carla/Util/BuildTools/BuildCarlaUE4.sh

223 lines
6.2 KiB
Bash
Raw Normal View History

2018-07-04 17:59:59 +08:00
#! /bin/bash
# ==============================================================================
# -- Parse arguments -----------------------------------------------------------
# ==============================================================================
DOC_STRING="Build and launch CarlaUE4."
USAGE_STRING="Usage: $0 [-h|--help] [--build] [--rebuild] [--launch] [--clean] [--hard-clean] [--opengl]"
2018-07-04 17:59:59 +08:00
REMOVE_INTERMEDIATE=false
HARD_CLEAN=false
BUILD_CARLAUE4=false
LAUNCH_UE4_EDITOR=false
USE_CARSIM=false
2021-01-28 19:53:40 +08:00
USE_CHRONO=false
Pytorch integration with terramechanics (#5684) * Added sparse map reprsentation * Added pytorch for terramechanics modules * Added saving loading particles in independent thread * Added blank space at the EOF * Added texture creation lambda * Moving function to component * Added input/output architecture for neural network * Filling heightmap with particles data. Adding Logging to debug * Updating Texture data at realtime * Connected 3 stages, using MPC Position to Update and Texture * Added square particle sampling. Added second model input/output scheme. Fixed start up crash. * Added new flags and fixes * Position to update not updating in material but yes in MPC * Fixed coordinate frame issues and crashes * Prepared to follow position in the 1st vehicle in map * Fixed height map alignment * Fixed large map and terrain tiles alignment * Fixed inputs for new model * Added scale factor * Fixed slow read write operations * Bug fixes * Removed debug output * Removed nvidia profinling marks * Preparing merge debug code removed, runtime working by rounding the loading data properly * Made pytorch optional module * Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture * Added optional pytorch conditions and macros * Removed static Path * Fixed #ifdef clause. Added missing include. * Deformation on vehicle working. Ready to start optimisation * First optimsation done. Heightmap per Tile * Updated tiles'heightmap to make their size relative to texture and tilesize * Fixed slow frames. Added functionality * Removed unecessary library links * Fixed pytorch link * Limited search to relevant tiles * Added multithreaded particle search. Fixed cuda architectures compilation * Deformation plane added * Added missing resources * Updated particle movement update methods * Spawn on runtime deformation plane * Added cachemap lock when initializing a region * Added UHeightMapDataAsset to hold heightmap data * Fixing some settings Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: bernatx <bernatx@gmail.com>
2022-09-23 21:39:09 +08:00
USE_PYTORCH=false
USE_UNITY=true
2022-06-09 05:22:30 +08:00
EDITOR_FLAGS=""
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
USE_HOUDINI=false
2018-07-04 17:59:59 +08:00
2019-03-29 04:11:15 +08:00
GDB=
RHI="-vulkan"
2019-03-29 04:11:15 +08:00
OPTS=`getopt -o h --long help,build,rebuild,launch,clean,hard-clean,gdb,opengl,carsim,pytorch,chrono,no-unity,editor-flags: -n 'parse-options' -- "$@"`
2018-07-04 17:59:59 +08:00
eval set -- "$OPTS"
2020-10-01 22:35:12 +08:00
while [[ $# -gt 0 ]]; do
2018-07-04 17:59:59 +08:00
case "$1" in
2022-06-09 05:22:30 +08:00
--editor-flags )
EDITOR_FLAGS=$2
shift ;;
2019-03-29 04:11:15 +08:00
--gdb )
GDB="gdb --args";
shift ;;
2018-07-04 17:59:59 +08:00
--build )
BUILD_CARLAUE4=true;
shift ;;
--rebuild )
REMOVE_INTERMEDIATE=true;
BUILD_CARLAUE4=true;
shift ;;
--launch )
LAUNCH_UE4_EDITOR=true;
shift ;;
--clean )
REMOVE_INTERMEDIATE=true;
shift ;;
--hard-clean )
REMOVE_INTERMEDIATE=true;
HARD_CLEAN=true;
shift ;;
--opengl )
RHI="-opengl";
shift ;;
--carsim )
USE_CARSIM=true;
shift ;;
2021-01-28 19:53:40 +08:00
--chrono )
USE_CHRONO=true
shift ;;
Pytorch integration with terramechanics (#5684) * Added sparse map reprsentation * Added pytorch for terramechanics modules * Added saving loading particles in independent thread * Added blank space at the EOF * Added texture creation lambda * Moving function to component * Added input/output architecture for neural network * Filling heightmap with particles data. Adding Logging to debug * Updating Texture data at realtime * Connected 3 stages, using MPC Position to Update and Texture * Added square particle sampling. Added second model input/output scheme. Fixed start up crash. * Added new flags and fixes * Position to update not updating in material but yes in MPC * Fixed coordinate frame issues and crashes * Prepared to follow position in the 1st vehicle in map * Fixed height map alignment * Fixed large map and terrain tiles alignment * Fixed inputs for new model * Added scale factor * Fixed slow read write operations * Bug fixes * Removed debug output * Removed nvidia profinling marks * Preparing merge debug code removed, runtime working by rounding the loading data properly * Made pytorch optional module * Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture * Added optional pytorch conditions and macros * Removed static Path * Fixed #ifdef clause. Added missing include. * Deformation on vehicle working. Ready to start optimisation * First optimsation done. Heightmap per Tile * Updated tiles'heightmap to make their size relative to texture and tilesize * Fixed slow frames. Added functionality * Removed unecessary library links * Fixed pytorch link * Limited search to relevant tiles * Added multithreaded particle search. Fixed cuda architectures compilation * Deformation plane added * Added missing resources * Updated particle movement update methods * Spawn on runtime deformation plane * Added cachemap lock when initializing a region * Added UHeightMapDataAsset to hold heightmap data * Fixing some settings Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: bernatx <bernatx@gmail.com>
2022-09-23 21:39:09 +08:00
--pytorch )
USE_PYTORCH=true;
shift ;;
--no-unity )
USE_UNITY=false
shift ;;
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
--with-houdini )
USE_HOUDINI=true;
shift ;;
2018-07-04 17:59:59 +08:00
-h | --help )
echo "$DOC_STRING"
echo "$USAGE_STRING"
exit 1
;;
* )
shift ;;
2018-07-04 17:59:59 +08:00
esac
done
# ==============================================================================
# -- Set up environment --------------------------------------------------------
# ==============================================================================
source $(dirname "$0")/Environment.sh
if [ ! -d "${UE4_ROOT}" ]; then
fatal_error "UE4_ROOT is not defined, or points to a non-existant directory, please set this environment variable."
else
log "Using Unreal Engine at '$UE4_ROOT'"
fi
2018-07-04 17:59:59 +08:00
if ! { ${REMOVE_INTERMEDIATE} || ${BUILD_CARLAUE4} || ${LAUNCH_UE4_EDITOR}; }; then
fatal_error "Nothing selected to be done."
fi
pushd "${CARLAUE4_ROOT_FOLDER}" >/dev/null
# ==============================================================================
# -- Clean CarlaUE4 ------------------------------------------------------------
# ==============================================================================
if ${HARD_CLEAN} ; then
if [ ! -f Makefile ]; then
fatal_error "The project wasn't built before!"
fi
log "Doing a \"hard\" clean of the Unreal Engine project."
make CarlaUE4Editor ARGS=-clean
fi
if ${REMOVE_INTERMEDIATE} ; then
2018-10-27 19:21:35 +08:00
log "Cleaning intermediate files and folders."
UE4_INTERMEDIATE_FOLDERS="Binaries Build Intermediate DerivedDataCache"
rm -Rf ${UE4_INTERMEDIATE_FOLDERS}
rm -f Makefile
2018-10-27 19:21:35 +08:00
pushd "${CARLAUE4_PLUGIN_ROOT_FOLDER}" >/dev/null
rm -Rf ${UE4_INTERMEDIATE_FOLDERS}
popd >/dev/null
2018-07-04 17:59:59 +08:00
fi
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
# ==============================================================================
# -- Download Houdini Plugin for Unreal Engine ---------------------------------
# ==============================================================================
HOUDINI_PLUGIN_REPO=https://github.com/sideeffects/HoudiniEngineForUnreal.git
HOUDINI_PLUGIN_PATH=Plugins/HoudiniEngine
2023-07-04 17:11:58 +08:00
HOUDINI_PLUGIN_COMMIT=55b6a16cdf274389687fce3019b33e3b6e92a914
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
HOUDINI_PATCH=${CARLA_UTIL_FOLDER}/Patches/houdini_patch.txt
if [[ ! -d ${HOUDINI_PLUGIN_PATH} ]] ; then
2023-07-04 17:11:58 +08:00
git clone ${HOUDINI_PLUGIN_REPO} ${HOUDINI_PLUGIN_PATH}
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
pushd ${HOUDINI_PLUGIN_PATH} >/dev/null
2023-07-04 17:11:58 +08:00
git checkout ${HOUDINI_PLUGIN_COMMIT}
Digital Twins first iteration (#6260) * Added way to download files from overpass api * Save downloaded text to a file * Changed log type for File manipulation * Online process files when request is valid * Correct file format * Correct file format for UE4 class * Fix compilation issue due to name change * Create Widget with OpenFileDialogFunctionality * Step xodr to map completed * Generated Static meshes and replace procedural actors * Created and saved assets during road generation * Formatted file correctly * OSM To ODR broguht to UE4 * Full pipeline working on linux * Added osm2odr support in editor in Windos * Added Widget to CartaTools * Fixed Linux compilation error * Added Carla Game Instance included to avoid compilation error * Osm Renderer Tool dummy version * Server creates SVG files when client request it * SVG creation and rasterization - libraries integration * Server size working * Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation. * Fixed mesh format translations * Trying to paint bitmap into the UTexture * Bitmap sent and drawn in widget texture with bugs * Map bitmap shown on widget * Concated meshes generated in the same lane to avoid errors during simplification * Navigation added to widget * Avoid Simplify to remove border vertices and try to parallel assets creation process * Road Generation 0.1 version ready * Removing Engine Association, Formatting CarlaTools Build dependencies * Change container type of generated procedural mesh componetns to be supported by UPROPERTY * Fixed indices jumping by two * Started dynamic database creation * Dynamic database creation temporally removed * First step of merge. Coords of bottom left corner and top right corner * Libraries added to build system * Git ignore for osmrenderer to avoid ThirdParties directory to be tracked * Lat and Lon coords for corners sent from server to client * Transformed to local coords meshes' vertices' coords * Coords format error fixed * Saving xodr and osm files inside of OpenDrive folder * Widget fixed * UI design improved * WIP Windows build system for osm-world-renderer * Socket implementation replaced by boost asio framework in osmrenderer * Build system adapted to wndows * Headers fixed to avoid windows specific heraders compilation * Added widget to import building from houdini * Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets. * Add Houdini plugin download to the build system * Moved houdini blueprint. Houdini plugin now dowloads by default * Added houdini download for windows --------- Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com> Co-authored-by: aollero <aollero@cvc.uab.cat> Co-authored-by: aollero <adriollero@gmail.com> Co-authored-by: bernat <bernatx@gmail.com>
2023-03-04 00:26:48 +08:00
git apply ${HOUDINI_PATCH}
popd >/dev/null
fi
2018-07-04 17:59:59 +08:00
# ==============================================================================
# -- Build CarlaUE4 ------------------------------------------------------------
# ==============================================================================
if ${BUILD_CARLAUE4} ; then
OPTIONAL_MODULES_TEXT=""
if ${USE_CARSIM} ; then
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject" -e
OPTIONAL_MODULES_TEXT="CarSim ON"$'\n'"${OPTIONAL_MODULES_TEXT}"
else
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject"
OPTIONAL_MODULES_TEXT="CarSim OFF"$'\n'"${OPTIONAL_MODULES_TEXT}"
2021-01-28 19:53:40 +08:00
fi
if ${USE_CHRONO} ; then
OPTIONAL_MODULES_TEXT="Chrono ON"$'\n'"${OPTIONAL_MODULES_TEXT}"
2021-01-28 19:53:40 +08:00
else
OPTIONAL_MODULES_TEXT="Chrono OFF"$'\n'"${OPTIONAL_MODULES_TEXT}"
fi
Pytorch integration with terramechanics (#5684) * Added sparse map reprsentation * Added pytorch for terramechanics modules * Added saving loading particles in independent thread * Added blank space at the EOF * Added texture creation lambda * Moving function to component * Added input/output architecture for neural network * Filling heightmap with particles data. Adding Logging to debug * Updating Texture data at realtime * Connected 3 stages, using MPC Position to Update and Texture * Added square particle sampling. Added second model input/output scheme. Fixed start up crash. * Added new flags and fixes * Position to update not updating in material but yes in MPC * Fixed coordinate frame issues and crashes * Prepared to follow position in the 1st vehicle in map * Fixed height map alignment * Fixed large map and terrain tiles alignment * Fixed inputs for new model * Added scale factor * Fixed slow read write operations * Bug fixes * Removed debug output * Removed nvidia profinling marks * Preparing merge debug code removed, runtime working by rounding the loading data properly * Made pytorch optional module * Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture * Added optional pytorch conditions and macros * Removed static Path * Fixed #ifdef clause. Added missing include. * Deformation on vehicle working. Ready to start optimisation * First optimsation done. Heightmap per Tile * Updated tiles'heightmap to make their size relative to texture and tilesize * Fixed slow frames. Added functionality * Removed unecessary library links * Fixed pytorch link * Limited search to relevant tiles * Added multithreaded particle search. Fixed cuda architectures compilation * Deformation plane added * Added missing resources * Updated particle movement update methods * Spawn on runtime deformation plane * Added cachemap lock when initializing a region * Added UHeightMapDataAsset to hold heightmap data * Fixing some settings Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: bernatx <bernatx@gmail.com>
2022-09-23 21:39:09 +08:00
if ${USE_PYTORCH} ; then
OPTIONAL_MODULES_TEXT="Pytorch ON"$'\n'"${OPTIONAL_MODULES_TEXT}"
else
OPTIONAL_MODULES_TEXT="Pytorch OFF"$'\n'"${OPTIONAL_MODULES_TEXT}"
fi
if ${USE_UNITY} ; then
OPTIONAL_MODULES_TEXT="Unity ON"$'\n'"${OPTIONAL_MODULES_TEXT}"
else
OPTIONAL_MODULES_TEXT="Unity OFF"$'\n'"${OPTIONAL_MODULES_TEXT}"
fi
echo ${OPTIONAL_MODULES_TEXT} > ${PWD}/Config/OptionalModules.ini
2018-07-04 17:59:59 +08:00
if [ ! -f Makefile ]; then
2020-12-04 23:24:36 +08:00
2018-07-04 17:59:59 +08:00
# This command fails sometimes but normally we can continue anyway.
set +e
log "Generate Unreal project files."
${UE4_ROOT}/GenerateProjectFiles.sh -project="${PWD}/CarlaUE4.uproject" -game -engine -makefiles
set -e
fi
log "Build CarlaUE4 project."
make CarlaUE4Editor
#Providing the user with the ExportedMaps folder
EXPORTED_MAPS="${CARLAUE4_ROOT_FOLDER}/Content/Carla/ExportedMaps"
mkdir -p "${EXPORTED_MAPS}"
2018-07-04 17:59:59 +08:00
fi
# ==============================================================================
# -- Launch UE4Editor ----------------------------------------------------------
# ==============================================================================
if ${LAUNCH_UE4_EDITOR} ; then
log "Launching UE4Editor..."
2022-06-09 05:22:30 +08:00
${GDB} ${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${PWD}/CarlaUE4.uproject" ${RHI} ${EDITOR_FLAGS}
2018-07-04 17:59:59 +08:00
else
log "Success!"
fi
# ==============================================================================
# -- ...and we are done --------------------------------------------------------
# ==============================================================================
popd >/dev/null