* 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
* Added in separate thread junctions generation
* 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
* Added multithreaded simplification of meshes
* Build system adapted to wndows
* Headers fixed to avoid windows specific heraders compilation
* Remove warnings
* 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
* OpenDriveToMap Now is a UOBject instead of widget
* Added Lane mark generation.
* Roads materials and distance field scale set to 0
* M_PI macro fixed for windows osm-renderer build system
* Added Lane Marking generation
* Fixed compilation issue related with std pair non copyable lane
* Fix bug where different lanes were concating. Fix bug where end of roadmark was creating an artifact
* Lanes Marks material assignation
* Fix compilation issue and reading from not valid memory crash
* Middle Lane mark duplication bug fixed - temp solution
* Added bumps along road
* Adding marchingcubes library and added to create junctions
* Added junctions generations using marching cube and smoothed
* Fixed linux compilation and removed couple warnings
* Using previous algorithim for two road connections
* Code cleanup
* Remove debug state
* Format Files
* Format third parties files
* Spaces removal
* Fix code format
* Removing unnecesary spaces
* Format fixing
* Fixed spaces
---------
Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
This lets IWYU-type errors be fixed; they are often masked by it.
Fix all detected errors of this kind. Note that Unity is on by
default, likely for performance reasons, so this does not change
that; instead, pass ARGS=--no-unity to make to try it (note that this
unfortunately will rebuild the editor too.)
Co-authored-by: anrp <anrp@tri.global>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: bernat <bernatx@gmail.com>
* 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>
* 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
* Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation.
* Fixed mesh format translations
* Concated meshes generated in the same lane to avoid errors during simplification
* 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
* Cleaning branch
* Cleanup last spaces
* Remove spaces on Opendrivetowditor.cpp
* Change handling of empty gbuffers.
Now, instead of sending an empty image, a black one with the size of the viewport is sent if the target gbuffer is unavailable.
* Add more GBufferID checks + improve empty gbuffer handling.
* Fix manual_control_gbuffer.py error on repeated listen_to_gbuffer.
* Expose is_listening and is_listening_gbuffer to the PythonAPI.
* Fix data race + autoremove unused gbuffers in manual_control_gbuffer.
* Update PythonAPI docs.
* Remove magic number.
* Switch from error to warning on invalid sensor type when requesting gbuffers.
* Add Misc/GBuffer
* Add EnqueueRenderSceneImmediateWithGBuffer.
* Modified ASceneCaptureSensor to allow gbuffer recording.
* Minor GBuffer progress.
* More GBuffer changes.
* Removed unnecessary files.
* Add FRHITexture* functions to FPixelReader + temporarily disabled non-gbuffer rendering in ASceneCaptureSensor.
* Add missing FPixelReader functions.
* Minor changes (Switching to Windows).
* Remove FRHITexture functions from FPixelReader, added the file ImageUtil.
* Remove FRHITexture functions from FPixelReader, added the file ImageUtil. (2)
* Added API to listen GBuffer data.
* Added gbuffer serializer classes
* Temporarily remove ViewRect hack.
* Add USceneCaptureComponent* derived classes.
* Disable USceneCaptureComponent*_CARLA and add initial FRHIGPUTextureReadBack-based code.
* Fix and re-enable custom SceneCaptureComponents.
* Fully switch to FRHIGPUTextureReadback.
* Remove unnecessary call to FlushRenderingCommands.
* Minor API changes.
* Add support for PF_DepthStencil in ImageUtil.
* More API progress...
* More API progress... (2)
* Removed testing code.
* Minor changes for testing.
* GBuffer API fixes.
* Improve GBuffer capture code.
* Fixed SceneDepth transfer issues and added SceneStencil, CustomDepth and CustomStencil to the GBuffer capture.
* Fix compilation error due to the usage of C++17 features.
* Removed major memory leak and added manual_control_gbuffer.py.
* Fixed a silly mistake.
* Minor changes to manual_control_gbuffer and SceneCaptureSensor.
* Fix compilation error on some versions of Ubuntu.
* Disable TAA when reading GBuffers to avoid jitter.
* Improve memory usage.
* Progress towards automatically detecting when a GBuffer stream is unused.
* Fix includes in SceneCaptureSensor + minor change in manual_control_gbuffer.py
* Progress on automatically detecting which GBuffers aren't needed.
* Remove unneeded __declspec.
* Revert ASensor changes + fix tutorial_gbuffer.py
* Update CHANGELOG.md
* Apply requested changes for the PR, add gitignore for the file OptionalModules.ini and add a GBufferTextureID enum to the Python API.
* Remove OptionalModules.ini.
* Fix indentation.
* Fix indentation (2).
* Fix indentation (3).
* Add documentation and more indentation fixes.
* Remove commented includes.
* Add missing line break.
* Fix memory leak + remove unneeded files.
* Add .uproject again, fix EngineAssociation.
* Remove unneeded ENQUEUE_RENDER_COMMAND.
* Fix manual_control_gbuffer.py.
* Add `stop_gbuffer` to the Python API.
* Minor fixes.
* Fix performance bug.
Previously, when a client requested a gbuffer that is unused it would stay open, even after stopping it explicitly. This commit fixes this issue.
* Fix indentation.
* Add missing braces, more indentation fixes and simplify some of the code.
* Update sensor.yml docs.
* Update docs.
* Remove unnecessary UE_Log + changed one verbosity level.
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Added factors based on distance, never negative, check if there are particles
* Fix compilation error
* Removed unused code and normals related code
* Fixed compiling error
Co-authored-by: Axel <axellopez92@outlook.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Moved collider removal logic
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
carla::client::detail::Simulator had a strong reference from
carla::client::LightManager, which meant that deleting the client-facing
carla::Client did not actually delete the Simulator object, meaning that
it remained connected. Fix that.
* 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 not finding skeletal blueprints in shipping builds
* 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
* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.
* Fixed slow frames. Added functionality
* Removed unecessary library links
* Fixed pytorch link
* Limited search to relevant tiles
* Added parameter to modify torque and forces for nested bones.
* Forgot to add file.
* Added multithreaded particle search. Fixed cuda architectures compilation
* removed old unused code
* fix windows compilation
* collisions now are applied from the closest point.
added debug bools to enable more collisions and draw collision points.
* Removed old code.
* Fixed bug with distance less than zero.
* Try to stabilize a bit
* CHanged repulsion forces so that contacts end with equilibrium
* 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
* Changes to tile location computation and threaded structure
* Added lock to prevent parallel intialization of tiles
* Adding support for large texture
* Fixed infinite loop
* Removed unnecessary function, changed particle ordering
* Disable Enable plane and Change path to create folder
* Added debug options for particles, added fraction based displacement
* Tried to round to have deterministic rounds in Coords calculations
* Revert files
* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager
* Now all foliages are spawned correctly.
- SpringBasedVegetationComponent: Added the posibility to set bones as static. This static bones will use the OnCollisionEvent instead overlap events.
- VegetationManager: Removed unnecessary variables.
- VegetationManager: Now the FTileData supports multiple level loads for the same tile.
- VegetationManager: Refactor the code.
* Remove unnecessary logs
* Resolve Conflict
* Added Local tile displacement field
* Removed Freeing CacheData
* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager
* Added Local tile displacement field
* Update Heightmaps
* Mark for initial update generated tiles
* Added soil component field and code clean up
* Fix with the path for debug foliages.
* Added flag to atenuate particle forces
* Fix compilation in windows
* Removing 'can rest' feature
* Removed Tile being recreated losing tree references.
* Fixing sleep
* Check index is valid before accesing it preventing crash when loading tiles from files
* Add debug position, add logging when removing and adding particles to zordered map, now only remove one element from multisets
* Initialize tile's heightmap on the fly not read it from file
* Fixed link errors
* Added debug to location when not vehicle loaded. Taking Height from ZOrdered particles instead from tile local heightmap
* Mitigation of vibration
* Remove unused code
* fixed white textures
* Fixed Z spin in some situations
* Multithread savemap and added more logging for debug purpouses
* Removing non used code. Updating texture based on tiles position instead of cars position
* Fixed terrain type flag not working
* add checks for tile removing only with valid pointers.
* Fixed map loading crash
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: LuisPoveda <lpoveda@cvc.uab.cat>
Co-authored-by: bernatx <bernatx@gmail.com>
* 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>
* Stream is removed when the sensor is destroyed
* Changing log_info to log_debug
* changeslog
* Changes to return some non-const objects
* Changing from weak_ptr to shared_ptr for storing sessions
* Split long line
* Changing log priority of some messages
* Make sure sensor is active when an user wants to use it (before it connects to it)
* Change UE tasks to any task, and not from Game thread
* Added base class for spring based vegetation simulation
* Excluded small bones from Inertia tensor computation. Added eigen 3.1.0 as dependency for vegetation modules.
* Added patch for eigen 3.1.0 in windows.
* Fixed windows compilation with eigen libraries
* Added automatic hierarchy extraction from skeletal mesh to spring based skeleton. Exposed custom spring vegetation structs to editor.
* Reorganized functions for spring based vegetation simulation. Fixed coordinate transformation bug (from UE left handed frame to right handed frame).
* Changes to use compile with CLang 10
* Improved spring strength settings for infividual branches. Enabled better debugging.
* added bush bp
added bush with sphere to the town10 map
* Fixed bush collision make car fly
* spring based vegetatation component updated
* System to get the bp from foliage mesh and instanciate if exists at runtime
* Added filters for spawning different types of foliage
* Spawning foliage hide and scaling it before showing.
* Added foliage bp class cache system to improve performance
* Changed Sphere Detection for Box and Implemented Object Pooling
* Fixed Dissapearing bushes, testing pooling
* Changed Sign function to not use clang's one
* Moved Spawner Logic out of Vehicle
* fix vegetation spawner now looks for new statich meshes every frame
* PR changes
* PR Changes
* Deleted spaces and scale spawn property
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: bernat <bernatx@gmail.com>