-
-
Notifications
You must be signed in to change notification settings - Fork 4.3k
Fix get_physics_control while physics are not being simulated #8887
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
…s state of wheels are destroyed while deactivating vehicles physics
|
Thanks for opening this pull request! The maintainers of this repository would appreciate it if you would update our CHANGELOG.md based on your changes. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Reviewed 1 of 1 files at r1, all commit messages.
Reviewable status:complete! all files reviewed, all discussions resolved (waiting on @glopezdiest and @MattRowe18)
* Mario/map package docu fix (#8860) * Updated documentation about creating map packages Updated documentation about creating map packages * updated package documentation 2º batch of updates * Return 0exntent BB when actor is destroyed (#8872) * Add missing conversion class from vector of WheelTelemetryData to Python list (#8567) * Invertedai waypoints ue4 (#8619) * Utilize carla waypoints for IAI waypoint models * Streamline argument passing * Minor update * Test with carla pedestrians. Include Bug fixes * Add description to latest changes in CHANGELOG --------- Co-authored-by: Blyron <[email protected]> * Add the wheels into the check of physics being enabled because physics state of wheels are destroyed while deactivating vehicles physics (#8887) * Fix the call (#8882) * [Feature] Support of masked materials in instance segmentation (UE4) (#8795) * Implemented support for masked textures in the instance segmentation. Previously coarse instance segmentations on mainly vegetation and fences are now as fine-grained as in the semantic segmentation. * Described feature in changelog. * Added time measurements to Package.* scripts. * Implemented "batch mode" for generating and cooking TaggedMaterialsRegistries for multiple packages at once, reducing the packaging time. * Optimization of TaggedMaterialsRegistry by not duplicating entire materials but only required parts of the material graph. Had to fix missing include and usage of a private static method in V2X code, which apparently only worked due to Unreal's unity build. * Updated Sumo Commit Hash to be correct for latest changes (#8894) * Jorge/update sumo commit hash (#8896) * Updated Sumo Commit Hash to be correct for latest changes * Fixing the Commit Hash for OSM2ODR compilation * Temporary fix for collision determinism test (#8899) * added cpp client build docs (#7942) * fixed IMU units (#7960) * Update README.md with new TinyURL links (#7988) * Added inverse transform (#7999) Co-authored-by: glopezdiest <[email protected]> * Aaron/fixwheelchair (#8001) * Fix OSM2ODR build * Updated fix wheelchair default value * Docs/unit updates (#8007) * fixed IMU units * updated autitwheel version * Add a `*.pyi` file for auto-completion & hints. To enable auto-completion and hints in code editors such as VScode, create a `*.pyi` file. This feature is compatible with `python 3.9` and later versions. * Fixes and missing Iterators * Fixed Actor.parent Can be None or an Actor * Fixed missing return types * Updated changelog needs merge with dev version * Added DSVEventArray iterator * Added missing type for Labelled Point * Fixed spelling misstakes * Removed wrong unit indication * Added missing -> World to load_world * Added missing return value to reload_world * FIX: __init__ methods do not return * FIX: added ApplyTransform, fixed ApplyTorque * Filled in missing information and types. * ActorList.filter actually returns ActorList * Fixed CityObjectLabels * Disambiguated get_waypoint signature Syntax fix (squased) * Added undocumented variables FutureActor laod_world_if_different * Corrected Sensor.is_listening Was changed to a function in 0.9.15. More info see: #7439 * Added type hints for `values` attribute on enums * Fix intendation shadowing methods * Fix missing @Property * Formatted some docstring to be shorter * Added stubs for HUD drawing Functions from #7168 * Corrected and more precise type-hints - fixed carla.Waypoint.next_until_lane_end * Improved get_waypoint disambiguation correctly added two overload function * Fix spelling mistakes * Better usage of Enum if typing.Self is availiable Using Self will not report an override / incompatible error. * Fix: Enum values were tuples. Added Flag or Int to Enums * Fixes for wrong stubs - OpendriveGenerationParameter had no init - missing @Property - wrong signatures * Added self parameter to property signatures * Various fixes - wrong signatures - wrong names * Added setters for VehicleControl * Improved get_waypoints and Literal type hints * Corrected [try_]spawn_actor keyword name * Added Transform.inverse_transform and corrected signature parameter is called in_point not in_vector * Improved Callable and callbacks signature * Corrections and additions more setters missing, wrong types corrected spelling * Fixed Vector arithmetic * added digital twins video (#8090) * navigation information is now loaded when changing maps * Porting the changes done to UE5 to fix the recording leak to UE4 The slowdown is considerably more noticeable here since the engine runs much smoother. This makes evident that this is a stopgap measure, and should be looked into further down the line. * Fixed typo in CityScapes palette (#8137) * Correcting makefile typo to avoid override warning for target "downloadplugins" (#8167) The downloadplugins target is already defined below (line 162). * Update PR template * Disable docs, push build for ue4-dev branch * Add little precision error for vehicles * Add assert for each component to not implement __round__ in vector3 * Correct typo * Add delta off 20% to Determinism tests * Temporary remove smoke test, to test determinism in jenkins * restore all smoke tests --------- Co-authored-by: MattRoweEAIF <[email protected]> Co-authored-by: Blyron <[email protected]> Co-authored-by: glopezdiest <[email protected]> Co-authored-by: glopezdiest <[email protected]> Co-authored-by: Blyron <[email protected]> Co-authored-by: Minokori <[email protected]> Co-authored-by: Daniel <[email protected]> Co-authored-by: AreopagX <[email protected]> Co-authored-by: Jorge Virgos <[email protected]> Co-authored-by: Sergio Paniego Blanco <[email protected]> Co-authored-by: Ylmdrin <[email protected]> * Remove setuptools version spec in docs. (#8901) * Fixes CARLA crashing in PIE, when new tagged materials are created, whose name is already used by another material (e.g. MI_ChargerCop_Interior). (#8908) * updated mkdocs and jinja and fixed links (#8910) * Update readthedocs.yml Python version from 3.7 to 3.8 for compatibility (#8912) * updated mkdocs and jinja and fixed links * updated readthedocs.yml to use Python 3.8 * Fixed broken links in python_api.md and yml source * updated mkdocs and jinja and fixed links * updated readthedocs.yml to use Python 3.8 * fixed links in yml source * Add possibility to load maps from any place and functionality to remove debug draw strings (#8885) * Updated lxml and added missing traci (#8916) Co-authored-by: glopezdiest <[email protected]> * Implemented possibility to change CARLA's behavior whether the instance segmentation traverses translucent materials or not. (#8909) DepthCamera and SemanticSegmentationCamera now also use the TaggedSceneProxies instead of the default ones, such that they also benefit from this feature. Users can set the desired behavior via World::SetAnnotationsTraverseTranslucency (C++) and world.set_annotations_traverse_translucency (Python). * Update content version (#8928) --------- Co-authored-by: Mario <[email protected]> Co-authored-by: Arik <[email protected]> Co-authored-by: Frederic Ren <[email protected]> Co-authored-by: Thies de Graaff <[email protected]> Co-authored-by: Jorge Virgos <[email protected]> Co-authored-by: Luis Poveda Cano <[email protected]> Co-authored-by: MattRoweEAIF <[email protected]> Co-authored-by: glopezdiest <[email protected]> Co-authored-by: glopezdiest <[email protected]> Co-authored-by: Minokori <[email protected]> Co-authored-by: Daniel <[email protected]> Co-authored-by: AreopagX <[email protected]> Co-authored-by: Jorge Virgos <[email protected]> Co-authored-by: Sergio Paniego Blanco <[email protected]> Co-authored-by: Ylmdrin <[email protected]> Co-authored-by: MarcelPiNacy-CVC <[email protected]>
Description
Add the wheels into the check of physics being enabled because physics state of wheels are destroyed while deactivating vehicles physics
Fixes #8884
Where has this been tested?
Possible Drawbacks
As expected while getting physics control while physics are deactivated it will return properly the last physics control for the wheels
This change is