carla/PythonAPI/docs/actor.yml

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---
- module_name: carla
# - CLASSES ------------------------------
classes:
- class_name: Actor
# - DESCRIPTION ------------------------
doc: >
CARLA defines actors as anything that plays a role in the simulation or can be moved around. That includes: pedestrians, vehicles, sensors and traffic signs (considering traffic lights as part of these). Actors are spawned in the simulation by carla.World and they need for a carla.ActorBlueprint to be created. These blueprints belong into a library provided by CARLA, find more about them [here](bp_library.md).
# - PROPERTIES -------------------------
instance_variables:
- var_name: attributes
type: dict
doc: >
A dictionary containing the attributes of the blueprint this actor was based on.
- var_name: id
type: int
doc: >
Identifier for this actor. Unique during a given episode.
- var_name: is_alive
type: bool
doc: >
Returns whether this object was destroyed using this actor handle.
- var_name: parent
type: carla.Actor
doc: >
Actors may be attached to a parent actor that they will follow around. This is said actor.
- var_name: semantic_tags
type: list(int)
doc: >
A list of semantic tags provided by the blueprint listing components for this actor. E.g. a traffic light could be tagged with `Pole` and `TrafficLight`. These tags are used by the semantic segmentation sensor. Find more about this and other sensors [here](ref_sensors.md#semantic-segmentation-camera).
- var_name: type_id
type: str
doc: >
The identifier of the blueprint this actor was based on, e.g. `vehicle.ford.mustang`.
# - METHODS ----------------------------
methods:
- def_name: add_angular_impulse
params:
- param_name: angular_impulse
type: carla.Vector3D
param_units: degrees*s
doc: >
Angular impulse vector in global coordinates.
doc: >
Applies an angular impulse at the center of mass of the actor. This method should be used for instantaneous torques, usually applied once. Use __<font color="#7fb800">add_torque()</font>__ to apply rotation forces over a period of time.
# --------------------------------------
- def_name: add_force
params:
- param_name: force
type: carla.Vector3D
param_units: N
doc: >
Force vector in global coordinates.
doc: >
Applies a force at the center of mass of the actor. This method should be used for forces that are applied over a certain period of time. Use __<font color="#7fb800">add_impulse()</font>__ to apply an impulse that only lasts an instant.
# --------------------------------------
- def_name: add_impulse
params:
- param_name: impulse
type: carla.Vector3D
param_units: N*s
doc: >
Impulse vector in global coordinates.
doc: >
Applies an impulse at the center of mass of the actor. This method should be used for instantaneous forces, usually applied once. Use __<font color="#7fb800">add_force()</font>__ to apply forces over a period of time.
# --------------------------------------
- def_name: add_torque
params:
- param_name: torque
type: carla.Vector3D
param_units: degrees
doc: >
Torque vector in global coordinates.
doc: >
Applies a torque at the center of mass of the actor. This method should be used for torques that are applied over a certain period of time. Use __<font color="#7fb800">add_angular_impulse()</font>__ to apply a torque that only lasts an instant.
# --------------------------------------
- def_name: destroy
return: bool
doc: >
Tells the simulator to destroy this actor and returns <b>True</b> if it was successful. It has no effect if it was already destroyed.
warning: >
This method blocks the script until the destruction is completed by the simulator.
# --------------------------------------
- def_name: disable_constant_velocity
doc: >
Disables any constant velocity previously set for a carla.Vehicle actor.
# --------------------------------------
- def_name: enable_chrono_physics
params:
- param_name: max_substeps
type: int
doc: >
Max number of Chrono substeps
- param_name: max_substep_delta_time
type: int
doc: >
Max size of substep
- param_name: vehicle_json
type: str
doc: >
Path to vehicle json file relative to `base_json_path`
- param_name: powertrain_json
type: str
doc: >
Path to powertrain json file relative to `base_json_path`
- param_name: tire_json
type: str
doc: >
Path to tire json file relative to `base_json_path`
- param_name: base_json_path
type: str
doc: >
Path to `chrono/data/vehicle` folder. E.g., `/home/user/carla/Build/chrono-install/share/chrono/data/vehicle/` (the final `/` character is required).
doc: >
Enables Chrono physics on a spawned vehicle.
note: >
Ensure that you have started the CARLA server with the `ARGS="--chrono"` flag. You will not be able to use Chrono physics without this flag set.
warning: >
Collisions are not supported. When a collision is detected, physics will revert to the default CARLA physics.
# --------------------------------------
- def_name: enable_constant_velocity
params:
- param_name: velocity
type: carla.Vector3D
doc: >
Velocity vector in local space.
param_units: m/s
doc: >
Sets a vehicle's velocity vector to a constant value over time. The resulting velocity will be approximately the `velocity` being set, as with __<font color="#7fb800">set_target_velocity()</font>__.
note: >
Only carla.Vehicle actors can use this method.
warning: >
Enabling a constant velocity for a vehicle managed by the [Traffic Manager](https://carla.readthedocs.io/en/latest/adv_traffic_manager/) may cause conflicts. This method overrides any changes in velocity by the TM.
# --------------------------------------
- def_name: show_debug_telemetry
params:
- param_name: enabled
type: bool
default: True
doc: >
Enables or disables the telemetry on this vehicle. This shows information about the vehicles current state and forces applied to it in the spectator window. Only information for one vehicle can be shown so if you enable a second one, the previous will be automatically disabled.
# --------------------------------------
- def_name: open_door
params:
- param_name: door_idx
type: carla.VehicleDoor
doc: >
door index
doc: >
Open the door door_idx if the vehicle has it. Use carla.VehicleDoor.All to open all available doors.
note: >
Only carla.Vehicle actors can use this method.
# --------------------------------------
- def_name: close_door
params:
- param_name: door_idx
type: carla.VehicleDoor
doc: >
door index
doc: >
Close the door door_idx if the vehicle has it. Use carla.VehicleDoor.All to close all available doors.
note: >
Only carla.Vehicle actors can use this method.
# --------------------------------------
- def_name: get_acceleration
return: carla.Vector3D
return_units: m/s<sup>2</sup>
doc: >
Returns the actor's 3D acceleration vector the client recieved during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_angular_velocity
return: carla.Vector3D
return_units: deg/s
doc: >
Returns the actor's angular velocity vector the client recieved during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_location
return: carla.Location
return_units: meters
doc: >
Returns the actor's location the client recieved during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_transform
return: carla.Transform
doc: >
Returns the actor's transform (location and rotation) the client recieved during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_velocity
return: carla.Vector3D
return_units: m/s
doc: >
Returns the actor's velocity vector the client recieved during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_world
return: carla.World
doc: >
Returns the world this actor belongs to.
# --------------------------------------
- def_name: set_target_angular_velocity
params:
- param_name: angular_velocity
type: carla.Vector3D
param_units: deg/s
doc: >
Sets the actor's angular velocity vector. This is applied before the physics step so the resulting angular velocity will be affected by external forces such as friction.
# --------------------------------------
- def_name: set_location
params:
- param_name: location
type: carla.Location
param_units: meters
doc: >
Teleports the actor to a given location.
# --------------------------------------
- def_name: set_simulate_physics
params:
- param_name: enabled
type: bool
default: True
doc: >
Enables or disables the simulation of physics on this actor.
# --------------------------------------
- def_name: set_transform
params:
- param_name: transform
type: carla.Transform
doc: >
Teleports the actor to a given transform (location and rotation).
# --------------------------------------
- def_name: set_target_velocity
params:
- param_name: velocity
type: carla.Vector3D
doc: >
Sets the actor's velocity vector. This is applied before the physics step so the resulting angular velocity will be affected by external forces such as friction.
# --------------------------------------
- def_name: __str__
# --------------------------------------
- def_name: set_enable_gravity
params:
- param_name: enabled
type: bool
doc: >
Enables or disables gravity for the actor. __Default__ is True.
- class_name: VehicleLightState
# - DESCRIPTION ------------------------
doc: >
Class that recaps the state of the lights of a vehicle, these can be used as a flags.
E.g: `VehicleLightState.HighBeam & VehicleLightState.Brake` will return `True` when both are active.
Lights are off by default in any situation and should be managed by the user via script.
The blinkers blink automatically.
_Warning: Right now, not all vehicles have been prepared to work with this functionality,
this will be added to all of them in later updates_
# - PROPERTIES -------------------------
instance_variables:
- var_name: NONE
doc: >
All lights off
- var_name: Position
- var_name: LowBeam
- var_name: HighBeam
- var_name: Brake
- var_name: RightBlinker
- var_name: LeftBlinker
- var_name: Reverse
- var_name: Fog
- var_name: Interior
- var_name: Special1
doc: >
This is reserved for certain vehicles that can have special lights, like a siren.
- var_name: Special2
doc: >
This is reserved for certain vehicles that can have special lights, like a siren.
- var_name: All
doc: >
All lights on
- class_name: Vehicle
parent: carla.Actor
# - DESCRIPTION ------------------------
doc: >
One of the most important group of actors in CARLA. These include any type of vehicle from cars to trucks, motorbikes, vans, bycicles and also official vehicles such as police cars. A wide set of these actors is provided in carla.BlueprintLibrary to facilitate differente requirements. Vehicles can be either manually controlled or set to an autopilot mode that will be conducted client-side by the <b>traffic manager</b>.
# - PROPERTIES -------------------------
instance_variables:
- var_name: bounding_box
type: carla.BoundingBox
doc: >
Bounding box containing the geometry of the vehicle. Its location and rotation are relative to the vehicle it is attached to.
# - METHODS ----------------------------
methods:
- def_name: apply_control
params:
- param_name: control
type: carla.VehicleControl
doc: >
Applies a control object on the next tick, containing driving parameters such as throttle, steering or gear shifting.
# --------------------------------------
- def_name: apply_physics_control
params:
- param_name: physics_control
type: carla.VehiclePhysicsControl
doc: >
Applies a physics control object in the next tick containing the parameters that define the vehicle as a corporeal body. E.g.: moment of inertia, mass, drag coefficient and many more.
# --------------------------------------
- def_name: is_at_traffic_light
return: bool
doc: >
Vehicles will be affected by a traffic light when the light is red and the vehicle is inside its bounding box. The client returns whether a traffic light is affecting this vehicle according to last tick (it does not call the simulator).
# --------------------------------------
- def_name: get_control
return: carla.VehicleControl
doc: >
The client returns the control applied in the last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_light_state
return: carla.VehicleLightState
doc: >
Returns a flag representing the vehicle light state,
this represents which lights are active or not.
# --------------------------------------
- def_name: get_physics_control
return: carla.VehiclePhysicsControl
doc: >
The simulator returns the last physics control applied to this vehicle.
warning: This method does call the simulator to retrieve the value.
# --------------------------------------
- def_name: get_speed_limit
return: float
return_units: m/s
doc: >
The client returns the speed limit affecting this vehicle according to last tick (it does not call the simulator). The speed limit is updated when passing by a speed limit signal, so a vehicle might have none right after spawning.
# --------------------------------------
- def_name: get_traffic_light
return: carla.TrafficLight
doc: >
Retrieves the traffic light actor affecting this vehicle (if any) according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_traffic_light_state
return: carla.TrafficLightState
doc: >
The client returns the state of the traffic light affecting this vehicle according to last tick. The method does not call the simulator.
If no traffic light is currently affecting the vehicle, returns <b>green</b>.
# --------------------------------------
- def_name: enable_carsim
params:
- param_name: simfile_path
type: str
doc: >
Path to the `.simfile` file with the parameters of the simulation.
doc: >
Enables the CarSim physics solver for this particular vehicle. In order for this function to work, there needs to be a valid license manager running on the server side.
The control inputs are redirected to CarSim which will provide the position and orientation of the vehicle for every frame.
# --------------------------------------
- def_name: use_carsim_road
params:
- param_name: enabled
type: bool
doc: >
Enables or disables the usage of CarSim vs terrain file specified in the `.simfile`. By default this option is disabled and CarSim uses unreal engine methods to process the geometry of the scene.
# --------------------------------------
- def_name: set_autopilot
params:
- param_name: enabled
type: bool
default: True
- param_name: port
type: uint16
default: 8000
doc: >
The port of the TM-Server where the vehicle is to be registered or unlisted. If __None__ is passed, it will consider a TM at default port `8000`.
doc: >
Registers or deletes the vehicle from a Traffic Manager's list. When __True__, the Traffic Manager passed as parameter will move the vehicle around. The autopilot takes place client-side.
# --------------------------------------
- def_name: set_light_state
params:
- param_name: light_state
type: carla.VehicleLightState
doc: >
Sets the light state of a vehicle using a flag that represents the lights that are on and off.
# --------------------------------------
- def_name: __str__
# --------------------------------------
- def_name: set_wheel_steer_direction
params:
- param_name: wheel_location
type: carla.VehicleWheelLocation
- param_name: angle_in_deg
type: float
doc: >
Sets the angle of a vehicle's wheel visually.
warning: >
Does not affect the physics of the vehicle.
# --------------------------------------
- def_name: get_wheel_steer_angle
return: float
params:
- param_name: wheel_location
type: carla.VehicleWheelLocation
doc: >
Returns the physics angle in degrees of a vehicle's wheel.
note: >
Returns the angle based on the physics of the wheel, not the visual angle.
# --------------------------------------
- def_name: get_failure_state
return: carla.VehicleFailureState
doc: >
Vehicle have failure states, to indicate that it is incapable of continuing its route. This function returns the vehicle's specific failure state, or in other words, the cause that resulted in it.
# --------------------------------------
- class_name: Walker
parent: carla.Actor
# - DESCRIPTION ------------------------
doc: >
This class inherits from the carla.Actor and defines pedestrians in the simulation. Walkers are a special type of actor that can be controlled either by an AI (carla.WalkerAIController) or manually via script, using a series of carla.WalkerControl to move these and their skeletons.
# - PROPERTIES -------------------------
instance_variables:
- var_name: bounding_box
type: carla.BoundingBox
doc: >
Bounding box containing the geometry of the walker. Its location and rotation are relative to the walker it is attached to.
# - METHODS ----------------------------
methods:
- def_name: apply_control
params:
- param_name: control
type: carla.WalkerControl
doc: >
On the next tick, the control will move the walker in a certain direction with a certain speed. Jumps can be commanded too.
# --------------------------------------
- def_name: get_control
return: carla.WalkerControl
doc: >
The client returns the control applied to this walker during last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_bones
return: carla.WalkerBoneControlOut
doc: >
Return the structure with all the bone transformations from the actor. For each bone, we get the name and its transform in three different spaces:
- name: bone name
- world: transform in world coordinates
- component: transform based on the pivot of the actor
- relative: transform based on the bone parent
# --------------------------------------
- def_name: set_bones
params:
- param_name: bones
type: carla.WalkerBoneControlIn
param_units: list of pairs (bone_name, transform) for the bones that we want to set
doc: >
Set the bones of the actor. For each bone we want to set we use a relative transform. Only the bones in this list will be set. For each bone you need to setup this info:
- name: bone name
- relative: transform based on the bone parent
# --------------------------------------
- def_name: blend_pose
params:
- param_name: blend_value
type: float
param_units: value from 0 to 1 with the blend percentage
doc: >
Set the blending value of the custom pose with the animation. The values can be:
- 0: will show only the animation
- 1: will show only the custom pose (set by the user with set_bones())
- any other: will interpolate all the bone positions between animation and the custom pose
# --------------------------------------
- def_name: show_pose
doc: >
Show the custom pose and hide the animation (same as calling blend_pose(1))
# --------------------------------------
- def_name: hide_pose
doc: >
Hide the custom pose and show the animation (same as calling blend_pose(0))
# --------------------------------------
- def_name: get_pose_from_animation
doc: >
Make a copy of the current animation frame as the custom pose. Initially the custom pose is the neutral pedestrian pose.
# --------------------------------------
- def_name: __str__
# --------------------------------------
- class_name: WalkerAIController
parent: carla.Actor
# - DESCRIPTION ------------------------
doc: >
Class that conducts AI control for a walker. The controllers are defined as actors, but they are quite different from the rest. They need to be attached to a parent actor during their creation, which is the walker they will be controlling (take a look at carla.World if you are yet to learn on how to spawn actors). They also need for a special blueprint (already defined in carla.BlueprintLibrary as "controller.ai.walker"). This is an empty blueprint, as the AI controller will be invisible in the simulation but will follow its parent around to dictate every step of the way.
# - METHODS ----------------------------
methods:
- def_name: go_to_location
params:
- param_name: destination
type: carla.Location
param_units: meters
doc: >
Sets the destination that the pedestrian will reach.
# --------------------------------------
- def_name: start
doc: >
Enables AI control for its parent walker.
# --------------------------------------
- def_name: stop
doc: >
Disables AI control for its parent walker.
# --------------------------------------
- def_name: set_max_speed
params:
- param_name: speed
type: float
default: 1.4
param_units: m/s
doc: >
An easy walking speed is set by default.
doc: >
Sets a speed for the walker in meters per second.
# --------------------------------------
- def_name: __str__
# --------------------------------------
- class_name: TrafficSign
parent: carla.Actor
# - DESCRIPTION ------------------------
doc: >
Traffic signs appearing in the simulation except for traffic lights. These have their own class inherited from this in carla.TrafficLight. Right now, speed signs, stops and yields are mainly the ones implemented, but many others are borne in mind.
# - PROPERTIES -------------------------
instance_variables:
- var_name: trigger_volume
doc: >
A carla.BoundingBox situated near a traffic sign where the carla.Actor who is inside can know about it.
# --------------------------------------
- class_name: TrafficLightState
# - DESCRIPTION ------------------------
doc: >
All possible states for traffic lights. These can either change at a specific time step or be changed manually. The snipet in carla.TrafficLight.set_state changes the state of a traffic light on the fly.
# - PROPERTIES -------------------------
instance_variables:
- var_name: Red
- var_name: Yellow
- var_name: Green
- var_name: 'Off'
- var_name: Unknown
# --------------------------------------
- class_name: TrafficLight
parent: carla.TrafficSign
# - DESCRIPTION ------------------------
doc: >
A traffic light actor, considered a specific type of traffic sign. As traffic lights will mostly appear at junctions, they belong to a group which contains the different traffic lights in it. Inside the group, traffic lights are differenciated by their pole index.
Within a group the state of traffic lights is changed in a cyclic pattern: one index is chosen and it spends a few seconds in green, yellow and eventually red. The rest of the traffic lights remain frozen in red this whole time, meaning that there is a gap in the last seconds of the cycle where all the traffic lights are red. However, the state of a traffic light can be changed manually.
# - PROPERTIES -------------------------
instance_variables:
- var_name: state
type: carla.TrafficLightState
doc: >
Current state of the traffic light.
# - METHODS ----------------------------
methods:
- def_name: freeze
params:
- param_name: freeze
type: bool
doc: >
Stops all the traffic lights in the scene at their current state.
# --------------------------------------
- def_name: is_frozen
return: bool
doc: >
The client returns <b>True</b> if a traffic light is frozen according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_elapsed_time
return: float
return_units: seconds
doc: >
The client returns the time in seconds since current light state started according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_group_traffic_lights
return: list(carla.TrafficLight)
doc: >
Returns all traffic lights in the group this one belongs to.
note: >
This method calls the simulator.
# --------------------------------------
- def_name: reset_group
doc: >
Resets the state of the traffic lights of the group to the initial state at the start of the simulation.
note: >
This method calls the simulator.
# --------------------------------------
- def_name: get_pole_index
return: int
doc: >
Returns the index of the pole that identifies it as part of the traffic light group of a junction.
# --------------------------------------
- def_name: get_state
return: carla.TrafficLightState
doc: >
The client returns the state of the traffic light according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_green_time
return: float
return_units: seconds
doc: >
The client returns the time set for the traffic light to be green, according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_red_time
return: float
return_units: seconds
doc: >
The client returns the time set for the traffic light to be red, according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: get_yellow_time
return: float
return_units: seconds
doc: >
The client returns the time set for the traffic light to be yellow, according to last tick. The method does not call the simulator.
# --------------------------------------
- def_name: set_state
params:
- param_name: state
type: carla.TrafficLightState
doc: >
Sets a given state to a traffic light actor.
# --------------------------------------
- def_name: set_green_time
params:
- param_name: green_time
type: float
param_units: seconds
doc: >
Sets a given time for the green light to be active.
# --------------------------------------
- def_name: set_red_time
params:
- param_name: red_time
type: float
param_units: seconds
doc: >
Sets a given time for the red state to be active.
# --------------------------------------
- def_name: set_yellow_time
params:
- param_name: yellow_time
type: float
param_units: seconds
doc: >
Sets a given time for the yellow light to be active.
# --------------------------------------
- def_name: get_affected_lane_waypoints
return: list(carla.Waypoint)
doc: >
Returns a list of waypoints indicating the positions and lanes where the traffic light is having an effect.
# --------------------------------------
- def_name: get_light_boxes
return: list(carla.BoundingBox)
doc: >
Returns a list of the bounding boxes encapsulating each light box of the traffic light.
# --------------------------------------
- def_name: get_opendrive_id
return: str
doc: >
Returns the OpenDRIVE id of this traffic light.
# --------------------------------------
- def_name: get_stop_waypoints
return: list(carla.Waypoint)
doc: >
Returns a list of waypoints indicating the stop position for the traffic light. These waypoints are computed from the trigger boxes of the traffic light that indicate where a vehicle should stop.
# --------------------------------------
- def_name: __str__
# --------------------------------------
- class_name: VehicleWheelLocation
doc: >
`enum` representing the position of each wheel on a vehicle.
Used to identify the target wheel when setting an angle in carla.Vehicle.set_wheel_steer_direction or carla.Vehicle.get_wheel_steer_angle.
# - PROPERTIES -------------------------
instance_variables:
- var_name: FL_Wheel
doc: >
Front left wheel of a 4 wheeled vehicle.
- var_name: FR_Wheel
doc: >
Front right wheel of a 4 wheeled vehicle.
- var_name: BL_Wheel
doc: >
Back left wheel of a 4 wheeled vehicle.
- var_name: BR_Wheel
doc: >
Back right wheel of a 4 wheeled vehicle.
- var_name: Front_Wheel
doc: >
Front wheel of a 2 wheeled vehicle.
- var_name: Back_Wheel
doc: >
Back wheel of a 2 wheeled vehicle.
# --------------------------------------
- class_name: VehicleDoor
doc: >
Possible index representing the possible doors that can be open.
Notice that not all possible doors are able to open in some vehicles.
# - PROPERTIES -------------------------
instance_variables:
- var_name: FL
doc: >
Front left door.
- var_name: FR
doc: >
Front right door.
- var_name: RL
doc: >
Back left door.
- var_name: RR
doc: >
Back right door.
- var_name: All
doc: >
Represents all doors.
# --------------------------------------
- class_name: VehicleFailureState
# - DESCRIPTION ------------------------
doc: >
Enum containing the different failure states of a vehicle, from which the it cannot recover. These are returned by __<font color="#7fb800">get_failure_state()</font>__ and only Rollover is currently implemented.
# - PROPERTIES -------------------------
instance_variables:
- var_name: NONE
- var_name: Rollover
- var_name: Engine
- var_name: TirePuncture
...