Formatted some docstring to be shorter
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@ -602,27 +602,48 @@ class ActorState(__CarlaEnum):
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class AttachmentType(__CarlaEnum):
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class AttachmentType(__CarlaEnum):
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"""Class that defines attachment options between an actor and its parent. When spawning actors, these can be attached to another actor so their position changes accordingly. This is specially useful for sensors. The snippet in `carla.World.spawn_actor` shows some sensors being attached to a car when spawned.
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"""
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Class that defines attachment options between an actor and its parent.
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When spawning actors, these can be attached to another actor so their
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position changes accordingly. This is specially useful for sensors.
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The snippet in `carla.World.spawn_actor` shows some sensors being
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attached to a car when spawned.
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+ Note that the attachment type is declared as an enum within the class."""
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+ Note that the attachment type is declared as an enum within the class."""
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# region Instance Variables
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# region Instance Variables
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Rigid = 0,
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Rigid = 0,
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"""With this fixed attachment the object follow its parent position strictly. This is the recommended attachment to retrieve precise data from the simulation."""
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"""With this fixed attachment the object follow its parent position strictly.
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This is the recommended attachment to retrieve precise data from the simulation."""
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SpringArm = 1,
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SpringArm = 1,
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"""An attachment that expands or retracts the position of the actor, depending on its parent. This attachment is only recommended to record videos from the simulation where a smooth movement is needed. SpringArms are an Unreal Engine component so check the UE docs to learn more about them.
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"""
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An attachment that expands or retracts the position of the actor,
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depending on its parent. This attachment is only recommended to record
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videos from the simulation where a smooth movement is needed. SpringArms
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are an Unreal Engine component so check the UE docs to learn more about
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them.
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https://docs.unrealengine.com/5.3/en-US/using-spring-arm-components-in-unreal-engine/
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https://docs.unrealengine.com/5.3/en-US/using-spring-arm-components-in-unreal-engine/
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+ Warning: The `SpringArm` attachment presents weird behaviors when an actor is spawned with a relative translation in the Z-axis (e.g. `child_location = Location(0,0,2)`).
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+ Warning: The `SpringArm` attachment presents weird behaviors when an
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actor is spawned with a relative translation in the Z-axis (e.g. `child_location = Location(0,0,2)`).
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"""
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"""
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SpringArmGhost = 2,
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SpringArmGhost = 2,
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"""An attachment like the previous one but that does not make the collision test, and that means that it does not expands or retracts the position of the actor. The term ghost is because then the camera can cross walls and other geometries. This attachment is only recommended to record videos from the simulation where a smooth movement is needed. SpringArms are an Unreal Engine component so check the UE docs to learn more about them.
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"""
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An attachment like the previous one but that does not make the collision test,
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and that means that it does not expands or retracts the position of the actor.
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The term ghost is because then the camera can cross walls and other geometries.
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This attachment is only recommended to record videos from the simulation where
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a smooth movement is needed. SpringArms are an Unreal Engine component so
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check the UE docs to learn more about them.
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https://docs.unrealengine.com/5.3/en-US/using-spring-arm-components-in-unreal-engine/
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https://docs.unrealengine.com/5.3/en-US/using-spring-arm-components-in-unreal-engine/
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+ Warning: The `SpringArm` attachment presents weird behaviors when an actor is spawned with a relative translation in the Z-axis (e.g. `child_location = Location(0,0,2)`)."""
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+ Warning: The `SpringArm` attachment presents weird behaviors when an actor is
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spawned with a relative translation in the Z-axis (e.g. `child_location = Location(0,0,2)`).
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"""
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# endregion
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# endregion
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@ -1091,7 +1112,12 @@ class Color():
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class ColorConverter(__CarlaEnum):
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class ColorConverter(__CarlaEnum):
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"""Class that defines conversion patterns that can be applied to a `carla.Image` in order to show information provided by `carla.Sensor`. Depth conversions cause a loss of accuracy, as sensors detect depth as float that is then converted to a grayscale value between 0 and 255. Take a look at the snippet in `carla.Sensor.listen` to see an example of how to create and save image data for `sensor.camera.semantic_segmentation`.
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"""
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Class that defines conversion patterns that can be applied to a `carla.Image` in order to show
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information provided by `carla.Sensor`. Depth conversions cause a loss of accuracy, as sensors
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detect depth as float that is then converted to a grayscale value between 0 and 255. Take a look
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at the snippet in `carla.Sensor.listen` to see an example of how to create and save image data
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for `sensor.camera.semantic_segmentation`.
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"""
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"""
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# region Instance Variables
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# region Instance Variables
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@ -3014,7 +3040,12 @@ class Sensor(Actor):
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class SensorData():
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class SensorData():
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"""Base class for all the objects containing data generated by a `carla.Sensor`. This objects should be the argument of the function said sensor is listening to, in order to work with them. Each of these sensors needs for a specific type of sensor data. Hereunder is a list of the sensors and their corresponding data.
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"""
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Base class for all the objects containing data generated by a `carla.Sensor`.
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This objects should be the argument of the function said sensor is listening to,
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in order to work with them. Each of these sensors needs for a specific type of
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sensor data. Hereunder is a list of the sensors and their corresponding data.
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- Cameras (RGB, depth and semantic segmentation): `carla.Image`.
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- Cameras (RGB, depth and semantic segmentation): `carla.Image`.
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- Collision detector: `carla.CollisionEvent`.
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- Collision detector: `carla.CollisionEvent`.
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- GNSS sensor: `carla.GnssMeasurement`.
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- GNSS sensor: `carla.GnssMeasurement`.
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@ -3044,7 +3075,9 @@ class SensorData():
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class TextureColor():
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class TextureColor():
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"""Class representing a texture object to be uploaded to the server. Pixel format is RGBA, uint8 per channel.
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"""
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Class representing a texture object to be uploaded to the server.
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Pixel format is RGBA, uint8 per channel.
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"""
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"""
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# region Instance Variables
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# region Instance Variables
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@property
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@property
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@ -3082,7 +3115,10 @@ class TextureColor():
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class TextureFloatColor():
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class TextureFloatColor():
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"""Class representing a texture object to be uploaded to the server. Pixel format is RGBA, float per channel."""
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"""
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Class representing a texture object to be uploaded to the server.
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Pixel format is RGBA, float per channel.
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"""
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# region Instance Variables
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# region Instance Variables
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@property
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@property
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@ -3109,7 +3145,11 @@ class TextureFloatColor():
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class Timestamp():
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class Timestamp():
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"""Class that contains time information for simulated data. This information is automatically retrieved as part of the `carla.WorldSnapshot` the client gets on every frame, but might also be used in many other situations such as a `carla.Sensor` retrieving data."""
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"""
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Class that contains time information for simulated data. This information is automatically
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retrieved as part of the `carla.WorldSnapshot` the client gets on every frame, but might also
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be used in many other situations such as a `carla.Sensor` retrieving data.
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"""
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# region Instance Variables
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# region Instance Variables
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@property
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@property
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@ -4993,7 +5033,10 @@ class WorldSettings():
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class WorldSnapshot():
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class WorldSnapshot():
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"""This snapshot comprises all the information for every actor on scene at a certain moment of time. It creates and gives acces to a data structure containing a series of `carla.ActorSnapshot`. The client recieves a new snapshot on every tick that cannot be stored."""
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"""
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This snapshot comprises all the information for every actor on scene at a certain moment of time.
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It creates and gives acces to a data structure containing a series of `carla.ActorSnapshot`.
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The client recieves a new snapshot on every tick that cannot be stored."""
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pass
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pass
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# region Instance Variables
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# region Instance Variables
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