FString> MapNames;
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Maps.ParseIntoArray(MapNames, TEXT(" "), true);
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PackageParams.MapNames = MapNames;
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return PackageParams;
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}
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void UMoveAssetsCommandlet::MoveAssets(const FMovePackageParams &PackageParams)
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{
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// Create a library instance for loading all the assets
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AssetsObjectLibrary = UObjectLibrary::CreateLibrary(UStaticMesh::StaticClass(), false, GIsEditor);
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AssetsObjectLibrary->AddToRoot();
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// Start loading all the assets in the library and classify them for semantic
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// segmentation
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for (const auto &Map : PackageParams.MapNames)
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{
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MoveAssetsFromMapForSemanticSegmentation(PackageParams.Name, Map);
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}
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}
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void MoveFiles(const TArray<UObject *> &Assets, const FString &DestPath)
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{
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check(DestPath.Len() > 0);
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FAssetToolsModule &AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
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TArray<FAssetRenameData> AssetsAndNames;
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for (auto AssetIt = Assets.CreateConstIterator(); AssetIt; ++AssetIt)
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{
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UObject *Asset = *AssetIt;
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if (!ensure(Asset))
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{
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continue;
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}
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new(AssetsAndNames) FAssetRenameData(Asset, DestPath, Asset->GetName());
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}
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if (AssetsAndNames.Num() > 0)
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{
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AssetToolsModule.Get().RenameAssetsWithDialog(AssetsAndNames);
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}
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}
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void UMoveAssetsCommandlet::MoveAssetsFromMapForSemanticSegmentation(
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const FString &PackageName,
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const FString &MapName)
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{
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// Prepare a UObjectLibrary for moving assets
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const FString SrcPath = TEXT("/Game/") + PackageName + TEXT("/Maps/") + MapName;
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AssetsObjectLibrary->LoadAssetDataFromPath(*SrcPath);
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AssetsObjectLibrary->LoadAssetsFromAssetData();
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// Load Assets to move
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MapContents.Empty();
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AssetsObjectLibrary->GetAssetDataList(MapContents);
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AssetsObjectLibrary->ClearLoaded();
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TArray<FString> DestinationPaths = {SSTags::ROAD, SSTags::ROADLINES, SSTags::TERRAIN};
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// Init Map with keys
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TMap<FString, TArray<UObject *>> AssetDataMap;
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for (const auto &Paths : DestinationPaths)
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{
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AssetDataMap.Add(Paths, {});
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}
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for (const auto &MapAsset : MapContents)
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{
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// Get AssetName
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UStaticMesh *MeshAsset = CastChecked<UStaticMesh>(MapAsset.GetAsset());
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FString ObjectName = MeshAsset->GetName();
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FString AssetName;
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MapAsset.AssetName.ToString(AssetName);
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if (SrcPath.Len())
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{
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const FString CurrentPackageName = MeshAsset->GetOutermost()->GetName();
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if (!ensure(CurrentPackageName.StartsWith(SrcPath)))
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{
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continue;
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}
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// Bind between tags and classify assets according to semantic
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// segmentation
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if (AssetName.Contains(SSTags::R_ROAD))
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{
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AssetDataMap[SSTags::ROAD].Add(MeshAsset);
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}
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else if (AssetName.Contains(SSTags::R_MARKING))
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{
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AssetDataMap[SSTags::ROADLINES].Add(MeshAsset);
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}
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else if (AssetName.Contains(SSTags::R_TERRAIN))
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{
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AssetDataMap[SSTags::TERRAIN].Add(MeshAsset);
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}
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}
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}
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// Move assets to correspoding semantic segmentation folders
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for (const auto &Elem : AssetDataMap)
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{
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FString DestPath = TEXT("/Game/") + PackageName + TEXT("/Static/") + Elem.Key + "/" + MapName;
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MoveFiles(Elem.Value, DestPath);
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}
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}
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int32 UMoveAssetsCommandlet::Main(const FString &Params)
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{
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FMovePackageParams PackageParams = ParseParams(Params);
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MoveAssets(PackageParams);
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return 0;
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}
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#endif
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@ -0,0 +1,78 @@
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// Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#pragma once
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#include "Carla/OpenDrive/OpenDriveActor.h"
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#include "Commandlets/Commandlet.h"
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#include "Runtime/Engine/Classes/Engine/ObjectLibrary.h"
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#if WITH_EDITORONLY_DATA
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#include "AssetRegistry/Public/AssetRegistryModule.h"
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#include "Developer/AssetTools/Public/AssetToolsModule.h"
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#endif // WITH_EDITORONLY_DATA
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#include "MoveAssetsCommandlet.generated.h"
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/// Struct containing Package Params, used for storing the parsed arguments when
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/// invoking this commandlet
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USTRUCT()
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struct CARLA_API FMovePackageParams
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{
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GENERATED_USTRUCT_BODY()
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FString Name;
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TArray<FString> MapNames;
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};
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UCLASS()
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class UMoveAssetsCommandlet : public UCommandlet
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{
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GENERATED_BODY()
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public:
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/// Default constructor.
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UMoveAssetsCommandlet();
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#if WITH_EDITORONLY_DATA
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/// Parses the command line parameters provided through @a InParams The
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/// arguments to parse are the package name and a list of map names
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/// concatenated in a string.
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FMovePackageParams ParseParams(const FString &InParams) const;
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/// Moves all the assets contained in a map from @a SrcPath to @a DestPath
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void MoveAssetsFromMapForSemanticSegmentation(const FString &PackageName, const FString &MapName);
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/// Moves the meshes of all maps listed in a @PackageParams
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void MoveAssets(const FMovePackageParams &PackageParams);
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public:
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/// Main method and entry of the commandlet, taking as input parameters @a
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/// Params.
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virtual int32 Main(const FString &Params) override;
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#endif // WITH_EDITORONLY_DATA
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private:
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/// The following data structures are declared as class members and with
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/// UPROPERTY macro to avoid UE4 to garbage collect them.
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/// Loaded assets from any object library
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UPROPERTY()
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TArray<FAssetData> AssetDatas;
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/// Loaded maps from any object library
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UPROPERTY()
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TArray<FAssetData> MapContents;
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/// Used for loading assets in object library. Loaded Data is stored in
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/// AssetDatas.
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UPROPERTY()
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UObjectLibrary *AssetsObjectLibrary;
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};
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|
@ -5,20 +5,20 @@
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// For a copy, see <https://opensource.org/licenses/MIT>.
|
// For a copy, see <https://opensource.org/licenses/MIT>.
|
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|
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#include "PrepareAssetsForCookingCommandlet.h"
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#include "PrepareAssetsForCookingCommandlet.h"
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#include "GameFramework/WorldSettings.h"
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#include "HAL/PlatformFilemanager.h"
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#include "HAL/PlatformFile.h"
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|
|
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#include "UObject/MetaData.h"
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#include "HAL/PlatformFilemanager.h"
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|
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UPrepareAssetsForCookingCommandlet::UPrepareAssetsForCookingCommandlet()
|
UPrepareAssetsForCookingCommandlet::UPrepareAssetsForCookingCommandlet()
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||||||
{
|
{
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|
// Set necessary flags to run commandlet
|
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IsClient = false;
|
IsClient = false;
|
||||||
IsEditor = true;
|
IsEditor = true;
|
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IsServer = false;
|
IsServer = false;
|
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LogToConsole = true;
|
LogToConsole = true;
|
||||||
|
|
||||||
#if WITH_EDITORONLY_DATA
|
#if WITH_EDITORONLY_DATA
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// Get Carla Default materials, these will be used for maps that need to use
|
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|
// Carla materials
|
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static ConstructorHelpers::FObjectFinder<UMaterial> MarkingNode(TEXT(
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static ConstructorHelpers::FObjectFinder<UMaterial> MarkingNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNode(TEXT(
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNode(TEXT(
|
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|
@ -44,7 +44,11 @@ FPackageParams UPrepareAssetsForCookingCommandlet::ParseParams(const FString &In
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ParseCommandLine(*InParams, Tokens, Params);
|
ParseCommandLine(*InParams, Tokens, Params);
|
||||||
|
|
||||||
FPackageParams PackageParams;
|
FPackageParams PackageParams;
|
||||||
|
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||||||
|
// Parse and store Package name
|
||||||
FParse::Value(*InParams, TEXT("PackageName="), PackageParams.Name);
|
FParse::Value(*InParams, TEXT("PackageName="), PackageParams.Name);
|
||||||
|
|
||||||
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// Parse and store flag for only preparing maps
|
||||||
FParse::Bool(*InParams, TEXT("OnlyPrepareMaps="), PackageParams.bOnlyPrepareMaps);
|
FParse::Bool(*InParams, TEXT("OnlyPrepareMaps="), PackageParams.bOnlyPrepareMaps);
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||||||
return PackageParams;
|
return PackageParams;
|
||||||
}
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}
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@ -70,40 +74,22 @@ void UPrepareAssetsForCookingCommandlet::LoadWorld(FAssetData &AssetData)
|
||||||
|
|
||||||
TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorld(
|
TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorld(
|
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const TArray<FString> &AssetsPaths,
|
const TArray<FString> &AssetsPaths,
|
||||||
bool bUseCarlaMaterials,
|
bool bUseCarlaMaterials)
|
||||||
bool bIsPropsMap)
|
|
||||||
{
|
{
|
||||||
TArray<AStaticMeshActor *> SpawnedMeshes;
|
TArray<AStaticMeshActor *> SpawnedMeshes;
|
||||||
|
|
||||||
// Remove the meshes names from the original path for props, so we can load
|
// Load assets specified in AssetsPaths by using an object library
|
||||||
// props inside folder
|
|
||||||
TArray<FString> AssetsPathsDirectories = AssetsPaths;
|
|
||||||
if (bIsPropsMap)
|
|
||||||
{
|
|
||||||
for (auto &AssetPath : AssetsPathsDirectories)
|
|
||||||
{
|
|
||||||
AssetPath.Split(
|
|
||||||
TEXT("/"),
|
|
||||||
&AssetPath,
|
|
||||||
nullptr,
|
|
||||||
ESearchCase::Type::IgnoreCase,
|
|
||||||
ESearchDir::Type::FromEnd);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Load assets specified in AssetsPathsDirectories by using an object library
|
|
||||||
// for building map world
|
// for building map world
|
||||||
AssetsObjectLibrary = UObjectLibrary::CreateLibrary(UStaticMesh::StaticClass(), false, GIsEditor);
|
AssetsObjectLibrary = UObjectLibrary::CreateLibrary(UStaticMesh::StaticClass(), false, GIsEditor);
|
||||||
AssetsObjectLibrary->AddToRoot();
|
AssetsObjectLibrary->AddToRoot();
|
||||||
AssetsObjectLibrary->LoadAssetDataFromPaths(AssetsPathsDirectories);
|
|
||||||
|
AssetsObjectLibrary->LoadAssetDataFromPaths(AssetsPaths);
|
||||||
AssetsObjectLibrary->LoadAssetsFromAssetData();
|
AssetsObjectLibrary->LoadAssetsFromAssetData();
|
||||||
MapContents.Empty();
|
MapContents.Empty();
|
||||||
AssetsObjectLibrary->GetAssetDataList(MapContents);
|
AssetsObjectLibrary->GetAssetDataList(MapContents);
|
||||||
|
|
||||||
// Create default Transform for all assets to spawn
|
// Create default Transform for all assets to spawn
|
||||||
const FTransform zeroTransform = FTransform();
|
const FTransform zeroTransform = FTransform();
|
||||||
FVector initialVector = FVector(0, 0, 0);
|
|
||||||
FRotator initialRotator = FRotator(0, 180, 0);
|
|
||||||
|
|
||||||
UStaticMesh *MeshAsset;
|
UStaticMesh *MeshAsset;
|
||||||
AStaticMeshActor *MeshActor;
|
AStaticMeshActor *MeshActor;
|
||||||
|
@ -111,32 +97,35 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
|
||||||
for (auto MapAsset : MapContents)
|
for (auto MapAsset : MapContents)
|
||||||
{
|
{
|
||||||
// Spawn Static Mesh
|
// Spawn Static Mesh
|
||||||
MeshAsset = CastChecked<UStaticMesh>(MapAsset.GetAsset());
|
MeshAsset = Cast<UStaticMesh>(MapAsset.GetAsset());
|
||||||
MeshActor = World->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass(),
|
if (MeshAsset)
|
||||||
initialVector,
|
{
|
||||||
initialRotator);
|
MeshActor = World->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass(), zeroTransform);
|
||||||
MeshActor->GetStaticMeshComponent()->SetStaticMesh(CastChecked<UStaticMesh>(MeshAsset));
|
MeshActor->GetStaticMeshComponent()->SetStaticMesh(CastChecked<UStaticMesh>(MeshAsset));
|
||||||
|
|
||||||
SpawnedMeshes.Add(MeshActor);
|
SpawnedMeshes.Add(MeshActor);
|
||||||
if (bUseCarlaMaterials)
|
if (bUseCarlaMaterials)
|
||||||
{
|
{
|
||||||
// Set Carla Materials
|
// Set Carla Materials depending on RoadRunner's Semantic Segmentation
|
||||||
|
// tag
|
||||||
FString AssetName;
|
FString AssetName;
|
||||||
MapAsset.AssetName.ToString(AssetName);
|
MapAsset.AssetName.ToString(AssetName);
|
||||||
if (AssetName.Contains("MarkingNode"))
|
if (AssetName.Contains(SSTags::R_MARKING))
|
||||||
{
|
{
|
||||||
MeshActor->GetStaticMeshComponent()->SetMaterial(0, MarkingNodeMaterial);
|
MeshActor->GetStaticMeshComponent()->SetMaterial(0, MarkingNodeMaterial);
|
||||||
MeshActor->GetStaticMeshComponent()->SetMaterial(1, MarkingNodeMaterialAux);
|
MeshActor->GetStaticMeshComponent()->SetMaterial(1, MarkingNodeMaterialAux);
|
||||||
}
|
}
|
||||||
else if (AssetName.Contains("RoadNode"))
|
else if (AssetName.Contains(SSTags::R_ROAD))
|
||||||
{
|
{
|
||||||
MeshActor->GetStaticMeshComponent()->SetMaterial(0, RoadNodeMaterial);
|
MeshActor->GetStaticMeshComponent()->SetMaterial(0, RoadNodeMaterial);
|
||||||
}
|
}
|
||||||
else if (AssetName.Contains("Terrain"))
|
else if (AssetName.Contains(SSTags::R_TERRAIN))
|
||||||
{
|
{
|
||||||
MeshActor->GetStaticMeshComponent()->SetMaterial(0, TerrainNodeMaterial);
|
MeshActor->GetStaticMeshComponent()->SetMaterial(0, TerrainNodeMaterial);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Clear loaded assets in library
|
// Clear loaded assets in library
|
||||||
AssetsObjectLibrary->ClearLoaded();
|
AssetsObjectLibrary->ClearLoaded();
|
||||||
|
@ -162,9 +151,9 @@ void UPrepareAssetsForCookingCommandlet::DestroySpawnedActorsInWorld(
|
||||||
|
|
||||||
bool UPrepareAssetsForCookingCommandlet::SaveWorld(
|
bool UPrepareAssetsForCookingCommandlet::SaveWorld(
|
||||||
FAssetData &AssetData,
|
FAssetData &AssetData,
|
||||||
FString &PackageName,
|
const FString &PackageName,
|
||||||
FString &DestPath,
|
const FString &DestPath,
|
||||||
FString &WorldName)
|
const FString &WorldName)
|
||||||
{
|
{
|
||||||
// Create Package to save
|
// Create Package to save
|
||||||
UPackage *Package = AssetData.GetPackage();
|
UPackage *Package = AssetData.GetPackage();
|
||||||
|
@ -263,7 +252,7 @@ FAssetsPaths UPrepareAssetsForCookingCommandlet::GetAssetsPathFromPackage(const
|
||||||
|
|
||||||
FString PropAssetPath = PropJsonObject->GetStringField(TEXT("path"));
|
FString PropAssetPath = PropJsonObject->GetStringField(TEXT("path"));
|
||||||
|
|
||||||
AssetsPaths.PropsPaths.Add(PropAssetPath);
|
AssetsPaths.PropsPaths.Add(std::move(PropAssetPath));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -309,6 +298,103 @@ bool UPrepareAssetsForCookingCommandlet::SavePackage(const FString &PackagePath,
|
||||||
*PackageFileName, GError, nullptr, true, true, SAVE_NoError);
|
*PackageFileName, GError, nullptr, true, true, SAVE_NoError);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UPrepareAssetsForCookingCommandlet::GenerateMapPathsFile(
|
||||||
|
const FAssetsPaths &AssetsPaths,
|
||||||
|
const FString &PropsMapPath)
|
||||||
|
{
|
||||||
|
FString MapPathData;
|
||||||
|
for (const auto &Map : AssetsPaths.MapsPaths)
|
||||||
|
{
|
||||||
|
MapPathData.Append(Map.Path + TEXT("/") + Map.Name + TEXT("+"));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (PropsMapPath.IsEmpty())
|
||||||
|
{
|
||||||
|
MapPathData.Append(PropsMapPath);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (!MapPathData.IsEmpty())
|
||||||
|
{
|
||||||
|
MapPathData.RemoveFromEnd(TEXT("+"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FString SaveDirectory = FPaths::ProjectContentDir();
|
||||||
|
FString FileName = FString("MapPaths.txt");
|
||||||
|
SaveStringTextToFile(SaveDirectory, FileName, MapPathData, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UPrepareAssetsForCookingCommandlet::GeneratePackagePathFile(const FString &PackageName)
|
||||||
|
{
|
||||||
|
FString SaveDirectory = FPaths::ProjectContentDir();
|
||||||
|
FString FileName = FString("PackagePath.txt");
|
||||||
|
FString PackageJsonFilePath = GetFirstPackagePath(PackageName);
|
||||||
|
SaveStringTextToFile(SaveDirectory, FileName, PackageJsonFilePath, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UPrepareAssetsForCookingCommandlet::PrepareMapsForCooking(
|
||||||
|
const FString &PackageName,
|
||||||
|
const TArray<FMapData> &MapsPaths)
|
||||||
|
{
|
||||||
|
// Load World
|
||||||
|
FAssetData AssetData;
|
||||||
|
LoadWorld(AssetData);
|
||||||
|
World = CastChecked<UWorld>(AssetData.GetAsset());
|
||||||
|
|
||||||
|
FString BasePath = TEXT("/Game/") + PackageName + TEXT("/Static/");
|
||||||
|
|
||||||
|
for (const auto &Map : MapsPaths)
|
||||||
|
{
|
||||||
|
FString MapPath = TEXT("/") + Map.Name;
|
||||||
|
|
||||||
|
FString DefaultPath = TEXT("/Game/") + PackageName + TEXT("/Maps/") + Map.Name;
|
||||||
|
FString RoadsPath = BasePath + SSTags::ROAD + MapPath;
|
||||||
|
FString RoadLinesPath = BasePath + SSTags::ROADLINES + MapPath;
|
||||||
|
FString TerrainPath = BasePath + SSTags::TERRAIN + MapPath;
|
||||||
|
|
||||||
|
// Spawn assets located in semantic segmentation fodlers
|
||||||
|
TArray<FString> DataPath = {DefaultPath, RoadsPath, RoadLinesPath, TerrainPath};
|
||||||
|
|
||||||
|
TArray<AStaticMeshActor *> SpawnedActors = SpawnMeshesToWorld(DataPath, Map.bUseCarlaMapMaterials);
|
||||||
|
|
||||||
|
// Save the World in specified path
|
||||||
|
SaveWorld(AssetData, PackageName, Map.Path, Map.Name);
|
||||||
|
|
||||||
|
// Remove spawned actors from world to keep equal as BaseMap
|
||||||
|
DestroySpawnedActorsInWorld(SpawnedActors);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UPrepareAssetsForCookingCommandlet::PreparePropsForCooking(
|
||||||
|
FString &PackageName,
|
||||||
|
const TArray<FString> &PropsPaths,
|
||||||
|
FString &MapDestPath)
|
||||||
|
{
|
||||||
|
// Load World
|
||||||
|
FAssetData AssetData;
|
||||||
|
LoadWorld(AssetData);
|
||||||
|
World = CastChecked<UWorld>(AssetData.GetAsset());
|
||||||
|
|
||||||
|
// Remove the meshes names from the original path for props, so we can load
|
||||||
|
// props inside folder
|
||||||
|
TArray<FString> PropPathDirs = PropsPaths;
|
||||||
|
|
||||||
|
for (auto &PropPath : PropPathDirs)
|
||||||
|
{
|
||||||
|
PropPath.Split(TEXT("/"), &PropPath, nullptr, ESearchCase::Type::IgnoreCase, ESearchDir::Type::FromEnd);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add props in a single Base Map
|
||||||
|
TArray<AStaticMeshActor *> SpawnedActors = SpawnMeshesToWorld(PropPathDirs, false);
|
||||||
|
|
||||||
|
FString MapName("PropsMap");
|
||||||
|
SaveWorld(AssetData, PackageName, MapDestPath, MapName);
|
||||||
|
|
||||||
|
DestroySpawnedActorsInWorld(SpawnedActors);
|
||||||
|
MapObjectLibrary->ClearLoaded();
|
||||||
|
}
|
||||||
|
|
||||||
int32 UPrepareAssetsForCookingCommandlet::Main(const FString &Params)
|
int32 UPrepareAssetsForCookingCommandlet::Main(const FString &Params)
|
||||||
{
|
{
|
||||||
FPackageParams PackageParams = ParseParams(Params);
|
FPackageParams PackageParams = ParseParams(Params);
|
||||||
|
@ -316,71 +402,26 @@ int32 UPrepareAssetsForCookingCommandlet::Main(const FString &Params)
|
||||||
// Get Props and Maps Path
|
// Get Props and Maps Path
|
||||||
FAssetsPaths AssetsPaths = GetAssetsPathFromPackage(PackageParams.Name);
|
FAssetsPaths AssetsPaths = GetAssetsPathFromPackage(PackageParams.Name);
|
||||||
|
|
||||||
// Load World
|
|
||||||
FAssetData AssetData;
|
|
||||||
LoadWorld(AssetData);
|
|
||||||
World = CastChecked<UWorld>(AssetData.GetAsset());
|
|
||||||
|
|
||||||
if (PackageParams.bOnlyPrepareMaps)
|
if (PackageParams.bOnlyPrepareMaps)
|
||||||
{
|
{
|
||||||
for (auto Map : AssetsPaths.MapsPaths)
|
PrepareMapsForCooking(PackageParams.Name, AssetsPaths.MapsPaths);
|
||||||
{
|
|
||||||
FString RoadsPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/RoadNode/") + Map.Name;
|
|
||||||
FString MarkingLinePath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/MarkingNode/") + Map.Name;
|
|
||||||
FString TerrainPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Static/TerrainNode/") + Map.Name;
|
|
||||||
|
|
||||||
TArray<FString> DataPath = {RoadsPath, MarkingLinePath, TerrainPath};
|
|
||||||
|
|
||||||
// Add Meshes to inside the loaded World
|
|
||||||
TArray<AStaticMeshActor *> SpawnedActors = SpawnMeshesToWorld(DataPath, Map.bUseCarlaMapMaterials);
|
|
||||||
|
|
||||||
// Save the World in specified path
|
|
||||||
SaveWorld(AssetData, PackageParams.Name, Map.Path, Map.Name);
|
|
||||||
|
|
||||||
// Remove spawned actors from world to keep equal as BaseMap
|
|
||||||
DestroySpawnedActorsInWorld(SpawnedActors);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
FString MapPathData;
|
FString PropsMapPath("");
|
||||||
for (auto Map : AssetsPaths.MapsPaths)
|
|
||||||
{
|
|
||||||
MapPathData.Append(Map.Path + TEXT("/") + Map.Name + TEXT("+"));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (AssetsPaths.PropsPaths.Num() > 0)
|
if (AssetsPaths.PropsPaths.Num() > 0)
|
||||||
{
|
{
|
||||||
FString MapName("PropsMap");
|
FString MapName("PropsMap");
|
||||||
FString WorldDestPath = TEXT("/Game/") + PackageParams.Name +
|
PropsMapPath = TEXT("/Game/") + PackageParams.Name + TEXT("/Maps/") + MapName;
|
||||||
TEXT("/Maps/") + MapName;
|
PreparePropsForCooking(PackageParams.Name, AssetsPaths.PropsPaths, MapName);
|
||||||
|
|
||||||
MapPathData.Append(WorldDestPath + TEXT("/") + MapName);
|
|
||||||
|
|
||||||
// Add props in a single Base Map
|
|
||||||
TArray<AStaticMeshActor *> SpawnedActors = SpawnMeshesToWorld(AssetsPaths.PropsPaths, false, true);
|
|
||||||
|
|
||||||
SaveWorld(AssetData, PackageParams.Name, WorldDestPath, MapName);
|
|
||||||
|
|
||||||
DestroySpawnedActorsInWorld(SpawnedActors);
|
|
||||||
MapObjectLibrary->ClearLoaded();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (MapPathData.Len() >= 0)
|
|
||||||
{
|
|
||||||
MapPathData.RemoveFromEnd(TEXT("+"));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Save Map Path File for further use
|
// Save Map Path File for further use
|
||||||
FString SaveDirectory = FPaths::ProjectContentDir();
|
GenerateMapPathsFile(AssetsPaths, PropsMapPath);
|
||||||
FString FileName = FString("MapPaths.txt");
|
|
||||||
SaveStringTextToFile(SaveDirectory, FileName, MapPathData, true);
|
|
||||||
|
|
||||||
FileName = FString("PackagePath.txt");
|
// Saves Package path for further use
|
||||||
FString PackageJsonFilePath = GetFirstPackagePath(PackageParams.Name);
|
GeneratePackagePathFile(PackageParams.Name);
|
||||||
SaveStringTextToFile(SaveDirectory, FileName, PackageJsonFilePath, true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -8,22 +8,15 @@
|
||||||
|
|
||||||
#include "Carla/OpenDrive/OpenDriveActor.h"
|
#include "Carla/OpenDrive/OpenDriveActor.h"
|
||||||
#include "Commandlets/Commandlet.h"
|
#include "Commandlets/Commandlet.h"
|
||||||
#include "Containers/Map.h"
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "Engine/World.h"
|
|
||||||
#include "Misc/PackageName.h"
|
|
||||||
#include "Runtime/Engine/Classes/Engine/ObjectLibrary.h"
|
#include "Runtime/Engine/Classes/Engine/ObjectLibrary.h"
|
||||||
#include "UObject/Package.h"
|
|
||||||
|
|
||||||
#if WITH_EDITORONLY_DATA
|
|
||||||
#include "AssetRegistry/Public/AssetRegistryModule.h"
|
|
||||||
#include "Developer/AssetTools/Public/AssetToolsModule.h"
|
|
||||||
#include "Developer/AssetTools/Public/IAssetTools.h"
|
|
||||||
#endif // WITH_EDITORONLY_DATA
|
|
||||||
#include "Runtime/Engine/Classes/Engine/StaticMeshActor.h"
|
#include "Runtime/Engine/Classes/Engine/StaticMeshActor.h"
|
||||||
#include "PrepareAssetsForCookingCommandlet.generated.h"
|
#include "PrepareAssetsForCookingCommandlet.generated.h"
|
||||||
|
|
||||||
/// Struct containing Package Params
|
/// Struct containing Package with @a Name and @a bOnlyPrepareMaps flag used to
|
||||||
|
/// separate the cooking of maps and props across the different stages (Maps
|
||||||
|
/// will be imported during make import command and Props will be imported
|
||||||
|
/// during make package command)
|
||||||
USTRUCT()
|
USTRUCT()
|
||||||
struct CARLA_API FPackageParams
|
struct CARLA_API FPackageParams
|
||||||
{
|
{
|
||||||
|
@ -85,12 +78,15 @@ public:
|
||||||
/// @pre World is expected to be previously loaded
|
/// @pre World is expected to be previously loaded
|
||||||
TArray<AStaticMeshActor *> SpawnMeshesToWorld(
|
TArray<AStaticMeshActor *> SpawnMeshesToWorld(
|
||||||
const TArray<FString> &AssetsPaths,
|
const TArray<FString> &AssetsPaths,
|
||||||
bool bUseCarlaMaterials,
|
bool bUseCarlaMaterials);
|
||||||
bool bIsPropsMap = false);
|
|
||||||
|
|
||||||
/// Saves the current World, contained in @a AssetData, into @a DestPath
|
/// Saves the current World, contained in @a AssetData, into @a DestPath
|
||||||
/// composed of @a PackageName and with @a WorldName.
|
/// composed of @a PackageName and with @a WorldName.
|
||||||
bool SaveWorld(FAssetData &AssetData, FString &PackageName, FString &DestPath, FString &WorldName);
|
bool SaveWorld(
|
||||||
|
FAssetData &AssetData,
|
||||||
|
const FString &PackageName,
|
||||||
|
const FString &DestPath,
|
||||||
|
const FString &WorldName);
|
||||||
|
|
||||||
/// Destroys all the previously spawned actors stored in @a SpawnedActors
|
/// Destroys all the previously spawned actors stored in @a SpawnedActors
|
||||||
void DestroySpawnedActorsInWorld(TArray<AStaticMeshActor *> &SpawnedActors);
|
void DestroySpawnedActorsInWorld(TArray<AStaticMeshActor *> &SpawnedActors);
|
||||||
|
@ -99,6 +95,23 @@ public:
|
||||||
/// @a PackageName
|
/// @a PackageName
|
||||||
FAssetsPaths GetAssetsPathFromPackage(const FString &PackageName) const;
|
FAssetsPaths GetAssetsPathFromPackage(const FString &PackageName) const;
|
||||||
|
|
||||||
|
/// Generates the MapPaths file provided @a AssetsPaths and @a PropsMapPath
|
||||||
|
void GenerateMapPathsFile(const FAssetsPaths &AssetsPaths, const FString &PropsMapPath);
|
||||||
|
|
||||||
|
/// Generates the PackagePat file that contains the path of a package with @a
|
||||||
|
/// PackageName
|
||||||
|
void GeneratePackagePathFile(const FString &PackageName);
|
||||||
|
|
||||||
|
/// For each Map data contained in @MapsPaths, it creates a World, spawn its
|
||||||
|
/// actors inside the world and saves it in .umap format
|
||||||
|
/// in a destination path built from @a PackageName.
|
||||||
|
void PrepareMapsForCooking(const FString &PackageName, const TArray<FMapData> &MapsPaths);
|
||||||
|
|
||||||
|
/// For all the props inside @a PropsPaths, it creates a single World, spawn
|
||||||
|
/// all the props inside the world and saves it in .umap format
|
||||||
|
/// in a destination path built from @a PackageName and @a MapDestPath.
|
||||||
|
void PreparePropsForCooking(FString &PackageName, const TArray<FString> &PropsPaths, FString &MapDestPath);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
/// Main method and entry of the commandlet, taking as input parameters @a
|
/// Main method and entry of the commandlet, taking as input parameters @a
|
||||||
|
@ -113,7 +126,7 @@ private:
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
TArray<FAssetData> AssetDatas;
|
TArray<FAssetData> AssetDatas;
|
||||||
|
|
||||||
/// Loaded maps from any object library
|
/// Loaded map content from any object library
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
TArray<FAssetData> MapContents;
|
TArray<FAssetData> MapContents;
|
||||||
|
|
||||||
|
|
|
@ -63,8 +63,7 @@ def generate_import_setting_file(package_name, json_dirname, props, maps):
|
||||||
with open(importfile, "w+") as fh:
|
with open(importfile, "w+") as fh:
|
||||||
import_groups = []
|
import_groups = []
|
||||||
file_names = []
|
file_names = []
|
||||||
import_settings = []
|
import_settings = {
|
||||||
import_settings.append({
|
|
||||||
"bImportMesh": 1,
|
"bImportMesh": 1,
|
||||||
"bConvertSceneUnit": 1,
|
"bConvertSceneUnit": 1,
|
||||||
"bConvertScene": 1,
|
"bConvertScene": 1,
|
||||||
|
@ -78,9 +77,10 @@ def generate_import_setting_file(package_name, json_dirname, props, maps):
|
||||||
"StaticMeshImportData": {
|
"StaticMeshImportData": {
|
||||||
"bRemoveDegenerates": 1,
|
"bRemoveDegenerates": 1,
|
||||||
"bAutoGenerateCollision": 0,
|
"bAutoGenerateCollision": 0,
|
||||||
"bCombineMeshes": 0
|
"bCombineMeshes": 0,
|
||||||
|
"bConvertSceneUnit": 1
|
||||||
|
}
|
||||||
}
|
}
|
||||||
})
|
|
||||||
|
|
||||||
for prop in props:
|
for prop in props:
|
||||||
props_dest = "/" + "/".join(["Game", package_name, "Static", prop["tag"], prop["name"]])
|
props_dest = "/" + "/".join(["Game", package_name, "Static", prop["tag"], prop["name"]])
|
||||||
|
@ -207,52 +207,48 @@ def import_assets_from_json_list(json_list):
|
||||||
data = json.load(json_file)
|
data = json.load(json_file)
|
||||||
# Take all the fbx registered in the provided json files
|
# Take all the fbx registered in the provided json files
|
||||||
# and place it inside unreal in the provided path (by the json file)
|
# and place it inside unreal in the provided path (by the json file)
|
||||||
|
maps = []
|
||||||
|
props = []
|
||||||
|
if "maps" in data:
|
||||||
maps = data["maps"]
|
maps = data["maps"]
|
||||||
|
if "props" in data:
|
||||||
props = data["props"]
|
props = data["props"]
|
||||||
|
|
||||||
package_name = filename.replace(".json", "")
|
package_name = filename.replace(".json", "")
|
||||||
|
|
||||||
import_assets(package_name, dirname, props, maps)
|
import_assets(package_name, dirname, props, maps)
|
||||||
move_uassets(package_name, maps)
|
|
||||||
|
|
||||||
if not package_name:
|
if not package_name:
|
||||||
print("No Packages JSONs found, nothing to import. Skipping package.")
|
print("No Packages JSONs found, nothing to import. Skipping package.")
|
||||||
continue
|
continue
|
||||||
prepare_maps_commandlet_for_cooking(package_name)
|
|
||||||
|
# First we only move the meshes to the tagged folders for semantic
|
||||||
|
# segmentation
|
||||||
|
move_assets_commandlet(package_name, maps)
|
||||||
|
|
||||||
|
# We prepare only the maps for cooking after moving them. Props cooking will be done from Package.sh script.
|
||||||
|
prepare_maps_commandlet_for_cooking(package_name, only_prepare_maps=True)
|
||||||
|
|
||||||
|
|
||||||
def move_uassets(package_name, maps):
|
def prepare_maps_commandlet_for_cooking(package_name, only_prepare_maps):
|
||||||
for umap in maps:
|
|
||||||
origin_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "Content", package_name, "Maps", umap["name"])
|
|
||||||
dest_base_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "Content", package_name, "Static")
|
|
||||||
|
|
||||||
# Create the 3 posible destination folder path
|
|
||||||
marking_dir = os.path.join(dest_base_path, "MarkingNode", umap["name"])
|
|
||||||
road_dir = os.path.join(dest_base_path, "RoadNode", umap["name"])
|
|
||||||
terrain_dir = os.path.join(dest_base_path, "TerrainNode", umap["name"])
|
|
||||||
|
|
||||||
# Create folders if they do not exist
|
|
||||||
if not os.path.exists(marking_dir):
|
|
||||||
os.makedirs(marking_dir)
|
|
||||||
if not os.path.exists(road_dir):
|
|
||||||
os.makedirs(road_dir)
|
|
||||||
if not os.path.exists(terrain_dir):
|
|
||||||
os.makedirs(terrain_dir)
|
|
||||||
|
|
||||||
# Move uassets to corresponding folder
|
|
||||||
for filename in os.listdir(origin_path):
|
|
||||||
if "MarkingNode" in filename:
|
|
||||||
shutil.move(os.path.join(origin_path, filename), os.path.join(marking_dir, filename))
|
|
||||||
if "RoadNode" in filename:
|
|
||||||
shutil.move(os.path.join(origin_path, filename), os.path.join(road_dir, filename))
|
|
||||||
if "TerrainNode" in filename:
|
|
||||||
shutil.move(os.path.join(origin_path, filename), os.path.join(terrain_dir, filename))
|
|
||||||
|
|
||||||
def prepare_maps_commandlet_for_cooking(package_name):
|
|
||||||
commandlet_name = "PrepareAssetsForCooking"
|
commandlet_name = "PrepareAssetsForCooking"
|
||||||
commandlet_arguments = "-PackageName=%s" % package_name
|
commandlet_arguments = "-PackageName=%s" % package_name
|
||||||
commandlet_arguments += " -OnlyPrepareMaps=true"
|
commandlet_arguments += " -OnlyPrepareMaps=%d" % only_prepare_maps
|
||||||
invoke_commandlet(commandlet_name, commandlet_arguments)
|
invoke_commandlet(commandlet_name, commandlet_arguments)
|
||||||
|
|
||||||
|
|
||||||
|
def move_assets_commandlet(package_name, maps):
|
||||||
|
commandlet_name = "MoveAssets"
|
||||||
|
commandlet_arguments = "-PackageName=%s" % package_name
|
||||||
|
|
||||||
|
umap_names = ""
|
||||||
|
for umap in maps:
|
||||||
|
umap_names += umap["name"] + " "
|
||||||
|
commandlet_arguments += " -Maps=%s" % umap_names
|
||||||
|
|
||||||
|
invoke_commandlet(commandlet_name, commandlet_arguments)
|
||||||
|
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
import_folder = os.path.join(CARLA_ROOT_PATH, "Import")
|
import_folder = os.path.join(CARLA_ROOT_PATH, "Import")
|
||||||
json_list = get_packages_json_list(import_folder)
|
json_list = get_packages_json_list(import_folder)
|
||||||
|
|
Loading…
Reference in New Issue