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nongfugengxia committed Apr 29, 2024
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2 changes: 1 addition & 1 deletion adv_digital_twin/index.html
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Expand Up @@ -408,7 +408,7 @@ <h2 id="_5">生成地图</h2>
<h2 id="_6">保存地图</h2>
<p>如果您对生成的地图感到满意,则可以按 <em>Save Map</em> 按钮保存地图。 <strong>此步骤将花费大量时间</strong>,可能需要一个多小时,也可能需要几个小时。完成此步骤后,您应该准备让计算机运行几个小时。完成此步骤后,将可以通过虚幻引擎编辑器或通过 Carla API 使用该地图,就像任何其他地图一样。</p>
<h2 id="_7">后续步骤</h2>
<p>添加光源、添加光源(天光)、构建场景。</p>
<p>添加光源(天光)<a href="https://github.com/carla-simulator/carla/blob/dev/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Traffic/RoutePlanner.cpp">路线规划器</a> 、构建场景。</p>
<h2 id="_8">问题</h2>
<p><code>carla\Unreal\CarlaUE4\Plugins\CarlaTools\Source\CarlaTools\Private\OpenDriveToMap.cpp</code>改为生成一个瓦片地图的函数,生成后的名字为<code>{NAME}_Tile_0_0</code></p>
<pre><code class="language-shell">// ExecuteTileCommandlet();
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420 changes: 420 additions & 0 deletions custom_plate/index.html

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2 changes: 1 addition & 1 deletion index.html
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Expand Up @@ -539,5 +539,5 @@ <h2 id="_13">其他</h2>

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Build Date UTC : 2024-04-22 08:00:34.045423+00:00
Build Date UTC : 2024-04-29 07:52:45.063434+00:00
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3 changes: 3 additions & 0 deletions tuto_A_add_vehicle/index.html
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Expand Up @@ -544,6 +544,9 @@ <h3 id="_3">导入并配置车辆</h3>
</ol>
</blockquote>
<p>单击 <strong><em>Save</em></strong><strong><em>Compile</em></strong></p>
<ul>
<li>我们还可以<a href="../custom_plate/">自定义车辆的车牌</a></li>
</ul>
<p><strong>9. 将车辆添加到蓝图库中。</strong>.</p>
<blockquote>
<ol>
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36 changes: 27 additions & 9 deletions tuto_D_windows_debug/index.html
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Expand Up @@ -359,15 +359,33 @@ <h2 id="carla">虚幻引擎Carla插件的调试</h2>
<li>调试<strong>Carla服务端</strong>:断点打在<code>Carla/Game/CarlaEngine.cpp</code>的第87行,然后开始调式,在虚幻编辑器中点击<code>运行</code>则会在断点处停止。
<img alt="" src="../img/tuto_D_windows_debug/debug_carla_server.png" /></li>
</ul>
<p>配置管理器包括:
* <strong>Debug</strong>: 游戏和引擎全都可以调试,无优化,速度慢,没有Editor相关代码功能,资源需要Cook。
* <strong>Debug Editor</strong>:游戏和引擎全部可以调试,无优化,可以使用Editor相关代码功能,资源不需要Cook,可直接启动编辑器。(用<code>generate_traffic.py</code>调试会崩溃,<code>manual_control.py</code>可以)
* <strong>DebugGame</strong>:游戏代码可调试无优化,Editor相关代码功能不可使用,引擎不可调试,资源需要Cook。
* <strong>DebugGame Editor</strong>:游戏代码可调试无优化,可以使用Editor相关代码功能,引擎不可调试,资源不需要Cook。
* <strong>Development</strong>:游戏、编辑器、引擎都不可调试,Editor相关代码功能不可使用,资源需要Cook。
* <strong>Development Editor</strong>:游戏、编辑器、引擎都不可调试,Editor相关代码功能可使用,资源不需要Cook。
* <strong>Shipping</strong>:发行版,极致优化,估计调试信息都没了。
* <strong>Test</strong>:包含额外的测试代码。</p>
<p>配置管理器包括:</p>
<ul>
<li>
<p><strong>Debug</strong>: 游戏和引擎全都可以调试,无优化,速度慢,没有Editor相关代码功能,资源需要Cook。</p>
</li>
<li>
<p><strong>Debug Editor</strong>:游戏和引擎全部可以调试,无优化,可以使用Editor相关代码功能,资源不需要Cook,可直接启动编辑器。(用<code>generate_traffic.py</code>调试会崩溃,<code>manual_control.py</code>可以)</p>
</li>
<li>
<p><strong>DebugGame</strong>:游戏代码可调试无优化,Editor相关代码功能不可使用,引擎不可调试,资源需要Cook。</p>
</li>
<li>
<p><strong>DebugGame Editor</strong>:游戏代码可调试无优化,可以使用Editor相关代码功能,引擎不可调试,资源不需要Cook。</p>
</li>
<li>
<p><strong>Development</strong>:游戏、编辑器、引擎都不可调试,Editor相关代码功能不可使用,资源需要Cook。</p>
</li>
<li>
<p><strong>Development Editor</strong>:游戏、编辑器、引擎都不可调试,Editor相关代码功能可使用,资源不需要Cook。(默认)</p>
</li>
<li>
<p><strong>Shipping</strong>:发行版,极致优化,估计调试信息都没了。</p>
</li>
<li>
<p><strong>Test</strong>:包含额外的测试代码。</p>
</li>
</ul>
<h2 id="libcarla">调试LibCarla</h2>
<p><strong>客户端</strong>向服务端调用实现的功能。
* 脚本<code>BuildLibCarla.bat</code>调用<code>cmake</code>命令进行构建:</p>
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4 changes: 2 additions & 2 deletions tuto_M_custom_buildings/index.html
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Expand Up @@ -360,7 +360,7 @@ <h3 id="_3">建筑结构</h3>
<p>基本参数 <strong>Base parameters</strong> 设置尺寸。</p>
<ul>
<li><strong>楼层数:</strong> 建筑物的楼层数。身体网格 <strong>Body</strong> 的重复。</li>
<li><strong>长度 X and 长度 Y:</strong> 建筑物的长度和宽度。建筑物每一侧的中央网格重复。</li>
<li><strong>长度 X 长度 Y:</strong> 建筑物的长度和宽度。建筑物每一侧的中央网格重复。</li>
</ul>
<p><img alt="bp_procedural_building_full" src="../img/map_customization/BP_Procedural_Building_Full.jpg" /></p>
<div style="text-align: right"><i>BP_Procedural_Building 示例。</i></div>
Expand All @@ -370,7 +370,7 @@ <h3 id="_4">结构修改</h3>
<ul>
<li><strong>Disable corners:</strong> 如果选择,将不使用角网格。</li>
<li><strong>Use full blocks:</strong> 如果选择此选项,建筑物的结构每层将仅使用一个网格。每层楼不会出现任何角落或重复。</li>
<li><strong>Doors:</strong> 出现在底层、位于中央网格物体正前方的网格物体。门的数量及其位置可以设置。<code>0</code> 是初始位置、<code>1</code>下一个底层重复,等等</li>
<li><strong>Doors:</strong> 出现在底层、位于中央网格物体正前方的网格物体。门的数量及其位置可以设置。<code>0</code> 是初始位置、<code>1</code>是下一个底层重复等</li>
<li><strong>Walls:</strong> 替代建筑物一侧或多侧的网格。例如,平面网格可用于绘制建筑物的一侧。</li>
</ul>
<p><img alt="bp_procedural_building_extras" src="../img/map_customization/BP_Procedural_Building_Extras.jpg" /></p>
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