Commit Graph

1461 Commits

Author SHA1 Message Date
Marcel Pi 96b5aadd45 Fix boost build. 2024-02-13 09:23:52 +01:00
Marcel Pi aeaa621e3a More progress with pure CMake migration. 2024-02-06 21:47:29 +01:00
Marcel Pi 9179489b96 More progress... 2024-02-05 11:52:25 +01:00
Marcel Pi 9b5d26c3b5 Overhaul PythonAPI, switch to scikit-build-core. 2024-01-25 16:24:20 +01:00
Marcel Pi aa24005f88 Several fixes (PythonAPI, Configure, Boost Exceptions). 2024-01-23 12:41:57 +01:00
Marcel Pi ba1c22fc3d Update copyright. 2024-01-23 12:39:20 +01:00
Marcel Pi 046ad2b238 More fixes. 2024-01-02 15:52:07 +01:00
xavisolesoft 7bbbbecaba Fix UE5 compilation errors. 2023-12-28 17:04:08 +01:00
Marcel Pi 35c25e768d More fixes. 2023-12-27 19:43:25 +01:00
Marcel Pi 1b95305b53 Add requirements.txt, fix sqlite build issue and add casts. 2023-12-21 16:02:48 +01:00
Marcel Pi 36e1d08bc2 Modify math utils, change build script indentation. 2023-12-20 12:57:37 +01:00
Marcel Pi eab641aefb Merge branch 'dev' into marcel/ue5.3 2023-11-27 20:37:16 +01:00
Marcel Pi c869a55b0b Move from boost optional, variant, shared_ptr, filesystem to STL. Update copyright notices. 2023-11-27 20:34:03 +01:00
Marcel Pi fb2d231c75 General progress and fixes, Houdini does not work however. 2023-11-25 18:51:58 +01:00
Marcel Pi 7b68258a3f Fix CMakeLists and multigpu errors, upgraded to C++17 and added support for clangd. There are recast&detour errors though. 2023-11-24 17:51:51 +01:00
Bernd Gassmann 6489eafa4c Fix typo in comment 2023-11-24 08:33:40 +01:00
Bernd Gassmann 7003a7cfbf Fix RSS python code
and adapt on updated synchronous mode handling
2023-11-24 08:33:40 +01:00
Bernd Gassmann 800b394d2a Fix build of RSS version with python 3.10 and Ubuntu 22.04 2023-11-24 08:33:40 +01:00
Marcel Pi 7c92cdc88f Minor changes. 2023-11-23 19:06:48 +01:00
Marcel Pi 154cc931f1 Merge branch 'dev' into marcel/exp/configure 2023-11-23 19:06:28 +01:00
Marcel Pi e4130f627a More progress, fix deprecations and modify CMakeLists.txt 2023-11-15 19:36:43 +01:00
Fabian Oboril 0ac122b699 Enable RSS build with CARLA 0.9.15 2023-11-15 15:34:25 +01:00
Guillermo 642a36d75e Fixed ending lane control bug 2023-11-08 19:08:44 +01:00
LuisPoveda 116edcdc69 Change previous solution, now quaternions are created with the unit values 2023-11-08 12:13:42 +01:00
LuisPoveda 8d63885767 fix transform null value in rviz 2023-11-08 12:13:42 +01:00
LuisPoveda 406f5e1460 fix compiling error 2023-11-08 12:13:42 +01:00
LuisPoveda 8fc7af31fe fix carla collision event name 2023-11-08 12:13:42 +01:00
LuisPoveda 4ee75c4bc0 fix clock topic name 2023-11-08 12:13:42 +01:00
LuisPoveda b6e16802f2 changed clock to be rosgraph 2023-11-08 12:13:42 +01:00
LuisPoveda 8ce4ca9ed3
Ros2 (#6862)
* Adding ROS2 manager

* Trying to compile fastDDS in windows, but have problems with dependencies

* Camera sensors connected to ROS2, dependencies disabled temporaly

* Including enum with sensors list

* adding GNSS sensor capture

* adding IMU sensor capture

* adding DVS sensor capture

* adding Lidar sensor capture

* adding SemanticLidar and Radar capture

* adding ObstacleDetector and some fixes

* modify cmakelists, failed to find libatomic

* fixed libatomic

* compile fast-dds with libc++

* fixed compliation fast dds with libcxx

* linked carla with fastdds

* Fixed Fast-DDS lib
Now its compiled to a intermediate lib with a bridge so libstdc++ can be used

* moved all ros2 deps to ros2 folder
renamed types from .cxx to .cpp

* Finally FastDDS compiled and working inside CARLA

* exposed publish function for testing

* fixed code style

* make ros2 optional

* make ros2 optional

* Added defines to compile ROS2 code

* ros image publisher working

* deleted some buffer copies

* Added more topics  and ROS2 types

* Adding sensor Transform as argument, and add function to send buffer or serialize and send buffer

* Removing empty buffer from DVS sensor

* fixed lidar publisher

* fixed lidar publisher

* Fix buffer of RGB in ROS2

* adding timestamp of each frame into ROS2 manager

* sending timestamps with frame to ROS2

* put apart timestamp from frame counter call

* adding BufferView to share buffers

* adding BufferView to share buffers

* adding ros_name attribute to all actors

* mapping ros_name for each actor

* ROS2 is now published in a different thread
Publishers now can be created on demand and be reused
Added subscriber for ego vehicle
Fixed build scripts

* forgot to add this fix

* add ros2 to windows scripts

* fixed default ros topic names

* fix topic name duplication

* Adding functions for enable/disable sensors publishing without listen to it

* Added Camera info and ROI types
RGB Camera now publishes in both topics

* move camera info immutable data to the constructor

* Publish transform for all topics
Create Camera DVS subtopics
Fixed bug with Lidar

* Added flip Y to semantic lidar

* Adding callbacks for subscribers from Unreal

* Adding camera info to ROS2 (resolution and FOV)

* Finished ROS2 naming from python

* Fixed bug with ros names

* Delete topics when deleting the sensors

* setting the rosname same as default no longer rewrites it

* ROS transform fix

* Added all camera topics with the image and camera info
Added vehicle control
Added clock publisher

* Change ros2 topic names for vehicle subscriber and  clock publisher

* Rename vehicle control ros2 topic name

* rename subscriber type to CarlaEgoVehicleControl

* Fix semantic lidar default ros name
Fix sizeof the semantic lidar data buffer

* Changed controller stored as string to pointer

* Back to previous version for default hero ros name
Removed debug prints

* Remvoe callback when ego publisher disconnects

* Serializing DVS data before sending to ROS

* dvs camera image and lidar

* DVS Pointcloud publishing

* Remove unnecessary fields

* Send local transforms to ros

* avoid transform recalculation if not needed

* Optical Flow Camera fixed

* Set fixed branch for Fast-DDS to avoid cmake version change issues

* Finally Working on package

* Fix style from FastDDS auto generated files

* Added ros2 to ubuntu in jenkins

* removed ros2 from jenkins, test

* restore ros2 in jenkins

* fix copy shareds, and removed server dependency from libcarla

* test installing the fastdds dependencies in jenkins

* move installing deps to separate stage

* removed install deps

* Fixing test_benchmark_streaming

* Fixed imu orientation and camera info data

* Fixing test_benchmark_streaming.cpp with BufferView

* Removing DEBUG_ONLY()

* publish collision sensor

* Fixing unit-tests with the new BufferView

* camera info is set once

* Fix echo camera info

* fix transform rotation

* Fixing ros_name attribute creation

* fixed camera info and region of interest publish

* fix IMU compass

* Forgot to add ros2 flag to jenkins package

---------

Co-authored-by: bernatx <bernatx@gmail.com>
2023-11-06 12:34:07 +01:00
Blyron 80d3471171
Digital Twins 0.2 version (#6768)
* 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

* Added spawnning for trees

* New branch to don`t loose modifications in code

* Removing unnecesary spaces

* Set trees for designer

* Tag static mesh actor from road type

* One tile with landscape and road cut

* Changed format of For

* WidgetCreated

* Widget progress

* LevelCreator Update

* Folder for basicParameters in father map

* Father map from template

* Terrain mesh generated from noise and road mask

Road mask not applied

* Assign SubLevel by position

* Changed to static functions

* StrigUpdate

* Added missing UFUNCTIONS

* Trying to move Houdini actors to tiles

* Meshes from Houdini to Tiles

* Number of X and Y tiles exposed

* Modify to new functions

* Modifying code to create a new variable-offset and table to ingest blueprints

* Update assignTile Function

* Updating widget and cpp file to relocate meshes

* Update Widget and create local copy of OpenDriveToMap

* Added planes as landscape

* RoadImported fixed

* Simplification done in UE side

* Update Houdini pipeline

* Fixed osmrenderer compilation for windows

* Generate landscape and set materials

* Generate UVs for lane meshes. Generate Normals and Tangets for lane meshes

* Delete unnecesary files

* Widget updated

* Exposing different variables to BPs

* Update Assets

* Asset path names fixed

* Fixed height for misc objects, set default landscape

* Rotate Light boxes

* Adding OSM Importer plugin

* Fixed normals on sidewalks

* Update adding buildings plugin

* Adding missing BP

* Update

* Fix BP_Instanced

* Update OSMImporter

* Creating BP_BuildingCreator

* LevelCreator Fixed

* Update building asset creation

* If def add for osm renderer

* Building block variation and styles

* Updated values and generation for demo3

* Fix Widget

* Changed unreal FSocket for boost sockets. Fixed road position errors

* Update building creation

* Updated Building Height

* Fixing line colors

* Added Planes in missing stuff

* Update for meshes

* Update deformation, avoid creation of individual buildings and add check for deformation

* Deleted unnecesary files

* New branch to work on building generation

* Added shorts walls and roofs

* Improve triangulation of polygons using UE

* Fixing pipeline

* Disabling shadows for roads and terrain

* Updated default values for BP_Opendrivetomap

* Updated OpenDriveToMap

* Use Editor world instead of GetWorld

* Added HTTP module

* Change customfiledownloader API

* Adding debuginformation

* Using OpenDriveToMapObject

* Adding Debug stuff

* Expose Buildings names in ue4

* Remove from root when generation finished

* Adding Slopes to building generation

* Table update

* Set pivot point at centre of building and Set use of material instances

* Updating Buildings plane stuff

* Fixing walls for building generator

* Update data table

* Updated road generation

* Update DT

* Update Origin of map and set moving for large map

* Remove logs prepare blueprints for getting new info

* Update slope fix and material for slopes

* Updated Digital Twins for 12/06

* Added direct URL support

* Avoid some crashes and improve QoL

* Height fix

* Tried to expose largemap in tick

* New vegetation scatter tool

* Added Full largemap support

* Edit building levels in some type of levels

* Updated static meshes instead of procedural meshes

* Updated building generation and reduced logs

* Vegetation tool into landscape pipeline

* Demo ready for digital twins

* Automated download of plugin

* Update linux build script for UE4 Plugins

* Disable sidewalks in junctions

* Re enable sidewalksin crossing lanes

* Removed asserts added checks to avoid generation of sidewalks on road

* Optimizations for VRAM

* Move actors slowly to sub levels

* Added optimizations and support for smaller or bigger maps in tiles, modified TileSize

* Garage and shed styles

* Update generation stages

* Update garage and shed parameters

* Changed method generation to tile by tile

* Fixed memory leak and UOpenDriveToMap is a uobject now

* Fixed tile by tile generation

* Added Heightmap support to map gen

* last update

* Commandlet generation working

* Merge finished

* Update DefaultEngine.ini to rever default rhi

* Clean up HoudiniImporterWidget.cpp

* Add with editor and make editor only code

* Setup dependencies for CarlaTools plugin

* Update StreetMap plugin commit and gitignore

* Update Content version

* Update next content version

* Changed based type of OpenDrivetomap

* Remove intermediate files if need similar to BuildCarlaUE4.sh

* Update order of execution of donwload

* Try to run download plugins everytime is used

* Update packages sh avoid to delete anything

* Fixing setup in windows

* Add UE Constructor to Commandlet

* More fixes

* content version

* Update package sh and update

* Update Streetmap version

* Update dependencies

* Update StreetMap commit

* Fix typo in gitignore

* Update STMap plugin commit

* Revert latest changes in windows package script

* Update comments

---------

Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: marionzki <mnoriegazamora@gmail.com>
Co-authored-by: bernatx <bernatx@gmail.com>
2023-10-31 11:24:22 +01:00
javiergrCS 14447def90
Adding a new function that loads a map only if it is different (#6651)
* Adding a new function to load a map only if it is different

* Removing commented code

* Updated AddVehicleWheelsAnimation function

* Revert "Updated AddVehicleWheelsAnimation function"

This reverts commit 55405a3de7.

* Small correction: removing blank space

* Changelog.md update

---------

Co-authored-by: Adri Ollero <adriollero@gmail.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
2023-09-06 12:34:59 +02:00
bernatx 77c290f55f more fixes 2023-06-21 11:02:41 +02:00
bernatx d5fb48eb5f fix closing streams if an error happens 2023-06-21 11:02:41 +02:00
bernatx 2b78e09db2 fix getting a buffer in case a pool is not available 2023-06-21 11:02:41 +02:00
Blyron cbc79a3717
Digital Twins Update 26//05 (#6502)
* 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

* One tile with landscape and road cut

* WidgetCreated

* Widget progress

* LevelCreator Update

* Folder for basicParameters in father map

* Father map from template

* Terrain mesh generated from noise and road mask

Road mask not applied

* Assign SubLevel by position

* Changed to static functions

* StrigUpdate

* Added missing UFUNCTIONS

* Trying to move Houdini actors to tiles

* Meshes from Houdini to Tiles

* Number of X and Y tiles exposed

* Modify to new functions

* Modifying code to create a new variable-offset and table to ingest blueprints

* Update assignTile Function

* Updating widget and cpp file to relocate meshes

* Update Widget and create local copy of OpenDriveToMap

* Added planes as landscape

* RoadImported fixed

* Simplification done in UE side

* Update Houdini pipeline

* Fixed osmrenderer compilation for windows

* Generate landscape and set materials

* Generate UVs for lane meshes. Generate Normals and Tangets for lane meshes

* Delete unnecesary files

* Widget updated

* Exposing different variables to BPs

* Update Assets

* Asset path names fixed

* Fixed height for misc objects, set default landscape

* Rotate Light boxes

* Adding OSM Importer plugin

* Fixed normals on sidewalks

* Update adding buildings plugin

* Adding missing BP

* Update

* Fix BP_Instanced

* Update OSMImporter

* Creating BP_BuildingCreator

* LevelCreator Fixed

* Update building asset creation

* If def add for osm renderer

* Building block variation and styles

* Updated values and generation for demo3

* Fix Widget

* Changed unreal FSocket for boost sockets. Fixed road position errors

* Update building creation

* Updated Building Height

* Fixing line colors

* Added Planes in missing stuff

* Update for meshes

* Update deformation, avoid creation of individual buildings and add check for deformation

* Deleted unnecesary files

* Deleted unnecesary files

* Cleaning code

---------

Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: marionzki <mnoriegazamora@gmail.com>
2023-06-06 11:19:19 +02:00
Guillermo 416d4c90e2 Added map name if not found 2023-06-06 11:02:38 +02:00
bernatx b7a1c8ad6a Fixes from review 2023-05-05 10:55:53 +02:00
bernatx bfb6b4c40c Removing comments 2023-05-05 10:55:53 +02:00
bernatx 5f1de211a7 Fix include case 2023-05-05 10:55:53 +02:00
bernatx 189e4f4c4f Pedestrian will wait for the trafficlight before crossing 2023-05-05 10:55:53 +02:00
bernat c243eb7844 Fixing compilation 2023-05-05 10:55:53 +02:00
bernatx 44f0b8cd24 Adding functions to kill a pedestrian from the client library 2023-05-05 10:55:53 +02:00
bernatx 73315d3d62 Pedestrians collision deisabled when using AI or in replayer 2023-05-05 10:55:53 +02:00
Blyron 1a908dd936
Aaron/digitaltwinssidewalks (#6430)
* 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

* Modified workflow for side walks

* Added check for traffic lights and default materials for sidewalks

* Change build osm script hash

* Fix code format

* changed buildosm2odr hash

* Updated has

* Format fix

---------

Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
2023-05-03 17:00:58 +02:00
Guillermo 9a2aa57db7 Fixed == operator for large map settings 2023-04-13 13:05:27 +02:00
Guillermo 9ac5a11752 Fixed comparison 2023-04-13 13:05:27 +02:00
Guillermo 43620bcc07 Changed float to bool 2023-04-13 13:05:27 +02:00
Guillermo 1501a13b1e Added spectator_as_ego settings 2023-04-13 13:05:27 +02:00
Blyron 8be9fd22dd
Added spawnning for trees (#6367)
* Added spawnning for trees

* Set trees for designer

* Tag static mesh actor from road type

* Changed format of For
2023-04-13 13:00:15 +02:00
Blyron c3e5f9c019
Aaron/digitaltwinsbumps (#6346)
* 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>
2023-04-11 10:46:55 +02:00
anrp-tri 4e070089c8
Make (Unreal) non-unity build available (#6190)
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>
2023-03-20 12:09:39 +01:00
Axel1092 777b174a08
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>
2023-03-03 17:26:48 +01:00
Blyron eb0fb21dbf Remove unused parameter 2023-02-23 18:32:29 +01:00
LuisPoveda b018dfb8f4 Added filter by attribute for array attributes 2023-02-15 09:51:25 +01:00
LuisPoveda 1c4f526c60 added filter by attribute to python api 2023-02-15 09:51:25 +01:00
Blyron dcca826ade
Aaron/opendrivetomapineditor (#6056)
* 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
2023-02-15 09:50:55 +01:00
bernatx 7f5bb15731 adding --ignore-spectator to the replayer 2023-02-06 14:17:51 +01:00
Guillermo ed53705b5b Removed an unused variable 2023-02-02 11:30:46 +01:00
Guillermo 58461b4a2d Fixed Tm unstuck removal 2023-02-02 11:30:46 +01:00
bernatx 2c28eafe28 send existing actors to all secondary servers when a new connection is done 2022-12-22 15:51:08 +01:00
Axel cef4489d0f Upgraded boost 1.81 for linux 2022-12-20 13:18:34 +01:00
bernatx ed4da0fc45 adjust color palette comments 2022-12-20 13:17:59 +01:00
bernatx dda82223db Rearranging labels 2022-12-20 13:17:59 +01:00
bernatx ef54692f45 Using same id's as the cityscape labels 2022-12-20 13:17:59 +01:00
Guillermo 7f2d656c25 Added a vehicle simualtion update on teleportation 2022-12-19 10:42:27 +01:00
bernatx e608c8c55f Add command to LOAD_MAP in multi-gpu mode 2022-12-19 10:39:53 +01:00
Marcel Pi 182a48a2f9
Marcel/empty gbuffer fix (#6013)
* 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.
2022-12-07 18:51:17 +01:00
Marcel Pi 294f5b4179 Add sensor type check. 2022-12-01 17:01:15 +01:00
Marcel Pi a152863b11
Merge GBuffer features. (#5960)
* 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>
2022-11-29 11:24:26 +01:00
xgodina d4c1bfc672 Add new tags for semantic segmentation "Bus" and "Rider" 2022-11-29 11:23:33 +01:00
XGodina fa936653bb Fix PR request 2022-11-29 11:23:33 +01:00
XGodina a0556ce705 Fix change the id of Bicycle 26u, to 25u, 2022-11-29 11:23:33 +01:00
XGodina 39fa6d5190 Fix Semantic Segmentation color of Motorcicle 2022-11-29 11:23:33 +01:00
XGodina 30c2b12bef Fix Tunnel Semantic Segmentation 2022-11-29 11:23:33 +01:00
XGodina 88dbe952ff Add new Tags for Semantic Segmentation 2022-11-29 11:23:33 +01:00
bernatx 91501aa5ab Moving tick of TM 2022-11-28 17:44:39 +01:00
bernatx c328d7ea02 adding tick of Recast and TM in asynchronous also 2022-11-23 16:51:41 +01:00
bernatx cb58f47231 Remove pausing pedrestian when reaching points from a path 2022-11-23 16:51:41 +01:00
bernatx b6e7a6a01a Send pedestrian positions in synchronous call 2022-11-23 16:51:41 +01:00
bernatx ae821b2953 Send pedestrians positions and TM positions when ticking 2022-11-23 16:51:41 +01:00
Blyron 906b4658d5
Aaron/terramechanics performance (#5900)
* 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>
2022-11-02 16:13:22 +01:00
Axel1092 597bfbc27d
Axel/change colliders (#5896)
* 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>
2022-10-31 16:33:27 +01:00
Joel Moriana c5abee5e79 anticipation algorithm updated 2022-10-20 16:25:31 +02:00
Axel f3065f2541 Fixed terrain_type = 0 not processing the input 2022-10-13 13:35:49 +02:00
anrp 4e949228d4 Fix shared_ptr cycles in C++ carla::Client
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.
2022-10-13 12:50:04 +02:00
Axel1092 aeac45b09c
Terramechanics and Vegetation fixes (#5820)
* 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>
2022-10-10 12:32:25 +02:00
bernatx e9a7c321cd Adding new attachment type 'SpringArmGhost' 2022-09-28 13:54:04 +02:00
Axel1092 a6be1a67f3
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 15:39:09 +02:00
Joel Moriana 7c3fbee636 Fixed signal position when not aligned with the lane 2022-09-04 17:13:02 +02:00
Joel Moriana db69a1a579 Added static signals 2022-09-04 17:13:02 +02:00
MarcelPiNacy 608d128f51 Fix traffic light bounding box issue. 2022-09-04 17:12:36 +02:00
bernatx 9d99bb7c85 Fix compilation in Ubuntu 2022-09-04 17:12:36 +02:00
bernatx 91430a3f1a Now the world position of the bounding box return the right rotation (it was applied twice) 2022-09-04 17:12:36 +02:00
Joel Moriana 46089af72f Compute displacement direction when moving signals 2022-08-17 15:32:00 +02:00
Joel Moriana e8a2bd3c74 PR changes 2022-08-01 15:14:19 +02:00
Joel Moriana bc4b6331e1 Displace signals outside driving and shoulder lanes 2022-08-01 15:14:19 +02:00
Joel Moriana 9a5508ee35 PR changes 2022-07-29 10:33:22 +02:00
Joel Moriana 0a0b426cd4 Safer intersection handling 2022-07-29 10:33:22 +02:00
bernatx af0e2570af changing log message 2022-07-27 22:10:23 +02:00