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FVehicleActor 成员列表

成员的完整列表,这些成员属于 FVehicleActor,包括所有继承而来的类成员

ActorDataFCarlaActorprotected
ActorType 枚举名称FCarlaActor
AddActorAngularImpulse(const FVector &AngularInpulse)FCarlaActor
AddActorForce(const FVector &Force)FCarlaActor
AddActorForceAtLocation(const FVector &Force, const FVector &Location)FCarlaActor
AddActorImpulse(const FVector &Impulse)FCarlaActor
AddActorImpulseAtLocation(const FVector &Impulse, const FVector &Location)FCarlaActor
AddActorTorque(const FVector &Torque)FCarlaActor
AddChildren(IdType ChildId)FCarlaActorinline
ApplyAckermannControllerSettings(const FAckermannControllerSettings &) finalFVehicleActorvirtual
ApplyAckermannControlToVehicle(const FVehicleAckermannControl &, const EVehicleInputPriority &) finalFVehicleActorvirtual
ApplyControlToVehicle(const FVehicleControl &, const EVehicleInputPriority &) finalFVehicleActorvirtual
ApplyControlToWalker(const FWalkerControl &)FCarlaActorinlinevirtual
ApplyPhysicsControl(const FVehiclePhysicsControl &PhysicsControl) finalFVehicleActorvirtual
AttachmentFCarlaActorprivate
BlendPose(float Blend)FCarlaActorinlinevirtual
BuildActorData()FCarlaActor
ChildrenFCarlaActorprivate
CloseVehicleDoor(const EVehicleDoor DoorIdx) finalFVehicleActorvirtual
ConstructCarlaActor(IdType ActorId, AActor *Actor, TSharedPtr< const FActorInfo > Info, ActorType Type, carla::rpc::ActorState InState, UWorld *World)FCarlaActorstatic
DisableActorConstantVelocity() finalFVehicleActorvirtual
EnableActorConstantVelocity(const FVector &Velocity) finalFVehicleActorvirtual
EnableCarSim(const FString &SimfilePath) finalFVehicleActorvirtual
EnableChronoPhysics(uint64_t MaxSubsteps, float MaxSubstepDeltaTime, const FString &VehicleJSON, const FString &PowertrainJSON, const FString &TireJSON, const FString &BaseJSONPath) finalFVehicleActorvirtual
FCarlaActor()=defaultFCarlaActor
FCarlaActor(IdType ActorId, AActor *Actor, TSharedPtr< const FActorInfo > Info, carla::rpc::ActorState InState, UWorld *World)FCarlaActor
FreezeTrafficLight(bool)FCarlaActorinlinevirtual
FVehicleActor(IdType ActorId, AActor *Actor, TSharedPtr< const FActorInfo > Info, carla::rpc::ActorState InState, UWorld *World)FVehicleActor
GetAckermannControllerSettings(FAckermannControllerSettings &) finalFVehicleActorvirtual
GetActor()FCarlaActorinline
GetActor() constFCarlaActorinline
GetActorAngularVelocity() constFCarlaActor
GetActorData()FCarlaActorinline
GetActorData() constFCarlaActorinline
GetActorData()FCarlaActorinline
GetActorData() constFCarlaActorinline
GetActorGlobalLocation() constFCarlaActor
GetActorGlobalTransform() constFCarlaActor
GetActorId() constFCarlaActorinline
GetActorInfo() constFCarlaActorinline
GetActorLocalLocation() constFCarlaActor
GetActorLocalTransform() constFCarlaActor
GetActorState() constFCarlaActorinline
GetActorType() constFCarlaActorinline
GetActorVelocity() constFCarlaActor
GetAttachmentType() constFCarlaActorinline
GetBonesTransform(FWalkerBoneControlOut &)FCarlaActorinlinevirtual
GetChildren() constFCarlaActorinline
GetFailureState(carla::rpc::VehicleFailureState &) finalFVehicleActorvirtual
GetParent() constFCarlaActorinline
GetPhysicsControl(FVehiclePhysicsControl &PhysicsControl) finalFVehicleActorvirtual
GetPoseFromAnimation()FCarlaActorinlinevirtual
GetTrafficLightController()FCarlaActorinlinevirtual
GetTrafficLightState() constFCarlaActorinlinevirtual
GetVehicleAckermannControl(FVehicleAckermannControl &) finalFVehicleActorvirtual
GetVehicleControl(FVehicleControl &) finalFVehicleActorvirtual
GetVehicleLightState(FVehicleLightState &LightState) finalFVehicleActorvirtual
GetVehicleTelemetryData(FVehicleTelemetryData &) finalFVehicleActorvirtual
GetWalkerControl(FWalkerControl &)FCarlaActorinlinevirtual
GetWheelSteerAngle(const EVehicleWheelLocation &WheelLocation, float &Angle)FVehicleActorvirtual
IdFCarlaActorprivate
IdType typedefFCarlaActor
InfoFCarlaActorprivate
IsActive() constFCarlaActorinline
IsAlive() constFCarlaActorinline
IsDormant() constFCarlaActorinline
IsInValid() constFCarlaActorinline
IsPendingKill() constFCarlaActorinline
OpenVehicleDoor(const EVehicleDoor DoorIdx) finalFVehicleActorvirtual
ParentIdFCarlaActorprivate
PutActorToSleep(UCarlaEpisode *CarlaEpisode)FCarlaActor
RemoveChildren(IdType ChildId)FCarlaActorinline
ResetTrafficLightGroup()FCarlaActorinlinevirtual
RestorePhysXPhysics()FVehicleActorvirtual
SetActorAutopilot(bool bEnabled, bool bKeepState=false) finalFVehicleActorvirtual
SetActorCollisions(bool bEnabled)FCarlaActorvirtual
SetActorDead()FCarlaActorinlinevirtual
SetActorEnableGravity(bool bEnabled)FCarlaActorvirtual
SetActorGlobalLocation(const FVector &Location, ETeleportType Teleport=ETeleportType::TeleportPhysics)FCarlaActor
SetActorGlobalTransform(const FTransform &Transform, ETeleportType Teleport=ETeleportType::TeleportPhysics)FCarlaActor
SetActorLocalLocation(const FVector &Location, ETeleportType Teleport=ETeleportType::TeleportPhysics)FCarlaActor
SetActorLocalTransform(const FTransform &Transform, ETeleportType Teleport=ETeleportType::TeleportPhysics)FCarlaActor
SetActorSimulatePhysics(bool bSimulatePhysics) finalFVehicleActorvirtual
SetActorState(carla::rpc::ActorState InState)FCarlaActorinline
SetActorTargetAngularVelocity(const FVector &AngularVelocity)FCarlaActor
SetActorTargetVelocity(const FVector &Velocity)FCarlaActor
SetAttachmentType(carla::rpc::AttachmentType InAttachmentType)FCarlaActorinline
SetBonesTransform(const FWalkerBoneControlIn &)FCarlaActorinlinevirtual
SetLightGreenTime(float)FCarlaActorinlinevirtual
SetLightRedTime(float)FCarlaActorinlinevirtual
SetLightYellowTime(float)FCarlaActorinlinevirtual
SetParent(IdType InParentId)FCarlaActorinline
SetTrafficLightState(const ETrafficLightState &)FCarlaActorinlinevirtual
SetVehicleLightState(const FVehicleLightState &LightState) finalFVehicleActorvirtual
SetWalkerState(const FTransform &Transform, carla::rpc::WalkerControl WalkerControl)FCarlaActorinlinevirtual
SetWheelSteerDirection(const EVehicleWheelLocation &WheelLocation, float AngleInDeg) finalFVehicleActorvirtual
ShowVehicleDebugTelemetry(bool bEnabled) finalFVehicleActorvirtual
StateFCarlaActorprivate
TheActorFCarlaActorprivate
TypeFCarlaActorprotected
UseCarSimRoad(bool bEnabled) finalFVehicleActorvirtual
WakeActorUp(UCarlaEpisode *CarlaEpisode)FCarlaActor
WorldFCarlaActorprotected
~FCarlaActor()FCarlaActorinlinevirtual