* 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>
- SkeletalMesh now is being disabled while the pooled actor is not in use.
- Distances are calculated with squared distance.
- Added a new state for pooled actors to activate them when the vehicle is too close.
* 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>
* 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
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.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
Co-authored-by: Axel <axellopez92@outlook.com>
* Show and hide detailed noise
* Heightmap material updated for previous commit
* Addition of soil type query code to terramechanics component
* Bug creating vegetation and teramechanics actors fixed
* Terrain Rois Presets
Co-authored-by: bernat <bernatx@gmail.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
Co-authored-by: Axel <axellopez92@outlook.com>
* fixed pool increasing size fast.
* Fixed pools
* get the vehicle each frame
* Fixed bug when starting a new manual control script.
* Fixed xerces-c dependency
* fixed xerces-c dependencies
* Adding backup for xerces-c library
* Fix the duplication of collision capsules, and remove the impulse with static bones
* enable impulse force again, for static bones
* nullptr tile bug fixed
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernatx <bernatx@gmail.com>
* Added deformation effect multiplayer as parameter
* Removal Particles from container multithreaded
* Paralelize particle update, get less particles just taking texture radius, changing how we get intersecting tiles
* Added min max displacement parameters
* Fixed tiles not being searched correctly, fixed probable race condition
Co-authored-by: Axel <axellopez92@outlook.com>
* Terrain rois defined within the user widget
* Improvementes in ROIs blending with original heightmap
* Rois Tiling fixed
* Support for multiple ROIs (overlapping bug)
* Minor improvementes in river placement
* Support for Spreaded and specific actors ROIs
* Soil type Rois supported in widget
* Soil type assignment to main map container actor
* Soil type queried from soil type actor soil list and tag
* Cleaning code
* Basic Spreaded Actors feature
* Single selection for specific actors placement
* Misc Persistent state for specific location actors implemented
* Spreaded Actors feature completed
* Spreaded Actors Tagged, offset and delete option code
* Specific Location Actor basic implementation
* Specific actor placement feauture completed
* Terrain Editor Bugs Fixed
* Missing icon
* Smoothing terrain boundaries
* Sewing between terrain tiles
* Terrain overlapping ROIs not allowed
* Overlapping message bug fixed
* Preset c++ funtions
* Improvements in the terrain generation
* Presets creation
* Terrain preset feature finished
* Missing references fixed
* Format errors fixed
* Last format fixes
* Error in static member
* Changing tabs for spaces
* Identation to spaces
* Duplicated include deleted
Co-authored-by: bernat <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 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>
* fixed not finding skeletal blueprints in shipping builds
* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.
* Added parameter to modify torque and forces for nested bones.
* Forgot to add file.
* 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
* 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
* Removed Freeing CacheData
* Removing 'can rest' feature
Co-authored-by: bernatx <bernatx@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.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
* 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
Co-authored-by: Axel <axellopez92@outlook.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>
* First steps on river generation
* Region of interest base sckeleton
* Vegetation ROIs back logic implementation
* Region of interest for vegetation integrated into widget
* Some more improvements in River generation
* ROI selection clicking on preiew heightmap
* ROIs visual preview selection and support for many Rois
* Persistent widget state
* Widget bugs fixed
* Soil tab
* Landscape smooth tool and widget init bug fixed
* Weather tab finished and some river generation progress
* Flatening tiles that contains rivers
* Widget updates
* Missing references
* Deleted unnecessary assets
* Some progresses on Rivers but not fully working
* Terrain ROIs Widget adaptations
* First steps on Terrain ROIs
* Format fixed
* improved performance, reducing the elements to check
* clamp rotation and fix set max rotation angle
* Fixed bug causing editor to crash.
Reestructured VegetationSpawner.
50+ FPS now but without update UInstancedStaticMeshComponent.
* Vehicle now is added to the vegetation manager in the begin play and removed in the endplay
* renamed VegetationSpawner for VegetationManager and changed the interal architecture.
Now looks for all tiles in the world and processes only the ones in use.
Also the hidding of the foliage has been moved away to the material.
* Added Reset for SpringBasedVegetationComponent
* Fixed bug with coordinate when spawning for the same static mesh.
* 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>
* Fixed bug causing the server to sigsegv when a vehicle collides an environment object in recording mode
* fix include for windows
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: bernatx <berni2berni>