Merge remote-tracking branch 'origin/master' into some_benchmark_fixes
This commit is contained in:
commit
f0033d1365
|
@ -48,6 +48,18 @@
|
|||
},
|
||||
"build_systems":
|
||||
[
|
||||
{
|
||||
"name": "CARLA - Pylint",
|
||||
"working_dir": "${project_path}",
|
||||
"file_regex": "^\\[([^:]*):([0-9]+):?([0-9]+)?\\]:? (.*)$",
|
||||
"shell_cmd": "pylint --disable=R,C --rcfile=PythonClient/.pylintrc PythonClient/carla PythonClient/*.py --msg-template='[{path}:{line:3d}:{column}]: {msg_id} {msg}'"
|
||||
},
|
||||
{
|
||||
"name": "CARLA - CppCheck",
|
||||
"working_dir": "${project_path}",
|
||||
"file_regex": "^\\[([^:]*):([0-9]+):?([0-9]+)?\\]:? (.*)$",
|
||||
"shell_cmd": "cppcheck . -iBuild -i.pb.cc --error-exitcode=0 --enable=warning --quiet"
|
||||
},
|
||||
{
|
||||
"name": "CARLA - Rebuild script",
|
||||
"working_dir": "${project_path}",
|
||||
|
|
|
@ -63,6 +63,17 @@ please contact one of us (or send an email to carla.simulator@gmail.com).
|
|||
|
||||
[projectslink]: https://github.com/carla-simulator/carla/projects/1
|
||||
|
||||
#### Where can I learn more about Unreal Engine?
|
||||
|
||||
A basic introduction to C++ programming with UE4 can be found at Unreal's
|
||||
[C++ Programming Tutorials][ue4tutorials]. Then, if you want to dive into UE4
|
||||
C++ development there are few paying options online. The
|
||||
[Unreal C++ Course at Udemy][ue4course] it's pretty complete and there are
|
||||
usually offers that make it very affordable.
|
||||
|
||||
[ue4tutorials]: https://docs.unrealengine.com/latest/INT/Programming/Tutorials/
|
||||
[ue4course]: https://www.udemy.com/unrealcourse/
|
||||
|
||||
#### What should I know before I get started?
|
||||
|
||||
Check out the ["CARLA Design"](carla_design.md) document to get an idea on the
|
||||
|
@ -71,6 +82,27 @@ the new feature. We are aware the developers documentation is still scarce,
|
|||
please ask us in case of doubt, and of course don't hesitate to improve the
|
||||
current documentation if you feel confident enough.
|
||||
|
||||
#### Are there any examples in CARLA to see how Unreal programming works?
|
||||
|
||||
You can find an example of how C++ classes work in UE4 in
|
||||
[`ASceneCaptureToDiskCamera`][capturelink] (and its parent class
|
||||
`ASceneCaptureCamera`). This class creates an actor that can be dropped into the
|
||||
scene. In the editor, type _"Scene Capture To Disk"_ in the Modes tab, and drag
|
||||
and drop the actor into the scene. Now searching for its detail tab you can find
|
||||
all the `UPROPERTY` members reflected. This shows the basic mechanism to use C++
|
||||
classes in Unreal Editor.
|
||||
|
||||
For a more advanced example on how to extend C++ classes with blueprints, you
|
||||
can take a look at the _"VehicleSpawner"_ blueprint. It derives from the C++
|
||||
class `AVehicleSpawnerBase`. The C++ class decides where and when it spawns a
|
||||
vehicle, then calls the function `SpawnVehicle()`, which is implemented in the
|
||||
blueprint. The blueprint then decides model and color of the vehicle being
|
||||
spawned. Note that the blueprint can call back C++ functions, for instance for
|
||||
getting the random engine. This way there is a back-and-forth communication
|
||||
between C++ code and blueprints.
|
||||
|
||||
[capturelink]: https://github.com/carla-simulator/carla/blob/master/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/SceneCaptureToDiskCamera.h
|
||||
|
||||
#### Coding standard
|
||||
|
||||
Please follow the current [coding standard](coding_standard.md) when submitting
|
||||
|
|
|
@ -9,7 +9,7 @@ This document describes the details of the different cameras/sensors currently
|
|||
available as well as the resulting images produced by them.
|
||||
|
||||
Although we plan to extend the sensor suite of CARLA in the near future, at the
|
||||
moment there are three different sensors available. These three sensors are
|
||||
moment there are only three different sensors available. These three sensors are
|
||||
implemented as different post-processing effects applied to scene capture
|
||||
cameras.
|
||||
|
||||
|
@ -38,6 +38,8 @@ more human readable palette of colors. It can be found at
|
|||
Scene final
|
||||
-----------
|
||||
|
||||
<br>
|
||||
|
||||
The "scene final" camera provides a view of the scene after applying some
|
||||
post-processing effects to create a more realistic feel. These are actually
|
||||
stored on the Level, in an actor called [PostProcessVolume][postprolink] and not
|
||||
|
@ -55,6 +57,8 @@ in the Camera. We use the following post process effects:
|
|||
Depth map
|
||||
---------
|
||||
|
||||

|
||||
|
||||
The "depth map" camera provides an image with 24 bit floating precision point
|
||||
codified in the 3 channels of the RGB color space. The order from less to more
|
||||
significant bytes is R -> G -> B.
|
||||
|
@ -81,12 +85,14 @@ Our max render distance (far) is 1km.
|
|||
Semantic segmentation
|
||||
---------------------
|
||||
|
||||

|
||||
|
||||
The "semantic segmentation" camera classifies every object in the view by
|
||||
displaying it in a different color according to the object class. E.g.,
|
||||
pedestrians appear in a different color than vehicles.
|
||||
|
||||
The server provides an image with the tag information encoded in the red
|
||||
channel. A pixel with a red value of x displays an object with tag x. The
|
||||
The server provides an image with the tag information **encoded in the red
|
||||
channel**. A pixel with a red value of x displays an object with tag x. The
|
||||
following tags are currently available
|
||||
|
||||
Value | Tag
|
||||
|
@ -106,6 +112,13 @@ Value | Tag
|
|||
12 | TrafficSigns
|
||||
|
||||
This is implemented by tagging every object in the scene before hand (either at
|
||||
begin play or on spawn). The objects are classified by their relative file
|
||||
system path in the project. E.g., every mesh stored in the "pedestrians" folder
|
||||
it's tagged as pedestrian.
|
||||
begin play or on spawn). The objects are classified by their relative file path
|
||||
in the project. E.g., every mesh stored in the
|
||||
_"Unreal/CarlaUE4/Content/Static/Pedestrians"_ folder it's tagged as pedestrian.
|
||||
|
||||
!!! note
|
||||
**Adding new tags**:
|
||||
At the moment adding new tags is not very flexible and requires to modify
|
||||
the C++ code. Add a new label to the `ECityObjectLabel` enum in "Tagger.h",
|
||||
and its corresponding filepath check inside `GetLabelByFolderName()`
|
||||
function in "Tagger.cpp".
|
||||
|
|
|
@ -12,6 +12,10 @@ CARLA is composed by the following modules
|
|||
- Carla plugin for Unreal Engine: "Unreal/CarlaUE4/Plugins/Carla"
|
||||
- CarlaServer: "Util/CarlaServer"
|
||||
|
||||
!!! tip
|
||||
Documentation for the C++ code can be generated by running
|
||||
[Doxygen](http://www.doxygen.org) in the main folder of CARLA project.
|
||||
|
||||
Python client API
|
||||
-----------------
|
||||
|
||||
|
|
|
@ -0,0 +1,89 @@
|
|||
Running CARLA without Display and Selecting GPUs
|
||||
------
|
||||
|
||||
|
||||
This tutorial is designed for:
|
||||
- Remote server users that have several nvidia graphical cards and want to effectively use CARLA on all GPUs.
|
||||
- Desktop users who want to use the GPU that is not plugged on the screen for rendering CARLA.
|
||||
|
||||
|
||||
On this tutorial you will learn.
|
||||
- How to configure your server to have nvidia working on rendering without a display attached.
|
||||
- How to use VNC + VGL to simulate a display connected to any GPU you have in your machine.
|
||||
- And Finally, how to run CARLA in this environment
|
||||
|
||||
This tutorial was tested in Ubuntu 16.04 and using NVIDIA 384.11 drivers.
|
||||
## Preliminaries
|
||||
|
||||
A few things need to be working in your server before.
|
||||
Latest NVIDIA Drivers, OpenGL, VirtualGL(VGL), TurboVNC 2.11, ,
|
||||
#### NVIDIA Drivers
|
||||
Download and install NVIDIA-drivers with typical tutorials
|
||||
http://www.nvidia.es/Download/index.aspx
|
||||
#### OpenGL
|
||||
Openg GL is necessary for Virtual GL. Normally OpenGL
|
||||
can be installed through apt.
|
||||
|
||||
sudo apt-get install freeglut3-dev mesa-utils
|
||||
#### VGL
|
||||
Follow this tutorial and install vgl: <br>
|
||||
[Installing VGL](https://virtualgl.org/vgldoc/2_2_1/#hd004001)
|
||||
|
||||
#### TurboVNC
|
||||
Follow the tutorial below to install TurboVNC 2.11:<br>
|
||||
[Installing TurboVNC](https://cdn.rawgit.com/TurboVNC/turbovnc/2.1.1/doc/index.html#hd005001)
|
||||
|
||||
WARNING: Take care on which VNC you install as it may not be compatible with Unreal. The one above was the only one that worked for me.
|
||||
#### Extra Packages
|
||||
These extra packages were necessary to make unreal to work.
|
||||
|
||||
sudo apt install x11-xserver-utils libxrandr-dev
|
||||
|
||||
|
||||
|
||||
|
||||
#### Configure your X
|
||||
|
||||
You must generate a X compatible with your nvdia and compatible to run without display. For that, the following command worked:
|
||||
|
||||
sudo nvidia-xconfig -a --use-display-device=None --virtual=1280x1024
|
||||
|
||||
|
||||
|
||||
## Emulating The Virtual Display
|
||||
|
||||
|
||||
Run your own Xorg. Here I use number 7, but it could be labeled with any free number.
|
||||
|
||||
sudo nohup Xorg :7 &
|
||||
|
||||
Run an auxiliary remote VNC-Xserver. This will create a
|
||||
virtual display "8".
|
||||
|
||||
/opt/TurboVNC/bin/vncserver :8
|
||||
|
||||
If everything is working fine the following command
|
||||
should run smoothly.
|
||||
|
||||
DISPLAY=:8 vglrun -d :7.0 glxinfo
|
||||
Note. This will run glxinfo on Xserver 7, device 0. This means you are selecting the GPU 0 on your machine. To run on other GPU, such as GPU 1 run:
|
||||
|
||||
DISPLAY=:8 vglrun -d :7.1 glxinfo
|
||||
|
||||
#### Extra
|
||||
|
||||
If you want disable the need of sudo when creating the 'nohup Xorg'
|
||||
go to the '/etc/X11/Xwrapper.config' file and change 'allowed_users=console' to 'allowed_users=anybody'
|
||||
|
||||
It may be needed to stop all Xorg servers before running nohup Xorg.
|
||||
The command for that could change depending on your system. Generally for Ubuntu 16.04
|
||||
you should use:
|
||||
|
||||
sudo service lightdm stop
|
||||
|
||||
|
||||
## Running CARLA
|
||||
|
||||
Now, finally, to run CARLA on a certain gpu_number placed in a certain $CARLA_PATH, run.
|
||||
|
||||
DISPLAY=:8 vglrun -d :7.<gpu_number> $CARLA_PATH/CarlaUE4/Binaries/Linux/CarlaUE4
|
49
Docs/faq.md
49
Docs/faq.md
|
@ -152,3 +152,52 @@ rebuild of all the project files with
|
|||
It takes a long time but fixes the issue. Sometimes a reboot is also needed.
|
||||
|
||||
</details>
|
||||
|
||||
<!-- ======================================================================= -->
|
||||
<details>
|
||||
<summary><h5 style="display:inline">
|
||||
Fatal error: 'carla/carla_server.h' file not found.
|
||||
</h4></summary>
|
||||
|
||||
This indicates that the CarlaServer dependency failed to compile.
|
||||
|
||||
Please follow the instructions at
|
||||
[How to build on Linux](http://carla.readthedocs.io/en/latest/how_to_build_on_linux/).
|
||||
|
||||
Make sure that the Setup script does print _"Success!"_ at the end
|
||||
|
||||
$ ./Setup.sh
|
||||
...
|
||||
...
|
||||
****************
|
||||
*** Success! ***
|
||||
****************
|
||||
|
||||
Then check if CarlaServer compiles without errors running make
|
||||
|
||||
$ make
|
||||
|
||||
It should end printing something like
|
||||
|
||||
```
|
||||
[1/1] Install the project...
|
||||
-- Install configuration: "Release"
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++abi.so.1
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++abi.so.1.0
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++.so.1
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++.so.1.0
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++.so
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/shared/libc++abi.so
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/lib/libc++abi.a
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/lib/libboost_system.a
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/lib/libprotobuf.a
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/include/carla
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/include/carla/carla_server.h
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/lib/libcarlaserver.a
|
||||
-- Installing: Unreal/CarlaUE4/Plugins/Carla/CarlaServer/bin/test_carlaserver
|
||||
-- Set runtime path of "Unreal/CarlaUE4/Plugins/Carla/CarlaServer/bin/test_carlaserver" to ""
|
||||
```
|
||||
|
||||
If so you can safely run Rebuild.sh.
|
||||
|
||||
</details>
|
||||
|
|
|
@ -20,15 +20,17 @@ change your default clang version to compile Unreal
|
|||
Build Unreal Engine
|
||||
-------------------
|
||||
|
||||
Download and compile Unreal Engine 4.17. Here we will assume you install it at
|
||||
"~/UnrealEngine_4.17", but you can install it anywhere, just replace the path
|
||||
!!! note
|
||||
Unreal Engine repositories are set to private. In order to gain access you
|
||||
need to add your GitHub username when you sign up at
|
||||
[www.unrealengine.com](https://www.unrealengine.com).
|
||||
|
||||
Download and compile Unreal Engine 4.18. Here we will assume you install it at
|
||||
"~/UnrealEngine_4.18", but you can install it anywhere, just replace the path
|
||||
where necessary.
|
||||
|
||||
Unreal Engine repositories are set to private. In order to gain access you need
|
||||
to add your GitHub username when you sign up at https://unrealengine.com.
|
||||
|
||||
$ git clone --depth=1 -b 4.17 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.17
|
||||
$ cd ~/UnrealEngine_4.17
|
||||
$ git clone --depth=1 -b 4.18 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.18
|
||||
$ cd ~/UnrealEngine_4.18
|
||||
$ ./Setup.sh && ./GenerateProjectFiles.sh && make
|
||||
|
||||
Check Unreal's documentation
|
||||
|
@ -59,7 +61,7 @@ To build CARLA, use the rebuild script. This script deletes all intermediate
|
|||
files, rebuilds whole CARLA, and launches the editor. Use it too for making a
|
||||
clean rebuild of CARLA
|
||||
|
||||
$ UE4_ROOT=~/UnrealEngine_4.17 ./Rebuild.sh
|
||||
$ UE4_ROOT=~/UnrealEngine_4.18 ./Rebuild.sh
|
||||
|
||||
It looks at the environment variable `UE4_ROOT` to find the right version of
|
||||
Unreal Engine. You can also add this variable to your "~/.bashrc" or similar.
|
||||
|
@ -89,7 +91,7 @@ Launching the editor
|
|||
To open the editor once the project is already built
|
||||
|
||||
$ cd Unreal/CarlaUE4
|
||||
$ ~/UnrealEngine_4.17/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject"
|
||||
$ ~/UnrealEngine_4.18/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject"
|
||||
|
||||
Test (Optional)
|
||||
---------------
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 142 KiB |
Binary file not shown.
After Width: | Height: | Size: 128 KiB |
Binary file not shown.
After Width: | Height: | Size: 36 KiB |
|
@ -7,6 +7,7 @@ CARLA Documentation
|
|||
* [CARLA settings](carla_settings.md)
|
||||
* [Measurements](measurements.md)
|
||||
* [Cameras and sensors](cameras_and_sensors.md)
|
||||
* [CARLA without Display and Selecting GPUs](carla_headless.md)
|
||||
* [Benchmark](benchmark.md)
|
||||
* [F.A.Q.](faq.md)
|
||||
|
||||
|
|
|
@ -6,4 +6,7 @@ If you are asking a question please make sure your question was not asked before
|
|||
by searching among the existing issues. Also make sure you have read our
|
||||
documentation and FAQ at carla.readthedocs.io.
|
||||
|
||||
If you are reporting an issue, please provide the CARLA version number you are
|
||||
using and your Platform/OS.
|
||||
|
||||
-->
|
||||
|
|
11
README.md
11
README.md
|
@ -2,6 +2,8 @@ CARLA Simulator
|
|||
===============
|
||||
|
||||
[](https://travis-ci.org/carla-simulator/carla)
|
||||
[](http://carla.readthedocs.io)
|
||||
[](https://waffle.io/carla-simulator/carla)
|
||||
|
||||
CARLA is an open-source simulator for autonomous driving research. CARLA has
|
||||
been developed from the ground up to support development, training, and
|
||||
|
@ -25,8 +27,8 @@ paper, check out
|
|||
News
|
||||
----
|
||||
|
||||
- 05.02.2018 CARLA 0.7.1 available for Windows too, [release](https://github.com/carla-simulator/carla/releases/tag/0.7.1).
|
||||
- 25.01.2018 CARLA 0.7.1 released: [change log](https://github.com/carla-simulator/carla/blob/master/CHANGELOG.md#carla-071), [release](https://github.com/carla-simulator/carla/releases/tag/0.7.1).
|
||||
- 22.01.2018 Job opening: [C++ (UE4) Programmer](https://drive.google.com/open?id=1Hx0eUgpXl95d4IL9meEGhJECgSRos1T1).
|
||||
- 28.11.2017 CARLA 0.7.0 released: [change log](https://github.com/carla-simulator/carla/blob/master/CHANGELOG.md#carla-070), [release](https://github.com/carla-simulator/carla/releases/tag/0.7.0).
|
||||
- 15.11.2017 CARLA 0.6.0 released: [change log](https://github.com/carla-simulator/carla/blob/master/CHANGELOG.md#carla-060), [release](https://github.com/carla-simulator/carla/releases/tag/0.6.0).
|
||||
|
||||
|
@ -92,13 +94,6 @@ F.A.Q.
|
|||
If you run into problems, check our
|
||||
[FAQ](http://carla.readthedocs.io/en/latest/faq/).
|
||||
|
||||
Jobs
|
||||
----
|
||||
|
||||
We are currently looking for a new programmer to join our team
|
||||
|
||||
* [C++ (UE4) Programmer](https://drive.google.com/open?id=1Hx0eUgpXl95d4IL9meEGhJECgSRos1T1)
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
|
|
|
@ -17,3 +17,4 @@ Config/CarlaSettings.ini
|
|||
|
||||
CMakeLists.txt
|
||||
Makefile
|
||||
.vscode
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "4.17",
|
||||
"EngineAssociation": "4.18",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
|
|
@ -291,7 +291,7 @@ void ACityMapGenerator::GenerateRoadMap()
|
|||
#endif // WITH_EDITOR
|
||||
|
||||
if (bSaveRoadMapToDisk) {
|
||||
RoadMap->SaveAsPNG(FPaths::GameSavedDir(), World->GetMapName());
|
||||
RoadMap->SaveAsPNG(FPaths::ProjectSavedDir(), World->GetMapName());
|
||||
}
|
||||
|
||||
#if WITH_EDITOR
|
||||
|
|
|
@ -21,7 +21,7 @@ static FString GetIniFileName(const FString &MapName = TEXT(""))
|
|||
|
||||
static bool GetWeatherIniFilePath(const FString &FileName, FString &FilePath)
|
||||
{
|
||||
FilePath = FPaths::Combine(FPaths::GameConfigDir(), FileName);
|
||||
FilePath = FPaths::Combine(FPaths::ProjectConfigDir(), FileName);
|
||||
const bool bFileExists = FPaths::FileExists(FilePath);
|
||||
if (!bFileExists) {
|
||||
UE_LOG(LogCarla, Warning, TEXT("\"%s\" not found"), *FilePath);
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
|
||||
ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
|
||||
Super(ObjectInitializer),
|
||||
SaveToFolder(FPaths::Combine(FPaths::GameSavedDir(), "SceneCaptures")),
|
||||
SaveToFolder(FPaths::Combine(FPaths::ProjectSavedDir(), "SceneCaptures")),
|
||||
FileName("capture_%05d.png") {}
|
||||
|
||||
void ASceneCaptureToDiskCamera::BeginPlay()
|
||||
|
|
|
@ -145,7 +145,7 @@ void UCarlaSettings::LoadSettings()
|
|||
{
|
||||
CurrentFileName = TEXT("");
|
||||
// Load settings from project Config folder if present.
|
||||
LoadSettingsFromFile(FPaths::Combine(FPaths::GameConfigDir(), TEXT("CarlaSettings.ini")), false);
|
||||
LoadSettingsFromFile(FPaths::Combine(FPaths::ProjectConfigDir(), TEXT("CarlaSettings.ini")), false);
|
||||
// Load settings given by command-line arg if provided.
|
||||
{
|
||||
FString FilePath;
|
||||
|
|
|
@ -8,3 +8,4 @@
|
|||
0.6.0: 1Gw8sw01hDEV4FtpHEZZwvS-6XN0jmaLT
|
||||
0.7.0: 11PKC_lG7L80L1ZxiMlzV17utU45UcRnT
|
||||
0.7.1: 1gf3YaFIjwr1EaK6qxq2V-a510Brt9Imq
|
||||
Latest: 1Coa1iX19TKR5DMxPPQSWsT83l-Ize0Jk
|
||||
|
|
|
@ -9,6 +9,7 @@ pages:
|
|||
- 'CARLA Settings': 'carla_settings.md'
|
||||
- 'Measurements': 'measurements.md'
|
||||
- 'Cameras and sensors': 'cameras_and_sensors.md'
|
||||
- 'CARLA without Display and Selecting GPUs': 'carla_headless.md'
|
||||
- 'Benchmark': 'benchmark.md'
|
||||
- 'F.A.Q.': 'faq.md'
|
||||
- Building from source:
|
||||
|
|
Loading…
Reference in New Issue