Merge branch 'xisco' into nestor

This commit is contained in:
nsubiron 2017-05-29 14:38:25 +01:00
commit 9fdf4d98f8
24 changed files with 1179 additions and 115 deletions

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#include "Carla.h"
#include "AICarlaVehicleController.h"
#include "Components/BoxComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "WheeledVehicle.h"
#include "WheeledVehicleMovementComponent.h"
#include "EngineUtils.h"
#include "GameFramework/Pawn.h"
#include "CityMapGenerator.h"
#include "Tagger.h"
#include "TrafficLight.h"
#include "math.h"
#include <DrawDebugHelpers.h>
#include "MapGen/RoadMap.h"
// Find first component of type road.
static bool RayTrace(
UWorld *World,
const FVector &Start,
const FVector &End,
bool &Stop)
{
FHitResult Hit;
TArray <FHitResult> OutHits;
static FName TraceTag = FName(TEXT("VehicleTrace"));
//World->DebugDrawTraceTag = TraceTag;
const bool Success = World->LineTraceMultiByObjectType(
OutHits,
Start,
End,
FCollisionObjectQueryParams(ECollisionChannel::ECC_Vehicle),
FCollisionQueryParams(TraceTag, true));
if (Success) {
for (FHitResult &Item : OutHits) {
if (ATagger::MatchComponent(*Item.Component, ECityObjectLabel::Vehicles)) {
Stop = true;
return true;
}
}
}
return false;
}
AAICarlaVehicleController::AAICarlaVehicleController() :
Super(),
MovementComponent(nullptr)
{
bAutoManageActiveCameraTarget = false;
//MAX_SPEED = ((rand() * 10) - 5) + MAX_SPEED;
}
AAICarlaVehicleController::~AAICarlaVehicleController() {}
// =============================================================================
// -- APlayerController --------------------------------------------------------
// =============================================================================
void AAICarlaVehicleController::SetupInputComponent(){ Super::SetupInputComponent(); }
void AAICarlaVehicleController::Possess(APawn *aPawn)
{
Super::Possess(aPawn);
if (IsPossessingAVehicle()) {
UE_LOG(LogCarla, Error, TEXT("Controller already possessing a pawn!"));
return;
}
auto *WheeledVehicle = Cast<AWheeledVehicle>(aPawn);
if (WheeledVehicle != nullptr) {
// Bind hit events.
// aPawn->OnActorHit.AddDynamic(this, &AAICarlaVehicleController::OnCollisionEvent);
// Get vehicle movement component.
MovementComponent = WheeledVehicle->GetVehicleMovementComponent();
check(MovementComponent != nullptr);
// Get vehicle box component.
TArray<UBoxComponent *> BoundingBoxes;
WheeledVehicle->GetComponents<UBoxComponent>(BoundingBoxes);
if (BoundingBoxes.Num() > 0) {
VehicleBounds = BoundingBoxes[0];
} else {
UE_LOG(LogCarla, Error, TEXT("Pawn is missing the bounding box!"));
}
/*
////////////////////////////////
if (VehicleBounds != nullptr){
FVector BoxExtent = VehicleBounds->GetScaledBoxExtent();
USphereComponent* rightSphere = NewObject<USphereComponent>(VehicleBounds, TEXT("Right"));
if(rightSphere)
{
rightSphere->RegisterComponent();
rightSphere->SetupAttachment(RootComponent);
//rightSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
USphereComponent* leftSphere = NewObject<USphereComponent>(VehicleBounds, TEXT("Left"));
if(leftSphere)
{
leftSphere->RegisterComponent();
leftSphere->SetupAttachment(RootComponent);
//leftSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
//CompClass can be a BP
//USphereComponent* SphereVisual = ConstructObject<USphereComponent>(USphereComponent::StaticClass, this, name);
USphereComponent* rightSphere = GetOwner() -> CreateDefaultSubobject<USphereComponent>(TEXT("Right"));
RootComponent = rightSphere;
//could use different than Root Comp
if (rightSphere)
{
//SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
rightSphere->RegisterComponent();
rightSphere->SetRelativeLocation(FVector(BoxExtent.X/2.0, 50.0 + BoxExtent.Y/2.0, 0.0));
rightSphere->SetWorldScale3D(FVector(1.0f));
rightSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
USphereComponent* leftSphere = GetOwner() -> CreateDefaultSubobject<USphereComponent>(TEXT("Left"));
RootComponent = leftSphere;
//could use different than Root Comp
if (leftSphere)
{
//SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
leftSphere->RegisterComponent();
leftSphere->SetRelativeLocation(FVector(BoxExtent.X/2.0, 50.0 + BoxExtent.Y/2.0, 0.0));
leftSphere->SetWorldScale3D(FVector(1.0f));
leftSphere->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
}
///////////////////////////////////
TArray<USphereComponent *> ControlPoints;
WheeledVehicle->GetComponents<USphereComponent>(ControlPoints);
if (ControlPoints.Num() > 0) {
if (ControlPoints[0]->GetName().Equals("Right")){
VehicleRightControl = ControlPoints[0];
VehicleLeftControl = ControlPoints[1];
}
else{
VehicleRightControl = ControlPoints[1];
VehicleLeftControl = ControlPoints[0];
}
}else{
UE_LOG(LogCarla, Error, TEXT("Vehicle control point not found!"));
}
*/
}
}
void AAICarlaVehicleController::BeginPlay()
{
TActorIterator<ACityMapGenerator> It(GetWorld());
if (It) {
RoadMap = It->GetRoadMap();
}
}
void AAICarlaVehicleController::Tick(float DeltaTime){
Super::PlayerTick(DeltaTime);
check(MovementComponent != nullptr);
if (RoadMap == nullptr) {
UE_LOG(LogCarla, Error, TEXT("Controller doesn't have a road map"));
return;
}
FRoadMapPixelData roadData = RoadMap->GetDataAt(GetPawn()->GetActorLocation());
float steering = 2.0, throttle = 1.0f;
if (route.Num() > 0){
steering = GoTo(route[route_it]);
}
else{
steering = CalcStreeringValue();
}
const FVector Start = GetPawn()->GetActorLocation() + (GetPawn()->GetActorForwardVector().GetSafeNormal() * 250.0) + FVector(0.0, 0.0, 50.0);
const FVector End = Start + GetPawn()->GetActorForwardVector().GetSafeNormal() * 400.0;
auto speed = MovementComponent->GetForwardSpeed() * 0.036f;
//RayTrace to detect trafficLights or Vehicles
bool stop;
auto World = GetWorld();
if (TrafficLightStop) throttle = Stop(speed);
else {
if (RayTrace(World, Start, End, stop)) {
if (stop) throttle = Stop(speed);
else throttle = Move(speed);
}
else{
throttle = Move(speed);
}
}
MovementComponent->SetSteeringInput(steering);
MovementComponent->SetThrottleInput(throttle);
}
float AAICarlaVehicleController::GoTo(FVector objective){
UE_LOG(LogCarla, Log,
TEXT("it: %i"),
route_it
);
float steering = 0;
if (objective.Equals(GetPawn()->GetActorLocation(), 80.0f)){
++route_it;
if (route_it == route.Num()){
route.Empty();
route_it = 0;
return CalcStreeringValue();
}
}
FVector direction = objective - GetPawn()->GetActorLocation();
direction = direction.GetSafeNormal();
FVector forward = GetPawn()->GetActorForwardVector();
float dirAngle = direction.UnitCartesianToSpherical().Y;
float actorAngle = forward.UnitCartesianToSpherical().Y;
dirAngle *= (180.0f/PI);
actorAngle *= (180.0/PI);
float angle = dirAngle - actorAngle;
if (angle > 180.0f) angle -= 360.0f;
else if (angle < -180.0f) angle += 360.0f;
if (angle < -70.0f) steering = -1.0f;
else if (angle > 70.0f) steering = 1.0f;
else steering += angle/70.0f;
return steering;
}
float AAICarlaVehicleController::CalcStreeringValue(){
float steering = 0;
/*
if (VehicleRightControl == nullptr || VehicleLeftControl == nullptr){
UE_LOG(LogCarla, Error, TEXT("Vehicle control point not found!"));
return 0;
}
*/
FVector BoxExtent = VehicleBounds->GetScaledBoxExtent();
FVector forward = GetPawn()->GetActorForwardVector();
FVector rightSensorPosition (BoxExtent.X/2.0f, (BoxExtent.Y/2.0f) + 150.0f, 0.0f);
FVector leftSensorPosition (BoxExtent.X/2.0f, -(BoxExtent.Y/2.0f) - 150.0f, 0.0f);
float forwardMagnitude = BoxExtent.X/2.0f;
float Magnitude = (float) sqrt(pow((double)leftSensorPosition.X,2.0) + pow((double)leftSensorPosition.Y,2.0));
//same for the right and left
float offset = FGenericPlatformMath::Acos(forwardMagnitude/Magnitude);
float actorAngle = forward.UnitCartesianToSpherical().Y;
float sinR = FGenericPlatformMath::Sin(actorAngle+offset);
float cosR = FGenericPlatformMath::Cos(actorAngle+offset);
float sinL = FGenericPlatformMath::Sin(actorAngle-offset);
float cosL = FGenericPlatformMath::Cos(actorAngle-offset);
rightSensorPosition.Y = sinR * Magnitude;
rightSensorPosition.X = cosR * Magnitude;
leftSensorPosition.Y = sinL * Magnitude;
leftSensorPosition.X = cosL * Magnitude;
FVector rightPositon = GetPawn()->GetActorLocation() + FVector(rightSensorPosition.X, rightSensorPosition.Y, 0.0f);
FVector leftPosition = GetPawn()->GetActorLocation() + FVector(leftSensorPosition.X, leftSensorPosition.Y, 0.0f);
FRoadMapPixelData rightRoadData = RoadMap->GetDataAt(rightPositon);
if (!rightRoadData.IsRoad()) steering -= 0.2f;
FRoadMapPixelData leftRoadData = RoadMap->GetDataAt(leftPosition);
if (!leftRoadData.IsRoad()) steering += 0.2f;
FRoadMapPixelData roadData = RoadMap->GetDataAt(GetPawn()->GetActorLocation());
if (!roadData.IsRoad()){
steering = -1;
}
else if (roadData.HasDirection()){
FVector direction = roadData.GetDirection();
FVector right = rightRoadData.GetDirection();
FVector left = leftRoadData.GetDirection();
forward.Z = 0.0f;
float dirAngle = direction.UnitCartesianToSpherical().Y;
float rightAngle = right.UnitCartesianToSpherical().Y;
float leftAngle = left.UnitCartesianToSpherical().Y;
dirAngle *= (180.0f/PI);
rightAngle *= (180.0/PI);
leftAngle *= (180.0/PI);
actorAngle *= (180.0/PI);
float min = dirAngle - 90.0f;
if (min < -180.0f) min = 180.0f + (min + 180.0f);
float max = dirAngle + 90.0f;
if (max > 180.0f) max = -180.0f + (max - 180.0f);
if (dirAngle < -90.0 || dirAngle > 90.0){
if (rightAngle < min && rightAngle > max) steering -= 0.2f;
if (leftAngle < min && leftAngle > max) steering += 0.2f;
}
else{
if (rightAngle < min || rightAngle > max) steering -= 0.2f;
if (leftAngle < min || leftAngle > max) steering += 0.2f;
}
float angle = dirAngle - actorAngle;
if (angle > 180.0f) angle -= 360.0f;
else if (angle < -180.0f) angle += 360.0f;
if (angle < -70.0f) steering = -1.0f;
else if (angle > 70.0f) steering = 1.0f;
else steering += angle/70.0f;
}
return steering;
}
float AAICarlaVehicleController::Stop(float &speed){
if (speed > 0.0f) return -1.0f;
else return 0;
}
float AAICarlaVehicleController::Move(float &speed){
return 1.0f - (speed/MAX_SPEED);
}
void AAICarlaVehicleController::RedTrafficLight(bool state){
if (state) TrafficLightStop = true;
else TrafficLightStop = false;
}
void AAICarlaVehicleController::NewSpeedLimit(float speed){
MAX_SPEED = speed;
UE_LOG(LogCarla, Log,
TEXT("New Speed: %f"),
MAX_SPEED
);
}
void AAICarlaVehicleController::NewRoute(TArray<FVector> positions){
this->route = positions;
route_it = 0;
}
/*
bool AAICarlaVehicleController::DoTrace()
{
FHitResult RV_Hit(ForceInit);
FVector Start = GetPawn()->GetActorLocation() + (GetPawn()->GetActorForwardVector() * 250) + FVector(0.0, 0.0, 50.0);
// you need to add a uproperty to the header file for a float PlayerInteractionDistance
FVector End = Start + (GetPawn()->GetActorForwardVector() * 500);
//If Trace Hits anything
if( UMyStaticFunctionLibrary::Trace(GetWorld(),GetPawn(),Start,End,HitData) )
{
//Print out the name of the traced actor
if(HitData.GetActor())
{
ClientMessage(HitData.GetActor()->GetName());
//Print out distance from start of trace to impact point
ClientMessage("Trace Distance: " + FString::SanitizeFloat(HitData.Distance));
}
return true;
}
return false;
}
*/

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#pragma once
#include "GameFramework/PlayerController.h"
#include "AICarlaVehicleController.generated.h"
//#include "TrafficLight.h"
class UBoxComponent;
class USphereComponent;
class URoadMap;
class UWheeledVehicleMovementComponent;
/**
*
*/
UCLASS()
class CARLA_API AAICarlaVehicleController : public APlayerController
{
GENERATED_BODY()
// ===========================================================================
/// @name Constructor and destructor
// ===========================================================================
/// @{
public:
AAICarlaVehicleController();
~AAICarlaVehicleController();
/// @}
// ===========================================================================
/// @name APlayerController overrides
// ===========================================================================
/// @{
public:
virtual void SetupInputComponent() override;
virtual void Possess(APawn *aPawn) override;
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
/// @}
// ===========================================================================
/// @name Vehicle pawn info
// ===========================================================================
/// @{
public:
bool IsPossessingAVehicle() const
{
return MovementComponent != nullptr;
}
/// World location of the vehicle.
FVector GetVehicleLocation() const;
/// Speed forward in km/h. Might be negative if goes backwards.
float GetVehicleForwardSpeed() const;
/// Orientation vector of the vehicle, pointing forward.
FVector GetVehicleOrientation() const;
int32 GetVehicleCurrentGear() const;
private:
void InitVehilceValues();
/// @}
// ===========================================================================
/// @name Vehicle movement
// ===========================================================================
/// @{
public:
void SetThrottleInput(float Value);
void SetSteeringInput(float Value);
void SetHandbrakeInput(bool Value);
/// @}
// ===========================================================================
/// @name Blueprint functions
// ===========================================================================
/// @{
public:
UFUNCTION(BlueprintCallable, Category="Trigger")
void RedTrafficLight(bool state);
UFUNCTION(BlueprintCallable, Category="Trigger")
void NewSpeedLimit(float speed);
UFUNCTION(BlueprintCallable, Category="Trigger")
void NewRoute(TArray<FVector> positions);
private:
float CalcStreeringValue();
float GoTo(FVector objective);
float Stop(float &speed);
float Move(float &speed);
bool DoTrace();
private:
UPROPERTY()
UBoxComponent *VehicleBounds;
UPROPERTY()
USphereComponent* VehicleRightControl;
UPROPERTY()
USphereComponent* VehicleLeftControl;
UPROPERTY()
AActor *forwardTrigger;
UPROPERTY()
URoadMap *RoadMap;
UPROPERTY()
UWheeledVehicleMovementComponent *MovementComponent;
UPROPERTY(EditAnywhere)
float MAX_SPEED = 30.0f;
bool TrafficLightStop = false;
int route_it = 0;
TArray<FVector> route;
};

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#include "Carla.h"
#include "TrafficLight.h"
// Sets default values
ATrafficLight::ATrafficLight()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATrafficLight::BeginPlay()
{
Super::BeginPlay();
}

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#pragma once
#include "GameFramework/Actor.h"
#include "TrafficLight.generated.h"
UENUM(BlueprintType)
enum class ETrafficLightState : uint8{
RED UMETA(DisplayName = "Red"),
YELLOW UMETA(DisplayName = "Yellow"),
GEEN UMETA(DisplayName = "Green")
};
UCLASS()
class CARLA_API ATrafficLight : public AActor
{
GENERATED_BODY()
public:
ATrafficLight();
~ATrafficLight(){};
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UPROPERTY(BlueprintReadWrite, Category=TrafficLightValues, EditAnywhere)
ETrafficLightState state;
};

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#include "Carla.h"
#include "TrafficLightGroup.h"
// Sets default values
ATrafficLightGroup::ATrafficLightGroup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATrafficLightGroup::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ATrafficLightGroup::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#pragma once
#include "GameFramework/Actor.h"
#include "TrafficLightGroup.generated.h"
UCLASS()
class CARLA_API ATrafficLightGroup : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATrafficLightGroup();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
public:
UPROPERTY (BlueprintReadOnly, Category=TrafficLights, EditAnywhere)
TArray<AActor*> LightComponents;
};

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@ -0,0 +1,106 @@
// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#include "Carla.h"
#include "VehicleSpawnerBase.h"
#include "Engine/PlayerStartPIE.h"
#include "EngineUtils.h"
#include "GameFramework/PlayerStart.h"
#include "GameFramework/Character.h"
// Sets default values
AVehicleSpawnerBase::AVehicleSpawnerBase(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer),
RandomStream(Seed)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = TG_PrePhysics;
}
void AVehicleSpawnerBase::BeginPlay()
{
Super::BeginPlay();
// Allocate space for walkers.
Vehicles.Reserve(NumberOfVehicles);
// Set seed for random numbers.
if (!bUseFixedSeed) {
RandomStream.GenerateNewSeed();
} else {
RandomStream.Initialize(Seed);
}
// Find spawn points present in level.
for (TActorIterator<APlayerStart> It(GetWorld()); It; ++It) {
SpawnPoints.Add(*It);
}
UE_LOG(LogCarla, Log, TEXT("Found %d positions for spawning vehilces"), SpawnPoints.Num());
if (SpawnPoints.Num() < 2) {
bSpawnVehicles = false;
UE_LOG(LogCarla, Error, TEXT("We don't have enough spawn points for vehicles!"));
}
while (bSpawnVehicles && (NumberOfVehicles > Vehicles.Num())) {
// Try to spawn one walker.
TryToSpawnRandomVehicle();
}
}
void AVehicleSpawnerBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// =============================================================================
// -- Other member functions ---------------------------------------------------
// =============================================================================
void AVehicleSpawnerBase::SetNumberOfVehicles(const int32 Count)
{
if (Count > 0) {
bSpawnVehicles = true;
NumberOfVehicles = Count;
} else {
bSpawnVehicles = false;
}
}
void AVehicleSpawnerBase::TryToSpawnRandomVehicle()
{
auto SpawnPoint = GetRandomSpawnPoint();
if ((SpawnPoint != nullptr)) {
SpawnVehicleAtSpawnPoint(*SpawnPoint);
} else {
UE_LOG(LogCarla, Error, TEXT("Unable to find spawn point"));
}
}
void AVehicleSpawnerBase::SpawnVehicleAtSpawnPoint(
const APlayerStart &SpawnPoint)
{
AWheeledVehicle *Vehicle;
SpawnVehicle(SpawnPoint.GetActorTransform(), Vehicle);
if ((Vehicle != nullptr) && !Vehicle->IsPendingKill()) {
Vehicle->AIControllerClass = AAICarlaVehicleController::StaticClass();
Vehicle->SpawnDefaultController();
auto Controller = GetVehicleController(Vehicle);
if (Controller != nullptr) { // Sometimes fails...
Vehicles.Add(Vehicle);
} else {
UE_LOG(LogCarla, Error, TEXT("Something went wrong creating the controller for the new vehicle"));
Vehicle->Destroy();
}
}
}
APlayerStart *AVehicleSpawnerBase::GetRandomSpawnPoint() const
{
return (SpawnPoints.Num() > 0 ?
SpawnPoints[RandomStream.RandRange(0, SpawnPoints.Num() - 1)] :
nullptr);
}

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#pragma once
#include "GameFramework/Actor.h"
#include "VehicleSpawnerBase.generated.h"
//#include "Content/Blueprints/BaseVehiclePawn.h"
class APlayerStart;
UCLASS(Abstract)
class CARLA_API AVehicleSpawnerBase : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AVehicleSpawnerBase(const FObjectInitializer& ObjectInitializer);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UFUNCTION(BlueprintCallable)
const FRandomStream &GetRandomStream() const
{
return RandomStream;
}
UFUNCTION(BlueprintImplementableEvent)
void SpawnVehicle(const FTransform &SpawnTransform, AWheeledVehicle *&SpawnedCharacter);
//UFUNCTION(BlueprintImplementableEvent)
void TryToSpawnRandomVehicle();
UFUNCTION(BlueprintImplementableEvent)
AAICarlaVehicleController* GetVehicleController(AWheeledVehicle* Vechicle);
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void SetNumberOfVehicles(int32 Count);
APlayerStart* GetRandomSpawnPoint() const;
void SpawnVehicleAtSpawnPoint(const APlayerStart &SpawnPoint);
protected:
/** If false, no walker will be spawned. */
UPROPERTY(Category = "Vehicle Spawner", EditAnywhere)
bool bSpawnVehicles = true;
/** Number of walkers to be present within the volume. */
UPROPERTY(Category = "Vehicle Spawner", EditAnywhere, meta = (EditCondition = bSpawnVehicles, ClampMin = "1"))
int32 NumberOfVehicles = 10;
/** Minimum walk distance in centimeters. */
/*UPROPERTY(Category = "Vechicle Spawner", EditAnywhere, meta = (EditCondition = bSpawnWalkers))
float MinimumWalkDistance = 1500.0f;
*/
/** If false, a random seed is generated each time. */
UPROPERTY(Category = "Vehicle Spawner", EditAnywhere, meta = (EditCondition = bSpawnVehicles))
bool bUseFixedSeed = true;
/** Seed for spawning random walkers. */
UPROPERTY(Category = "Vehicle Spawner", EditAnywhere, meta = (EditCondition = bUseFixedSeed))
int32 Seed = 123456789;
UPROPERTY()
FRandomStream RandomStream;
//UPROPERTY(Category = "Vechicle Spawner", VisibleAnywhere, AdvancedDisplay)
TArray<APlayerStart *> SpawnPoints;
/*
UPROPERTY(Category = "Vechicle Spawner", BlueprintReadOnly, EditAnywhere, AdvancedDisplay)
TArray<AWheeledVehicle *> Vehicles;
*/
UPROPERTY(Category = "Vehicle Spawner", BlueprintReadOnly, VisibleAnywhere, AdvancedDisplay)
TArray< AWheeledVehicle *> Vehicles;
};

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@ -76,10 +76,10 @@ static bool ReadSceneInit(carla::CarlaServer &Server)
uint32 Scene;
bool Success = false;
UE_LOG(LogCarlaServer, Log, TEXT("(tryReadSceneInit) Waiting for client..."));
while (!Success) {
/*while (!Success) {
if (!Server.tryReadSceneInit(Scene, Success))
return false;
}
}*/
return true;
}
@ -188,11 +188,11 @@ void CarlaGameController::Initialize(UCarlaSettings &CarlaSettings)
{
if (bServerNeedsRestart) {
UE_LOG(LogCarlaServer, Log, TEXT("Initializing CarlaServer"));
if (Server->init(1u) && ReadSceneInit(*Server)) {
/*if (Server->init(1u) && ReadSceneInit(*Server)) {
bServerNeedsRestart = false;
} else {
UE_LOG(LogCarlaServer, Warning, TEXT("Failed to initialize, server needs restart"));
}
}*/
}
}
@ -238,13 +238,13 @@ bool CarlaGameController::TickServer()
{
// Check if the client requested a new episode.
bool bNewEpisodeRequested = false;
if (!Server->newEpisodeRequested(bNewEpisodeRequested)) {
/*if (!Server->newEpisodeRequested(bNewEpisodeRequested)) {
return false;
} else if (bNewEpisodeRequested) {
UE_LOG(LogCarlaServer, Log, TEXT("New episode requested"));
RestartLevel();
return true;
}
}*/
// Send reward and try to read control.
return

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// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#include "Carla.h"
#include "IntersectionEntrance.h"
// Sets default values
AIntersectionEntrance::AIntersectionEntrance(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AIntersectionEntrance::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AIntersectionEntrance::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
TArray<FVector> AIntersectionEntrance::GetRoute(int it)
{
TArray<AActor*> points = Routes[it].points;
TArray<FVector> route;
for (int i = 0; i < points.Num(); ++i){
route.Add(points[i]->GetActorLocation());
}
return route;
}
/*
#if WITH_EDITOR
void AIntersectionEntrance::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property) {
if (bCreateRoutes && (GetWorld() != nullptr)) {
//ClearRoutes();
for (int i = 0; i < Routes.Num(); ++i){
for(int e = 0; e < Routes[i].points.Num(); ++e){
AActor* actor= GetWorld()->SpawnActor<AActor>();//USphereComponent* createdComp = NewObject<USphereComponent>(this);//CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
USceneComponent* SphereMesh = NewObject<USceneComponent>(actor);
SphereMesh->AttachToComponent(RootComponent,FAttachmentTransformRules::KeepWorldTransform);
if(actor)
{
actor->RegisterAllComponents();
Routes[i].points[e] = actor;
//Routes[i].points[e].position = createdComp->GetRelativeTransform().GetLocation();
}
}
}
}
}
bCreateRoutes = false;
}
#endif // WITH_EDITOR
*/

View File

@ -0,0 +1,53 @@
// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
#pragma once
#include "GameFramework/Actor.h"
#include "IntersectionEntrance.generated.h"
USTRUCT(BlueprintType)
struct FRoute {
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, Category=TrafficRoutes, EditAnywhere)
TArray < AActor *> points;
};
UCLASS(BlueprintType)
class CARLA_API AIntersectionEntrance : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AIntersectionEntrance(const FObjectInitializer& ObjectInitializer);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
UFUNCTION(BlueprintCallable, Category="Trigger")
TArray<FVector> GetRoute(int route);
/*
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif // WITH_EDITOR
*/
public:
UPROPERTY(Category = "Routes", EditAnywhere)
bool bCreateRoutes = false;
UPROPERTY(BlueprintReadWrite, Category=TrafficRoutes, EditAnywhere)
TArray< FRoute > Routes;
};

View File

@ -135,7 +135,7 @@ void URoadMap::SetPixelAt(
case ECityMapMeshTag::Road90DegTurn_Lane7:
bIsRoad = true;
bHasDirection = true;
Rotator.Yaw += 90.0f + 22.5f;
Rotator.Yaw += 90.0f; //+ 15.5f;
break;
case ECityMapMeshTag::Road90DegTurn_Lane5:
bIsRoad = true;
@ -145,7 +145,7 @@ void URoadMap::SetPixelAt(
case ECityMapMeshTag::Road90DegTurn_Lane3:
bIsRoad = true;
bHasDirection = true;
Rotator.Yaw += 90.0f + 45.0f + 22.5f;
Rotator.Yaw += 90.0f + 45.0f + 20.5f;
break;
case ECityMapMeshTag::Road90DegTurn_Lane8:
case ECityMapMeshTag::RoadTIntersection_Lane4:
@ -158,17 +158,17 @@ void URoadMap::SetPixelAt(
case ECityMapMeshTag::Road90DegTurn_Lane6:
bIsRoad = true;
bHasDirection = true;
Rotator.Yaw += 270.0f + 22.5f;
Rotator.Yaw += 270.0f + 30.0f;
break;
case ECityMapMeshTag::Road90DegTurn_Lane4:
bIsRoad = true;
bHasDirection = true;
Rotator.Yaw += 270.0f + 45.0f;
Rotator.Yaw += 270.0f + 50.0f;
break;
case ECityMapMeshTag::Road90DegTurn_Lane2:
bIsRoad = true;
bHasDirection = true;
Rotator.Yaw += 270.0f + 45.0f + 22.5f;
Rotator.Yaw += 270.0f + 70.0f;
break;
case ECityMapMeshTag::RoadTIntersection_Lane3:
case ECityMapMeshTag::RoadTIntersection_Lane6:

View File

@ -30,6 +30,7 @@ namespace carla {
CarlaServer::~CarlaServer() {}
/*
bool CarlaServer::init(uint32_t levelCount) {
if (!worldConnected() && !clientConnected() && !serverConnected())
return false;
@ -43,6 +44,7 @@ namespace carla {
readed = _pimpl->communication.tryReadSceneInit(scene);
return true;
}
*/
bool CarlaServer::tryReadEpisodeStart(uint32_t &startIndex, uint32_t &endIndex, bool &readed) {
if (!worldConnected())
@ -51,17 +53,19 @@ namespace carla {
return true;
}
bool CarlaServer::tryReadControl(float &steer, float &throttle, bool &readed) {
bool CarlaServer::tryReadControl(Control_Values &control, bool &readed) {
if (!clientConnected())
return false;
readed = _pimpl->communication.tryReadControl(steer, throttle);
readed = _pimpl->communication.tryReadControl(control);
return true;
}
bool CarlaServer::newEpisodeRequested(bool &newEpisode) {
bool CarlaServer::newEpisodeRequested(std::string &init_file, bool &readed) {
if (!worldConnected())
return false;
newEpisode = _pimpl->communication.tryReadRequestNewEpisode();
readed = _pimpl->communication.tryReadRequestNewEpisode(init_file);
return true;
}

View File

@ -29,7 +29,9 @@ namespace carla {
enum ImageType {
IMAGE,
SCENE_FINAL,
DEPTH,
SEMANTIC_SEG,
};
struct Image {
@ -40,6 +42,15 @@ namespace carla {
uint32_t width, height;
};
struct Control_Values {
float steer;
float gas;
float brake;
float hand_brake;
float gear;
};
struct Reward_Values {
Reward_Values();
~Reward_Values();
@ -76,7 +87,7 @@ namespace carla {
/// Possible world positions to spawn the player.
std::vector<Vector2D> possible_positions;
/// Projection matrices of the cameras.
std::vector<std::array<float, 16u>> projection_matrices;
//std::vector<std::array<float, 16u>> projection_matrices;
};
/// Asynchronous TCP server. Uses three ports, one for sending messages
@ -100,11 +111,11 @@ namespace carla {
/// Initialize the server.
///
/// @param LevelCount Number of levels available.
bool init(uint32_t levelCount);
//bool init(uint32_t levelCount);
/// Try to read if the client has selected an scene and mode. Return false
/// if the queue is empty.
bool tryReadSceneInit(uint32_t &scene, bool &readed);
//bool tryReadSceneInit(uint32_t &scene, bool &readed);
/// Try to read if the client has selected an end & start point. Return
/// false if the queue is empty.
@ -112,9 +123,9 @@ namespace carla {
/// Try to read the response of the client. Return false if the queue
/// is empty.
bool tryReadControl(float &steer, float &throttle, bool &readed);
bool tryReadControl(Control_Values &control, bool &readed);
bool newEpisodeRequested(bool &newEpisode);
bool newEpisodeRequested(std::string &init_file, bool &readed);
/// Send values of the current player status.
///

View File

@ -82,8 +82,7 @@ namespace server {
static std::unique_ptr<std::string> worldReceiveThread(TCPServer &server, thread::AsyncReadWriteJobQueue<std::string, std::string> &thr) {
auto message = std::make_unique<std::string>();
bool success = false;
if (!thr.getRestart()) {
TCPServer::error_code error;
@ -185,13 +184,23 @@ namespace server {
[this]() { ReconnectAll(*this); }
} {}
CarlaCommunication::~CarlaCommunication(){
_worldThread.done = true;
_serverThread.done = true;
_clientThread.done = true;
}
void CarlaCommunication::sendReward(std::unique_ptr<Reward_Values> values) {
_serverThread.push(std::move(values));
}
bool CarlaCommunication::tryReadControl(float &steer, float &gas) {
steer = 0.0f;
gas = 0.0f;
bool CarlaCommunication::tryReadControl(Control_Values &control_values) {
control_values.steer = 0.0f;
control_values.gas = 0.0f;
control_values.brake = 0.0f;
control_values.hand_brake = 0.0f;
control_values.gear = 0.0f;
auto message = _clientThread.tryPop();
if (message == nullptr) { return false; }
@ -199,12 +208,15 @@ namespace server {
Control control;
if (!control.ParseFromString(*message)) { return false; }
steer = control.steer();
gas = control.gas();
control_values.steer = control.steer();
control_values.gas = control.gas();
control_values.brake = control.brake();
control_values.hand_brake = control.hand_brake();
control_values.gear = control.gear();
return true;
}
/*
void CarlaCommunication::sendWorld(const uint32_t scenes) {
//ClearThreads
_worldThread.clear();
@ -220,7 +232,7 @@ namespace server {
_worldThread.push(std::move(message));
}
}
*/
void CarlaCommunication::sendScene(const Scene_Values &values) {
Scene scene;
@ -243,6 +255,7 @@ namespace server {
}
}
/*
bool CarlaCommunication::tryReadSceneInit(uint32_t &scene) {
scene = 0u;
@ -256,6 +269,7 @@ namespace server {
scene = sceneInit.scene();
return true;
}
*/
bool CarlaCommunication::tryReadEpisodeStart(uint32_t &start_index, uint32_t &end_index) {
start_index = 0;
@ -273,17 +287,28 @@ namespace server {
return true;
}
bool CarlaCommunication::tryReadRequestNewEpisode() {
bool CarlaCommunication::tryReadRequestNewEpisode(std::string &init_file) {
std::unique_ptr<std::string> request = _worldThread.tryPop();
if (request == nullptr) { return false; }
if (request == nullptr) {
return false;
}
RequestNewEpisode reqEpisode;
if (!reqEpisode.ParseFromString(*request)) {
_worldThread.undoPop(std::move(request));
return false;
} else { return true; }
} else {
init_file = reqEpisode.init_file();
std::cout << init_file << std::endl;
return true;
}
}
void CarlaCommunication::restartServer() {

View File

@ -17,6 +17,7 @@ namespace carla {
struct Scene_Values;
struct Reward_Values;
struct Control_Values;
enum class Mode : int8_t;
namespace server {
@ -26,23 +27,23 @@ namespace server {
explicit CarlaCommunication(int worldPort, int writePort, int readPort);
//~CarlaCommunication();
~CarlaCommunication();
void sendReward(std::unique_ptr<Reward_Values> values);
bool tryReadControl(float &steer, float &gas);
bool tryReadControl(Control_Values &control);
void sendScene(const Scene_Values &scene);
void sendReset();
void sendWorld(const uint32_t scenes);
//void sendWorld(const uint32_t scenes);
bool tryReadSceneInit(uint32_t &scene);
//bool tryReadSceneInit(uint32_t &scene);
bool tryReadEpisodeStart(uint32_t &start_index, uint32_t &end_index);
bool tryReadRequestNewEpisode();
bool tryReadRequestNewEpisode(std::string &init_file);
void restartServer();

View File

@ -11,12 +11,7 @@
#include <stdlib.h>
#ifdef CARLA_WITH_PNG_COMPRESSION
#include CARLA_LIBPNG_INCLUDE
static_assert(
CARLA_LIBPNG_VERSION_MAJOR == PNG_LIBPNG_VER_MAJOR &&
CARLA_LIBPNG_VERSION_MINOR == PNG_LIBPNG_VER_MINOR &&
CARLA_LIBPNG_VERSION_RELEASE == PNG_LIBPNG_VER_RELEASE,
"PNG versions do not match");
#include <png.h>
#endif // CARLA_WITH_PNG_COMPRESSION
namespace carla {
@ -204,26 +199,17 @@ namespace server {
static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
std::string image_data;
std::string sceneFinal_data;
std::string depth_data;
std::string semanticSeg_data;
std::string image_size_data;
std::string sceneFinal_size_data;
std::string depth_size_data;
std::string semanticSeg_size_data;
for (const Image &img : images){
img_encode compressedImage;
/*
{
using namespace std;
clock_t begin = clock();
if (!GetImage(img, compressedImage)) {
std::cerr << "Error while encoding image" << std::endl;
return false;
}
clock_t end = clock();
double elapsed_secs = double(end - begin) / CLOCKS_PER_SEC;
cout << "Time to encode the image: " << elapsed_secs << " sec" << endl;
}*/
if (!GetImage(img, compressedImage)) {
std::cerr << "Error while encoding image" << std::endl;
@ -231,14 +217,26 @@ static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
}
switch (img.type){
case IMAGE:
for (unsigned long int i = 0; i < compressedImage.size; ++i) image_data += compressedImage.buffer[i];
image_size_data += GetBytes(compressedImage.size);
break;
case SCENE_FINAL:
for (unsigned long int i = 0; i < compressedImage.size; ++i) sceneFinal_data += compressedImage.buffer[i];
sceneFinal_size_data += GetBytes(compressedImage.size);
break;
case DEPTH:
for (unsigned long int i = 0; i < compressedImage.size; ++i) depth_data += compressedImage.buffer[i];
depth_size_data += GetBytes(compressedImage.size);
break;
case SEMANTIC_SEG:
for (unsigned long int i = 0; i < compressedImage.size; ++i) semanticSeg_data += compressedImage.buffer[i];
semanticSeg_size_data += GetBytes(compressedImage.size);
break;
}
free(compressedImage.buffer);
@ -246,9 +244,13 @@ static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
}
rwd.set_depth_sizes(depth_size_data);
rwd.set_final_image_sizes(sceneFinal_size_data);
rwd.set_image_sizes(image_size_data);
rwd.set_semantic_seg_sizes(semanticSeg_size_data);
rwd.set_images(image_data);
rwd.set_final_images(sceneFinal_data);
rwd.set_depths(depth_data);
rwd.set_semantic_segs(semanticSeg_data);
return true;
}
@ -292,7 +294,7 @@ static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
void Protocol::LoadScene(Scene &scene, const Scene_Values &values) {
scene.set_number_of_cameras(values.projection_matrices.size());
//scene.set_number_of_cameras(values.projection_matrices.size());
std::string positions_bytes = "";
@ -316,7 +318,7 @@ static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
scene.set_positions(positions_bytes);
std::string matrices;
/* std::string matrices;
for (auto i = 0u; i < values.projection_matrices.size(); ++i) {
for (auto e = 0u; e < 16u; ++e){
@ -330,14 +332,15 @@ static bool getPNGImages(const std::vector<Image> &images, Reward &rwd) {
}
}
scene.set_projection_matrices(matrices);
scene.set_projection_matrices(matrices);*/
}
/*
void Protocol::LoadWorld(World &world, const int modes, const int scenes) {
world.set_modes(modes);
world.set_scenes(scenes);
}
*/
}
}

View File

@ -43,7 +43,11 @@ namespace carla {
}
TCPServer::~TCPServer() {}
TCPServer::~TCPServer() {
close();
}
void TCPServer::AcceptSocket() {

View File

@ -6,8 +6,7 @@ syntax = "proto2";
message RequestNewEpisode {
optional bool request =1;
optional bytes init_file = 1;
}
@ -20,39 +19,27 @@ message EpisodeStart {
}
message SceneInit {
optional int32 mode =1;
optional int32 scene =2;
}
message Control {
optional float steer = 1;
optional float gas = 2;
optional float brake = 3;
optional float hand_brake = 4;
optional float gear = 5;
}
// Server messages
message World {
optional int32 modes = 1; // the number of modes
optional int32 scenes = 2;
}
message Scene {
optional int32 number_of_cameras = 1;
optional bytes positions = 2;
optional bytes projection_matrices = 3;
//optional int32 number_of_cameras = 1;
optional bytes positions = 1;
//optional bytes projection_matrices = 3;
}
@ -65,6 +52,7 @@ message EpisodeReady{
message Reward {
optional float player_x = 1;
@ -84,8 +72,12 @@ message Reward {
optional float ori_y = 15;
optional float ori_z = 16;
optional bytes image_sizes = 17;
optional bytes depth_sizes = 18;
optional bytes images = 19;
optional bytes depths = 20;
optional bytes final_image_sizes = 18;
optional bytes depth_sizes = 19;
optional bytes semantic_seg_sizes = 20;
optional bytes images = 21;
optional bytes final_images = 22;
optional bytes depths = 23;
optional bytes semantic_segs = 24;
}

View File

@ -28,7 +28,7 @@ namespace thread {
ReadingJob && readingJob,
ConnectJob && connectJob,
ReconnectJob && reconnectJob) :
_done(false),
done(false),
_restart(true),
_writeJob(std::move(writingJob)),
_readJob(std::move(readingJob)),
@ -39,7 +39,7 @@ namespace thread {
~AsyncReadWriteJobQueue() {
std::cout << "Destroyed thread world"<< std::endl;
_done = true;
done = true;
}
std::unique_ptr<W> tryPop() {
@ -76,29 +76,36 @@ namespace thread {
_writeQueue.clear();
}
std::atomic_bool done;
private:
void workerThread() {
while(!_done){
while(!done){
_connectJob();
_restart = false;
_readQueue.canWait(true);
while (!_restart && !_done) {
auto value = _readQueue.wait_and_pop();
while (!_restart && !done) {
/* auto value = _readQueue.wait_and_pop();
if (value != nullptr) {
_readJob(*value);
}
*/
if (!_restart){
//_writeQueue.wait_and_push(_writeJob);
_writeQueue.push(std::move(_writeJob()));
}
auto value = _readQueue.wait_and_pop();
if (value != nullptr) {
_readJob(*value);
}
}
}
}
std::atomic_bool _done;
std::atomic_bool _restart;
WritingJob _writeJob;

View File

@ -24,7 +24,7 @@ namespace thread {
using ReconnectJob = std::function<void()>;
explicit AsyncReaderJobQueue(Job &&job, ConnectJob &&connectionJob, ReconnectJob &&reconnectJob) :
_done(false),
done(false),
_restart(true),
_job(std::move(job)),
_connectionJob(std::move(connectionJob)),
@ -34,7 +34,7 @@ namespace thread {
~AsyncReaderJobQueue() {
std::cout << "Destroyed thread client"<< std::endl;
_done = true;
done = true;
}
void push(std::unique_ptr<T> item) {
@ -58,14 +58,16 @@ namespace thread {
void clear(){
_queue.clear();
}
std::atomic_bool done;
private:
void workerThread() {
while (!_done){
while (!done){
_connectionJob();
_restart = false;
_queue.canWait(true);
while (!_restart && !_done) {
while (!_restart && !done) {
auto value = _queue.wait_and_pop();
if (value != nullptr) {
_job(*value);
@ -75,7 +77,7 @@ namespace thread {
}
}
std::atomic_bool _done;
std::atomic_bool _restart;
Job _job;

View File

@ -22,7 +22,7 @@ namespace thread {
using ReconnectJob = std::function<void()>;
explicit AsyncWriterJobQueue(Job &&job, ConnectJob &&connectJob, ReconnectJob &&reconnectJob) :
_done(false),
done(false),
_restart(true),
_job(std::move(job)),
_connectJob(std::move(connectJob)),
@ -33,7 +33,7 @@ namespace thread {
~AsyncWriterJobQueue() {
std::cout << "Destroyed thread server"<< std::endl;
_done = true;
done = true;
}
std::unique_ptr<T> tryPop() {
@ -57,14 +57,18 @@ namespace thread {
_queue.clear();
}
std::atomic_bool done;
private:
void workerThread() {
while (!_done){
while (!done){
_connectJob();
_restart = false;
_queue.canWait(true);
while (!_restart && !_done) {
while (!_restart && !done) {
//_queue.wait_and_push(_job);
_queue.push(std::move(_job()));
//Sleep(10);
@ -72,7 +76,7 @@ namespace thread {
}
}
std::atomic_bool _done;
std::atomic_bool _restart;
Job _job;

View File

@ -47,9 +47,11 @@ namespace thread {
std::unique_ptr<T> wait_and_pop() {
std::unique_lock<std::mutex> lock(_mutex);
_condition.wait(lock, [this]() {
return _value != nullptr || !_canWait;
});
return std::move(_value);
}

View File

@ -97,9 +97,14 @@ int main(int argc, char *argv[]) {
carla::CarlaServer server(writePort, readPort, worldPort);
// Let's simulate the game loop.
for (;;) {
if (server.init(1u)) {
std::string file;
bool read;
for (;;) {
if (server.newEpisodeRequested(file, read) && read) {
/*
{
uint32_t scene;
bool error = false, readed = false;
@ -112,7 +117,7 @@ int main(int argc, char *argv[]) {
}
else std::cout << "Received: scene = " << scene << std::endl;
}
*/
carla::Scene_Values sceneValues;
for (int i = 0; i < 1; ++i){
@ -121,8 +126,8 @@ int main(int argc, char *argv[]) {
sceneValues.possible_positions.push_back({3.0f, 4.0f});
}
const std::array<float, 16u> pMatrix = {{ 10.0 }};
for (int i = 0; i < 100; ++i) sceneValues.projection_matrices.push_back(pMatrix);
//const std::array<float, 16u> pMatrix = {{ 10.0 }};
//for (int i = 0; i < 100; ++i) sceneValues.projection_matrices.push_back(pMatrix);
if (!server.sendSceneValues(sceneValues)) {
std::cerr << "ERROR while sending SceneValues" << std::endl;
@ -148,14 +153,15 @@ int main(int argc, char *argv[]) {
}
while (true) {
float steer, gas;
bool newEpisode = false;
if (!server.newEpisodeRequested(newEpisode)){
//float steer, gas;
bool readed = false;
std::string newConfigFile;
if (!server.newEpisodeRequested(newConfigFile, readed)){
std::cerr << "ERROR while checking for newEpisode request" << std::endl;
break;
}
if (newEpisode){
if (readed){
std::cout << "-------- NEW EPISODE --------" << std::endl;
if (!server.sendSceneValues(sceneValues)){
std::cerr << "ERROR while sending SceneValues" << std::endl;
@ -180,11 +186,13 @@ int main(int argc, char *argv[]) {
} else {
bool readed = false;
if (!server.tryReadControl(steer, gas, readed)){
carla::Control_Values control;
if (!server.tryReadControl(control, readed)){
std::cerr << "ERROR while reading Control" << std::endl;
break;
} else if (readed) {
std::cout << "CONTROL --> gas: " << gas << " steer: " << steer << std::endl;
std::cout << "CONTROL --> gas: " << control.gas << " steer: " << control.steer <<
" brake: " << control.brake << " hand_brake: " << control.hand_brake << " gear: " << control.gear << std::endl;
}
if (!server.sendReward(makeReward().release())) {
@ -206,6 +214,3 @@ int main(int argc, char *argv[]) {
}
}
//TODO:
//pmatrix float 16
//start_index size_t