Added Traffic Lights from OpenDRIVE.
This commit is contained in:
parent
0b9084495b
commit
d533e359b6
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@ -769,6 +769,10 @@ namespace road {
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auto it = _map_data._controllers.find(controller);
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DEBUG_ASSERT(it != _map_data._controllers.end());
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it->second->_junctions.insert(junction.first);
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for(const auto & signal : it->second->_signals) {
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auto signal_it = _map_data._signals.find(signal);
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signal_it->second->_controllers.insert(controller);
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}
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}
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}
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}
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@ -1,4 +1,4 @@
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// Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma
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// Copyright (c) 2020 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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@ -173,6 +173,10 @@ namespace road {
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return _transform;
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}
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const std::set<ContId>& GetControllers() const {
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return _controllers;
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}
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private:
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friend MapBuilder;
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@ -1,16 +1,15 @@
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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
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// Copyright (c) 2020 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 "SignComponent.h"
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// Sets default values for this component's properties
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USignComponent::USignComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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}
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// Called when the game starts
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@ -27,3 +26,12 @@ void USignComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorC
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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const FString& USignComponent::GetSignId() const
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{
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return SignId;
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}
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void USignComponent::SetSignId(const FString &Id) {
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SignId = Id;
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}
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@ -1,40 +1,41 @@
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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
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// Copyright (c) 2020 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 "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Components/SceneComponent.h"
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#include "Carla/OpenDrive/OpenDrive.h"
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#include "SignComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class CARLA_API USignComponent : public UActorComponent
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class CARLA_API USignComponent : public USceneComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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USignComponent();
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void SetSignId(carla::road::SignId SignId)
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{
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Id = SignId;
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}
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UFUNCTION(BlueprintPure)
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const FString &GetSignId() const;
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UFUNCTION(BlueprintCallable)
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void SetSignId(const FString &Id);
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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private:
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carla::road::SignId Id;
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FTransform Transform;
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UPROPERTY(Category = "Traffic Sign", EditAnywhere)
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FString SignId;
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};
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@ -1,34 +1,71 @@
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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
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// Copyright (c) 2020 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 "TrafficLightComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "TrafficLightGroup.h"
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#include "TrafficLightManager.h"
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// Sets default values for this component's properties
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UTrafficLightComponent::UTrafficLightComponent()
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: Super()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UTrafficLightComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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// Search the Traffic Light Manager
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TArray<AActor*> TrafficLightManagerArray;
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UGameplayStatics::GetAllActorsOfClass(
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GetWorld(),
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ATrafficLightManager::StaticClass(),
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TrafficLightManagerArray);
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// Create it if missing
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if (!TrafficLightManagerArray.Num())
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{
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TrafficLightManagerArray.Add(
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GetWorld()->SpawnActor<ATrafficLightManager>());
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}
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// Register this component
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ATrafficLightManager *TrafficLightManager = Cast<ATrafficLightManager>(TrafficLightManagerArray.Top());
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TrafficLightManager->RegisterLightComponent(this);
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}
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// Called every frame
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void UTrafficLightComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UTrafficLightComponent::SetLightState(ETrafficLightState NewState)
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{
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LightState = NewState;
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LightChangeDispatcher.Broadcast();
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}
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ETrafficLightState UTrafficLightComponent::GetLightState() const
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{
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return LightState;
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}
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void UTrafficLightComponent::SetFrozenGroup(bool InFreeze)
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{
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if (TrafficLightGroup)
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{
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TrafficLightGroup->SetFrozenGroup(InFreeze);
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}
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}
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ATrafficLightGroup* UTrafficLightComponent::GetGroup()
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{
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return TrafficLightGroup;
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}
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@ -1,14 +1,25 @@
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// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
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// Copyright (c) 2020 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 "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "SignComponent.h"
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#include "TrafficLightState.h"
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#include "TrafficLightComponent.generated.h"
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class ATrafficLightManager;
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class ATrafficLightGroup;
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class CARLA_API UTrafficLightComponent : public UActorComponent
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// Delegate to define dispatcher
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FLightChangeDispatcher);
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//DECLARE_DYNAMIC_MULTICAST_DELEGATE_RetVal(ETrafficLightState, FLightChangeDispatcher);
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UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class CARLA_API UTrafficLightComponent : public USignComponent
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{
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GENERATED_BODY()
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@ -16,12 +27,34 @@ public:
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// Sets default values for this component's properties
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UTrafficLightComponent();
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UFUNCTION(BlueprintCallable)
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void SetLightState(ETrafficLightState NewState);
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UFUNCTION(BlueprintCallable)
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ETrafficLightState GetLightState() const;
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UFUNCTION(BlueprintCallable)
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void SetFrozenGroup(bool InFreeze);
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UFUNCTION(BlueprintPure)
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ATrafficLightGroup* GetGroup();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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private:
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friend ATrafficLightManager;
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UPROPERTY(Category = "Traffic Light", EditAnywhere)
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ETrafficLightState LightState;
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UPROPERTY(BlueprintAssignable, Category = "Traffic Light")
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FLightChangeDispatcher LightChangeDispatcher;
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UPROPERTY()
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ATrafficLightGroup *TrafficLightGroup = nullptr;
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};
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@ -0,0 +1,79 @@
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// Copyright (c) 2020 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 "TrafficLightController.h"
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UTrafficLightController::UTrafficLightController()
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{
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}
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void UTrafficLightController::SetState(TArray<FTrafficLightStage> States)
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{
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LightStates = States;
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CurrentState = 0;
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}
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const FTrafficLightStage &UTrafficLightController::GetCurrentState() const
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{
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return LightStates[CurrentState];
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}
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float UTrafficLightController::NextState()
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{
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CurrentState = (CurrentState + 1) % LightStates.Num();
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SetTrafficLightsState(GetCurrentState().State);
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return GetCurrentState().Time;
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}
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const TArray<UTrafficLightComponent *> &UTrafficLightController::GetTrafficLights()
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{
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return TrafficLights;
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}
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void UTrafficLightController::AddTrafficLight(UTrafficLightComponent * TrafficLight)
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{
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TrafficLights.Add(TrafficLight);
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}
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const FString &UTrafficLightController::GetControllerId() const
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{
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return ControllerId;
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}
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void UTrafficLightController::SetControllerId(const FString &Id)
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{
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ControllerId = Id;
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}
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bool UTrafficLightController::IsCycleFinished() const
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{
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return CurrentState == (LightStates.Num() - 1);
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}
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void UTrafficLightController::SetTrafficLightsState(ETrafficLightState NewState)
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{
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for(auto *Light : TrafficLights)
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{
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Light->SetLightState(NewState);
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}
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}
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int UTrafficLightController::GetSequence() const
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{
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return Sequence;
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}
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void UTrafficLightController::SetSequence(int InSequence)
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{
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Sequence = InSequence;
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}
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void UTrafficLightController::ResetState()
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{
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CurrentState = (LightStates.Num() - 1);
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SetTrafficLightsState(GetCurrentState().State);
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}
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@ -0,0 +1,96 @@
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// Copyright (c) 2020 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 "CoreMinimal.h"
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#include "Object.h"
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#include "TrafficLightState.h"
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#include "TrafficLightComponent.h"
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#include "Containers/Map.h"
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#include "TrafficLightController.generated.h"
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// Defines a stage of a semaphor with a State and
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// the time this state lasts
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USTRUCT(BlueprintType)
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struct FTrafficLightStage
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Time;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ETrafficLightState State;
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};
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// Maps a controller from OpenDrive.
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// Controls the asociated traffic lights and its cycles
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UCLASS(BlueprintType)
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class CARLA_API UTrafficLightController : public UObject
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{
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GENERATED_BODY()
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public:
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UTrafficLightController();
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UFUNCTION(BlueprintCallable)
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void SetState(TArray<FTrafficLightStage> States);
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UFUNCTION(BlueprintPure)
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const FTrafficLightStage &GetCurrentState() const;
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// Updates traffic light components to the next state
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UFUNCTION(BlueprintCallable)
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float NextState();
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UFUNCTION(BlueprintPure)
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const TArray<UTrafficLightComponent *> &GetTrafficLights();
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UFUNCTION(BlueprintPure)
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const FString &GetControllerId() const;
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UFUNCTION(BlueprintCallable)
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void SetControllerId(const FString &Id);
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UFUNCTION(BlueprintCallable)
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void AddTrafficLight(UTrafficLightComponent * TrafficLight);
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UFUNCTION(BlueprintCallable)
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bool IsCycleFinished() const;
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UFUNCTION(BlueprintCallable)
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void SetTrafficLightsState(ETrafficLightState NewState);
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UFUNCTION(BlueprintCallable)
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int GetSequence() const;
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UFUNCTION(BlueprintCallable)
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void SetSequence(int InSequence);
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UFUNCTION(BlueprintCallable)
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void ResetState();
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private:
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UPROPERTY(EditAnywhere)
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FString ControllerId;
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UPROPERTY(EditAnywhere)
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int CurrentState = 0;
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// Pairs with the state of the semaphors (time - state) e.g. 10s in green
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UPROPERTY(EditAnywhere)
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TArray<FTrafficLightStage> LightStates = {
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{10, ETrafficLightState::Green}, {3, ETrafficLightState::Yellow}, {2, ETrafficLightState::Red}};
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UPROPERTY(EditAnywhere)
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TArray<UTrafficLightComponent *> TrafficLights;
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// Sequence within junction (unused for now)
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UPROPERTY(EditAnywhere)
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int Sequence = 0;
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};
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@ -0,0 +1,73 @@
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// Copyright (c) 2020 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 "Carla.h"
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#include "TrafficLightGroup.h"
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// Sets default values
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ATrafficLightGroup::ATrafficLightGroup()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
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RootComponent = SceneComponent;
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}
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// Called when the game starts or when spawned
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void ATrafficLightGroup::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ATrafficLightGroup::SetFrozenGroup(bool InFreeze)
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{
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bIsFrozen = InFreeze;
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}
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// Called every frame
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void ATrafficLightGroup::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (bIsFrozen)
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{
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return;
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}
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Timer -= DeltaTime;
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if(Timer <= 0 && Controllers.Num())
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{
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NextCycleStep();
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}
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}
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void ATrafficLightGroup::NextCycleStep()
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{
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UTrafficLightController* controller = Controllers[CurrentController];
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if (controller->IsCycleFinished())
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{
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NextController();
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}
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else
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{
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Timer = controller->NextState();
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}
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}
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void ATrafficLightGroup::NextController()
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{
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CurrentController = (CurrentController + 1) % Controllers.Num();
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UTrafficLightController* controller = Controllers[CurrentController];
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Timer = controller->NextState();
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}
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int ATrafficLightGroup::GetJunctionId() const
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{
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return JunctionId;
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}
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@ -0,0 +1,72 @@
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// Copyright (c) 2020 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.
|
||||
// For a copy, see <https://opensource.org/licenses/MIT>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "TrafficLightComponent.h"
|
||||
#include "TrafficLightController.h"
|
||||
#include "TrafficLightGroup.generated.h"
|
||||
|
||||
class ATrafficLightManager;
|
||||
|
||||
// Class with the logic of semaphors
|
||||
UCLASS()
|
||||
class CARLA_API ATrafficLightGroup : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
ATrafficLightGroup();
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
TArray<UTrafficLightController*>& GetControllers() {
|
||||
return Controllers;
|
||||
}
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetFrozenGroup(bool InFreeze);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
int GetJunctionId() const;
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
private:
|
||||
|
||||
friend ATrafficLightManager;
|
||||
UPROPERTY(Category = "Traffic Group", VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
|
||||
USceneComponent *SceneComponent;
|
||||
|
||||
UPROPERTY(Category = "Traffic Group", EditAnywhere)
|
||||
TArray<UTrafficLightController*> Controllers;
|
||||
|
||||
UPROPERTY()
|
||||
float Timer = 0;
|
||||
|
||||
UPROPERTY()
|
||||
int CurrentController = 0;
|
||||
|
||||
UFUNCTION()
|
||||
void NextCycleStep();
|
||||
|
||||
UFUNCTION()
|
||||
void NextController();
|
||||
|
||||
UPROPERTY(Category = "Traffic Group", EditAnywhere)
|
||||
bool bIsFrozen = false;
|
||||
|
||||
UPROPERTY(Category = "Traffic Group", EditAnywhere)
|
||||
int JunctionId = -1;
|
||||
};
|
|
@ -0,0 +1,116 @@
|
|||
// Copyright (c) 2020 Computer Vision Center (CVC) at the Universitat Autonoma
|
||||
// de Barcelona (UAB).
|
||||
//
|
||||
// This work is licensed under the terms of the MIT license.
|
||||
// For a copy, see <https://opensource.org/licenses/MIT>.
|
||||
|
||||
#include "TrafficLightManager.h"
|
||||
#include "Game/CarlaStatics.h"
|
||||
#include <string>
|
||||
|
||||
ATrafficLightManager::ATrafficLightManager() {
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
}
|
||||
|
||||
void ATrafficLightManager::RegisterLightComponent(UTrafficLightComponent * TrafficLight) {
|
||||
// Cast to std::string
|
||||
carla::road::SignId SignId(TCHAR_TO_UTF8(*(TrafficLight->GetSignId())));
|
||||
|
||||
// Get OpenDRIVE signal
|
||||
if (GetMap()->GetSignals().count(SignId) == 0)
|
||||
{
|
||||
carla::log_warning("Error: missing signal with id:", SignId);
|
||||
return;
|
||||
}
|
||||
const auto &Signal = GetMap()->GetSignals().at(SignId);
|
||||
if(Signal->GetControllers().empty())
|
||||
{
|
||||
carla::log_warning("Error: no controllers in signal", SignId);
|
||||
return;
|
||||
}
|
||||
// Only one controller per signal
|
||||
auto ControllerId = *(Signal->GetControllers().begin());
|
||||
|
||||
// Get controller
|
||||
const auto &Controller = GetMap()->GetControllers().at(ControllerId);
|
||||
if(Controller->GetJunctions().empty())
|
||||
{
|
||||
carla::log_warning("Error: no junctions in controller", ControllerId);
|
||||
return;
|
||||
}
|
||||
// Get junction of the controller
|
||||
auto JunctionId = *(Controller->GetJunctions().begin());
|
||||
|
||||
// Search/create TrafficGroup (junction traffic light manager)
|
||||
if(!TrafficGroups.Contains(JunctionId))
|
||||
{
|
||||
auto * TrafficLightGroup =
|
||||
GetWorld()->SpawnActor<ATrafficLightGroup>();
|
||||
TrafficLightGroup->JunctionId = JunctionId;
|
||||
TrafficGroups.Add(JunctionId, TrafficLightGroup);
|
||||
carla::log_warning("Spawn TrafficLight Group");
|
||||
}
|
||||
auto * TrafficLightGroup = TrafficGroups[JunctionId];
|
||||
|
||||
// Search/create controller in the junction
|
||||
if(!TrafficControllers.Contains(ControllerId.c_str()))
|
||||
{
|
||||
auto *TrafficLightController = NewObject<UTrafficLightController>();
|
||||
TrafficLightController->SetControllerId(ControllerId.c_str());
|
||||
TrafficLightGroup->GetControllers().Add(TrafficLightController);
|
||||
TrafficControllers.Add(ControllerId.c_str(), TrafficLightController);
|
||||
carla::log_warning("Created Controller");
|
||||
}
|
||||
auto *TrafficLightController = TrafficControllers[ControllerId.c_str()];
|
||||
|
||||
TrafficLight->TrafficLightGroup = TrafficLightGroup;
|
||||
|
||||
// Add signal to controller
|
||||
TrafficLightController->AddTrafficLight(TrafficLight);
|
||||
TrafficLightController->ResetState();
|
||||
|
||||
// Add signal to map
|
||||
TrafficLights.Add(TrafficLight->GetSignId(), TrafficLight);
|
||||
}
|
||||
|
||||
const boost::optional<carla::road::Map>& ATrafficLightManager::GetMap() {
|
||||
if(!GameMode) {
|
||||
GameMode = UCarlaStatics::GetGameMode(this);
|
||||
}
|
||||
return GameMode->GetMap();
|
||||
}
|
||||
|
||||
// Called when the game starts
|
||||
void ATrafficLightManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
}
|
||||
|
||||
ATrafficLightGroup* ATrafficLightManager::GetTrafficGroup(carla::road::JuncId JunctionId)
|
||||
{
|
||||
if (TrafficGroups.Contains(JunctionId))
|
||||
{
|
||||
return TrafficGroups[JunctionId];
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
UTrafficLightController* ATrafficLightManager::GetController(FString ControllerId)
|
||||
{
|
||||
if (TrafficControllers.Contains(ControllerId))
|
||||
{
|
||||
return TrafficControllers[ControllerId];
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
UTrafficLightComponent* ATrafficLightManager::GetTrafficLight(FString SignId)
|
||||
{
|
||||
if (!TrafficLights.Contains(SignId))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
return TrafficLights[SignId];
|
||||
}
|
|
@ -0,0 +1,60 @@
|
|||
// Copyright (c) 2020 Computer Vision Center (CVC) at the Universitat Autonoma
|
||||
// de Barcelona (UAB).
|
||||
//
|
||||
// This work is licensed under the terms of the MIT license.
|
||||
// For a copy, see <https://opensource.org/licenses/MIT>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "TrafficLightComponent.h"
|
||||
#include "TrafficLightGroup.h"
|
||||
#include "Game/CarlaGameModeBase.h"
|
||||
#include "TrafficLightManager.generated.h"
|
||||
|
||||
// Class In charge of creating and assigning traffic
|
||||
// light groups, controllers and components.
|
||||
UCLASS()
|
||||
class CARLA_API ATrafficLightManager : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
ATrafficLightManager();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void RegisterLightComponent(UTrafficLightComponent * TrafficLight);
|
||||
|
||||
const boost::optional<carla::road::Map> &GetMap();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
ATrafficLightGroup* GetTrafficGroup(int JunctionId);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
UTrafficLightController* GetController(FString ControllerId);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
UTrafficLightComponent* GetTrafficLight(FString SignId);
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
private:
|
||||
|
||||
// Cached Carla Game Mode
|
||||
UPROPERTY()
|
||||
ACarlaGameModeBase *GameMode = 0;
|
||||
|
||||
// Mapped references to ATrafficLightGroup (junction)
|
||||
UPROPERTY()
|
||||
TMap<int, ATrafficLightGroup *> TrafficGroups;
|
||||
|
||||
// Mapped references to UTrafficLightController (controllers)
|
||||
UPROPERTY()
|
||||
TMap<FString, UTrafficLightController *> TrafficControllers;
|
||||
|
||||
// Mapped references to individual TrafficLightComponents
|
||||
UPROPERTY()
|
||||
TMap<FString, UTrafficLightComponent *> TrafficLights;
|
||||
};
|
Loading…
Reference in New Issue