update wheels check and added make trigger definitions function
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@ -483,13 +483,21 @@ void UActorBlueprintFunctionLibrary::MakePedestrianDefinitions(
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FillActorDefinitionArray(ParameterArray, Definitions, &MakePedestrianDefinition);
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}
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void UActorBlueprintFunctionLibrary::MakeTriggerDefinitions(
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const TArray<FString> &ParameterArray,
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TArray<FActorDefinition> &Definitions)
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{
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FillActorDefinitionArray(ParameterArray, Definitions, &MakeTriggerDefinition);
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}
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void UActorBlueprintFunctionLibrary::MakeTriggerDefinition(
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const FString &Id,
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bool &Success,
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FActorDefinition &Definition)
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{
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FillIdAndTags(Definition, TEXT("trigger"), Id);
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AddVariationsForTrigger(Definition);
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bool Success = CheckActorDefinition(Definition);
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Success = CheckActorDefinition(Definition);
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check(Success);
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}
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@ -92,9 +92,15 @@ public:
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const TArray<FPedestrianParameters> &ParameterArray,
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TArray<FActorDefinition> &Definitions);
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UFUNCTION(Category = "Carla Actor", BlueprintCallable)
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static void MakeTriggerDefinitions(
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const TArray<FString> &ParameterArray,
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TArray<FActorDefinition> &Definitions);
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UFUNCTION(Category = "Carla Actor", BlueprintCallable)
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static void MakeTriggerDefinition(
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const FString &Id,
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bool &Success,
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FActorDefinition &Definition);
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UFUNCTION(Category = "Carla Actor", BlueprintCallable)
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@ -110,9 +116,9 @@ public:
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UFUNCTION()
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static void MakeObstacleDetectorDefinitions(
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const FString &Type,
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const FString &Id,
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FActorDefinition &Definition);
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const FString &Type,
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const FString &Id,
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FActorDefinition &Definition);
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/// @}
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/// ==========================================================================
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@ -12,7 +12,7 @@
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#include "Carla/Trigger/FrictionTrigger.h"
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// =============================================================================
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// -- ASensorFactory -----------------------------------------------------------
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// -- ATriggerFactory -----------------------------------------------------------
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// =============================================================================
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TArray<FActorDefinition> ATriggerFactory::GetDefinitions()
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@ -22,7 +22,9 @@ TArray<FActorDefinition> ATriggerFactory::GetDefinitions()
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TArray<FActorDefinition> TriggerDefinitions;
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UActorBlueprintFunctionLibrary::MakeTriggerDefinition(TEXT("friction"), TriggerDefinition);
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bool Success;
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UActorBlueprintFunctionLibrary::MakeTriggerDefinition(TEXT("friction"), Success, TriggerDefinition);
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check(Success);
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TriggerDefinitions.Add(TriggerDefinition);
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return TriggerDefinitions;
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@ -297,7 +297,10 @@ void ACarlaWheeledVehicle::ApplyVehiclePhysicsControl(const FVehiclePhysicsContr
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// Wheels Setup
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const int PhysicsWheelsNum = PhysicsControl.Wheels.Num();
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check(PhysicsWheelsNum == 4);
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if (PhysicsWheelsNum != 4) {
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UE_LOG(LogCarla, Error, TEXT("Number of WheelPhysicsControl is not 4."));
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return;
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}
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TArray<FWheelSetup> NewWheelSetups;
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for (auto i = 0u; i < PhysicsWheelsNum; ++i)
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