AcresPlaces.h#
Acres/Source/Acres/AcresPlaces.h Generated
Named places on the ACRE tile (Content/Simulation/ACRE/places.json, written by Tools/ACRE/Map/places.py from the "ACRE Map Labels" page) and the spawn places the simulator starts from.
A place has an id, a name, a category ("spawn", "landmark", ...) and a kind (point, route or area) with its points in survey cells: u east and v south, 1.524003048 m, cell (500, 500) the world origin, so the Unreal position is ((u - 500), (v - 500)) x 152.4003 cm. A point may carry a heading (compass degrees; Unreal yaw = heading - 90).
Every session that starts without an explicit pose starts at DefaultSpawnId (in front of the ICSC garage); -SpawnAt=<id or name> (case-insensitive) picks another point, and the menu lists the "spawn" places. Explicit poses (-VehicleSpawnU/V/Yaw, an agent's own pose, a replay's first logged pose, a review route) still win.
Pure data on the game thread; no Unreal objects.
| Name | Type | Unit | Default | Description |
|---|---|---|---|---|
DefaultSpawnId |
inline const TCHAR* |
TEXT("spawn-icsc-garage") |
The default spawn place of every session without an explicit pose. |
All#
All places, loaded once from places.json (empty when the file is missing or invalid; logged).
Find#
A point place by id or name, case-insensitive; nullptr when there is none.
Spawns#
The "spawn" points, the default first, then in file order.
Requested#
The spawn place a session asked for: -SpawnAt=<id or name>, else the default. bExplicit is true when -SpawnAt was given; an unknown -SpawnAt is logged and falls back to the default.
FAcresPlace#
One named place.
| Name | Type | Unit | Default | Description |
|---|---|---|---|---|
Id |
FString |
Stable key ("spawn-icsc-garage"). | ||
Name |
FString |
Label shown in the menu ("Spawn: ICSC garage"). | ||
Category, Kind |
FString |
Category ("spawn", "landmark", ...) and kind ("point", "route", "area"). | ||
U, V |
double |
First point, survey cells (u east, v south). | ||
bHeading |
bool |
false |
Whether the place has a heading, and its Unreal yaw (deg, 0 = east, 90 = south). |