Commit Graph

1461 Commits

Author SHA1 Message Date
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
bernatx 93dddd0cd3 Changing some logs 2022-07-27 17:52:24 +02:00
bernat 078cf0f824
Fixing first ticks of a sensor (#5616)
* 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
2022-07-25 15:32:29 +02:00
bernatx 5c4b37c710 Changing log priority of some messages 2022-07-25 15:26:55 +02:00
bernatx 67d7df713e Changing from weak_ptr to shared_ptr for storing sessions 2022-07-25 15:26:55 +02:00
bernatx c504e94e40 Changing log_info to log_debug 2022-07-25 15:26:55 +02:00
bernatx f10b83c4fe Stream is removed when the sensor is destroyed 2022-07-25 15:26:55 +02:00
bernatx cb0ae25111 Fixing compilation 2022-07-25 13:02:00 +02:00
bernatx 3335c75c38 Secondary server listener is now closed (in editor it was still open) 2022-07-25 13:02:00 +02:00
Joel Moriana e7df4ea732 Removed whitespaces 2022-07-22 09:29:08 +02:00
Joel Moriana 480c50e851 Added lane offset parameter 2022-07-22 09:29:08 +02:00
bernatx 98bce2aa01 More little changes 2022-07-21 13:24:02 +02:00
bernatx 98752b395a Fix type of variable 2022-07-21 13:24:02 +02:00
bernatx e48a88275f Fixes for compilation from Jenkins 2022-07-21 13:24:02 +02:00
bernatx f6d1bfbb91 Undef the PI macro for non Unreal files 2022-07-21 13:24:02 +02:00
bernatx fc0765a02a Adding needed header files 2022-07-21 13:24:02 +02:00
bernatx 76e96af6c3 Little fixes from review 2022-07-21 13:24:02 +02:00
bernatx a6ed1f9453 Changing classes of sensors a little 2022-07-21 13:24:02 +02:00
bernatx 4ea29070d2 Set synchronous mode automatically in multi-gpu 2022-07-21 13:24:02 +02:00
bernatx 9c9eda84bc Multi GPU first version 2022-07-21 13:24:02 +02:00
Joel Moriana c242104c28 Avoid notification of green-yellow state to TM vehicles 2022-07-19 12:36:24 +02:00
Guillermo 014fc19083 Changed logs to debug mode 2022-07-12 15:49:03 +02:00
Guillermo 10160da614 Fixed waypoint bug + new speed limits 2022-07-01 10:53:48 +02:00
glopezdiest 5b583b9d15
Fixed TM stops 2022-06-03 08:00:38 +02:00
LuisPoveda 5ac3ce6d31
Luis/collisions bushes (#5477)
* 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>
2022-06-02 14:35:42 +02:00
Guillermo e228aa0fff Added map key check 2022-06-01 08:25:05 +02:00
Guillermo befc30f5c7 Added loop check at Localization stage 2022-05-17 08:43:08 +02:00
Guillermo 4a1c43d733 Improved TM's non signalized junctions 2022-05-17 08:43:08 +02:00
glopezdiest a649c67d7e
Added failure states for vehicles (#5410)
* Added failure states for vehicles

* Added missing endline
2022-05-16 21:55:19 +02:00
glopezdiest c11dfddcab
Fixed bug at TM when teleporting vehicles with no physics 2022-05-09 10:10:37 +02:00
Axel 788427fdd5 Fixed lights not changing after a map change event. Fixed lights blocking the thread to update the episode. 2022-04-29 10:20:06 +02:00
Marcel Pi 139041fd7f
Improvements to the dust_storm weather parameter. (#5388)
* Switched DustStorm parameter from bool to float.

* Automatically detect clang version.

* Revert "Automatically detect clang version."

This reverts commit 4ac1c95c26.

* Update environment.py weather presets.

* Expose dust_storm console command in environment.py + documentation.

* Fix minor DustStorm preset error.

* Update CHANGELOG.md
2022-04-27 12:52:25 +02:00
Guillermo 46d50df7c5 Fix topology with ending lanes 2022-04-26 09:38:56 +02:00
glopezdiest 5003e58d7c
New ConstantVelocityAgent and TM parameter (#5290) 2022-04-20 14:44:27 +02:00
glopezdiest 8d5204e048
Added set_day_night_cycle parameter (#5322) 2022-04-13 18:25:46 +02:00
Marcel Pi a9ad9b7e95 Fixed DustStorm weather preset. 2022-04-05 11:52:16 +02:00
Marcel Pi 9d8c6175ab Added DustStorm boolean option in WeatherParameters. 2022-04-05 11:52:16 +02:00
Armando Fandango 56b7bfb3f9 fixed the namespace resolution ambiguity with Server and Client class objects in tests 2022-03-31 13:05:49 +02:00
anrp 60709f506b Switch to boost::variant2
boost::variant only supports up to 20 types (MPL limit). boost::variant2
has no such limit; switch to it.
2022-03-28 12:35:11 +02:00
Marcel Pi 98cf46d027 Minor fixes for the pull request.
Updated copyrights, added custom normal camera definition function in ActorBlueprintFunctionLibrary and fixed minor include error.
2022-02-18 11:42:32 +01:00
Marcel Pi 3b45bfd165 Added new sensor with camera normals 2022-02-18 11:42:32 +01:00
Joel Moriana 0e67ca23fd Handle steer speed in the ackermann controller 2022-02-08 20:15:57 +01:00
Joel Moriana 67e12c34ac Added more review changes 2022-02-08 20:15:57 +01:00
Joel Moriana 8cc6f132fc First iteration ackermann controller 2022-02-08 20:15:57 +01:00
Guillermo 69cb31b857 Changed simulate physics to be sync call 2022-01-11 11:37:27 +01:00
Guillermo fc944bfcc5 Removed debug line 2022-01-11 11:37:27 +01:00
Guillermo e0719a8270 Fixed vehicle sorting + WIP physics deter check 2022-01-11 11:37:27 +01:00
Jacopo Bartiromo 9ff76463eb Unique seed for Traffic Manager 2022-01-11 11:37:27 +01:00
Jacopo Bartiromo 68658f9bd3 Changes to make 0.9.13 deterministic 2022-01-11 11:37:27 +01:00
Jacopo Bartiromo a55e877bf1 Fixes rpc error
Changes in function name
2021-11-09 12:25:37 +01:00
Jacopo Bartiromo 39e0fcbf1d Fixes RPC error when using update_vehicle_lights 2021-11-09 12:25:37 +01:00
Jacopo Bartiromo 19ae10af01 Removes unused variable
Improves vehicle behavior
2021-11-09 12:25:37 +01:00
bernatx 29ef62acf4 change some log types to debug only 2021-11-09 10:43:35 +01:00
bernatx f4f144cc39 Add folder with current CARLA version to cache 2021-11-09 10:36:08 +01:00
Axel 63d5b314c6 Added instance semantic segmentation sensors 2021-11-08 09:30:35 +01:00
bernatx 5695337c5b Fixing seed as unsigned int 2021-11-05 18:49:11 +01:00
bernatx 328cfca118 Adding seed for better pedestrians reproducibility 2021-11-05 18:49:11 +01:00
berndgassmann 6fc187f4b3
RssSensor fixes (#4604)
* RssSensor fixes

RssSensor:
- make client side calculations threaded to ensure it is not
incrementally delaying the whole client
- support multiple instances of RssSensor
- initialize _last_processed_frame properly

RssRestrictor:
- enable python set_log_level

General:
- Update to RSS v4.4.2 and map v2.4.5_hotfix supporting elevation
- manual_control_rss: enalbe dynamics log level switching

* Update to ad-rss-lib 4.4.3

* really go to ad-rss-lib 4.4.3
2021-11-05 18:12:49 +01:00
Axel 33c044d493 Added option to change textures of multiple objects with a single call (saving texture memory). 2021-11-05 16:37:17 +01:00
Axel c99e5adf2a Added functions and structures to update textures in runtime. 2021-11-05 16:37:17 +01:00
bernatx 4284ebb0e1 Added new pose to blend with the animation 2021-11-05 16:29:36 +01:00
bernatx b7a1685166 Return all transforms for bones (world, component and relative) 2021-11-05 16:29:36 +01:00
bernatx 93e4733cf8 First version, bones transform in world space 2021-11-05 16:29:36 +01:00
Jacopo Bartiromo 5f07128176
New Traffic Manager features for 0.9.13 (#4786)
* Changes in constant values
Added new constants

* Added Ambulance and Firetruck as unsafe vehicles in spawn_npc.py

* WIP: Rerouting algorithm

* Removing rerouting algorithm.
Fixed collisions at high speed.

* Changes to constant values and cleaning up.

* Users can now set their own path by giving a list of locations.
Implementation of RoadOption for SimpleWaypoints
Implementation of GetNextAction and GetActionBuffer for TM actions
Parameters for setting the path import and starting the import process.
Other minor changes

* Users now only need to use one parameter to import path

* added road option to the cache map

* Introduced RoadOption in InMemoryMap for each swp
Introduced getter in PythonAPI for high level path
Introduced getter in PythonAPI for next high level action
Introduced parameters for random lane changes
Fixed keep right parameter

* Introduced parameter SetImportedRoute to set a RoadOption path for TM controlled vehicles.
Method in Localization Stage to compute a path using RoadOptions.

* CHANGELOG.

* Changing names of methods
Cleanup

* Small changes to Collision Stage
Cleanup of SetRoadOption
Added debug_helper in Loc Stage (to be removed)

* Changes to get_next_action and get_all_actions
Fixed lane changes representation in those methods
Now get_next_action and get_all_actions need the Actor in Python

* Remove debug_helper
Set MAX_BRAKE to 0.7

* Constant values in Loc stage

* Code fixes

* Small changes in collision stage
Adding constants for VLStage
Changes in VLStage

* Choose randomly a right or left lane change if forcing both.

* Reviewable changes
Changes name of variables in Loc stage
Removed unnecessary import

* Minor final changes

* Change of method name in generate_traffic

* Change in Latest ContentVersion.txt

Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2021-11-03 11:06:14 +01:00
Luca 85da613f51
Vehicle lights state in traffic manager (#4717)
* added vehicle lights stage to the traffic manager under the dev branch

* update CHANGELOG to lastest version and added vehicle lights stage for automatically turn on-off lights

* added vehicle lights stage to the traffic manager under the dev branch

* removed commented code

* cleanups to the code, adding some comments to explain how the trafficmanagerlocal handles the command buffer

* fixing missing reference in ALSM constructor, disabling vehicle light state for dormant vehicles

* bugfix in vehicle_id_list access, added fix to avoid blinking brake lights due to throttle control

* requested changes in the vehicle light stage code

* missing namespace qualifier for constants

* Added explicit method to enable the vehicle lights management by the TM, on a per-vehicle basis. Changed generate_traffic.py to use the new vehicle lights stage instead of just setting a fixed, constant vehicle light status. Docs are updated, accordingly.

Co-authored-by: npunito <npunito>
Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com>
2021-10-28 16:09:14 +02:00
Jacopo Bartiromo 3858c5f04c
Improvements in Traffic Manager for 0.9.12 (#4686)
* Changes in constant values
Added new constants

* Added Ambulance and Firetruck as unsafe vehicles in spawn_npc.py

* WIP: Rerouting algorithm

* Removing rerouting algorithm.
Fixed collisions at high speed.

* Changes to constant values and cleaning up.

* Cleanup

* Changelog

* Added a factor of vehicle length when checking for collision at low speed.

* Change in horizon rate
2021-10-05 10:57:47 +02:00
Daniel Santos-Olivan d03632c006 LibCarla: Added vehicle open/close doors 2021-09-16 11:28:46 +02:00
Daniel Santos-Olivan 9a81ecf045 CarlaServer: Open/Close door logic implemented in plugin 2021-09-16 11:28:46 +02:00
Joel Moriana 321a4495f6 fix bug reading junction and geodesic grid id from cached map 2021-09-15 11:28:55 +02:00
Guillermo f90c2c6123 Added ymls and Cross C++ function 2021-08-07 17:43:38 +02:00
Jacopo Bartiromo 32465c3ba8 Revert broken MP stage change 2021-08-02 16:37:39 +02:00
Joel Moriana c84747676e fix bug generating too near waypoints 2021-07-30 01:05:58 +02:00
Jacopo Bartiromo d74495c7ff Fixes issue with pedestrins in ALSM
Some changes in constants for approaching vehicles
2021-07-28 18:19:02 +02:00
Guillermo c611c1b464 Smoothed TM's PID 2021-07-28 18:19:02 +02:00
Axel 45d8e30c88 Fixed weather default parameters 2021-07-28 17:57:34 +02:00
Axel 6f077553c6 Added weather pressets 2021-07-28 17:57:34 +02:00
joel-mb 4b0525eef2
[Traffic Manager] InMemoryMap binary file (#4424)
* First iteration of the required files functionality

* WIP: Binary file for in memory map

* Fixed "/Game/" replacement and load new episode by name problems with the required files system

* removed unnecessary changes

* added extra space

* Enable pedestrians building only for single maps, no in tiled maps (temporal)

* Added python selector to make import command

* returning const reference

* fix bug not finding required files

* add TM binary files to packages

Co-authored-by: Alejandro Fraga Cimadevila <alex_fraga95@hotmail.com>
Co-authored-by: bernatx <berni2berni>
Co-authored-by: bernat <bernatx@gmail.com>
2021-07-28 14:44:54 +02:00
bernat c2b93b374a Removing unused variable 2021-07-26 12:57:10 +02:00
Jacopo Bartiromo 13c08e8e9c
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428)
* Added LargeMapManager

* Added DVector Vector of doubles

* Declaration of interface

* Added AUncenteredPivotPointMesh

* Added map generation from assets folder

* Updates on FDVector

* Added tile load on demand

* Fixed load tile issues after rebasing origin

* Updated FDVector

* Added some auxiliary functions

* Added conversion and operator

* Added methods to check and configure the state

* Removed const and updated printed info

* Added macro to avoid logs

* Added info dump functions

* The asset spawn check was added to the tick

* LargeMapManager added to CarlaGM

* Moving to level load autocontrol

* Updated with new function name, AddNewClientToConsider

* Fixing forced tile load

* Added operator*(float)

* Disabled Localplayer

* Now the streaming is handled by us

* Fixed remove of considered actors

* Fixed typo

* Added MapOrigin to the Episode

* Added Vector3DInt to LibCarla

* Removed floats in Vector3DInt

* Added offset to client actor's location

* Fixed old cast warning

* Removed float

* Added explicit cast to avoid warning

* Fixed client actor transform

* Removed unnecessary code

* Added origin offset to spawn_actor

* Adding spawn points generation

* Added spawn points folder in editor

* Changed Spawnpoint for only Transforms

* World rebase is triggered directly

* Added offset when attaching actors

* Detecting hero vehicle

* Added LargeMapManager

* Added DVector Vector of doubles

* Declaration of interface

* Added AUncenteredPivotPointMesh

* Added map generation from assets folder

* Updates on FDVector

* Added tile load on demand

* Fixed load tile issues after rebasing origin

* Updated FDVector

* Added some auxiliary functions

* Added conversion and operator

* Added methods to check and configure the state

* Removed const and updated printed info

* Added macro to avoid logs

* Added info dump functions

* The asset spawn check was added to the tick

* LargeMapManager added to CarlaGM

* Moving to level load autocontrol

* Updated with new function name, AddNewClientToConsider

* Fixing forced tile load

* Added operator*(float)

* Disabled Localplayer

* Now the streaming is handled by us

* Fixed remove of considered actors

* Fixed typo

* Added MapOrigin to the Episode

* Added Vector3DInt to LibCarla

* Removed floats in Vector3DInt

* Added offset to client actor's location

* Fixed old cast warning

* Removed float

* Added explicit cast to avoid warning

* Fixed client actor transform

* Removed unnecessary code

* Added origin offset to spawn_actor

* Adding spawn points generation

* Added spawn points folder in editor

* Changed Spawnpoint for only Transforms

* World rebase is triggered directly

* Added offset when attaching actors

* Detecting hero vehicle

* Only hero vehicles are considered to stream tiles

* Little update on log macro

* Adding support for ghost actors

* Refactored LargeMap classes

* Refactored LargeMap classes

* Revert refactor

* Remove files

* Added dormant state to actors

* Fixed spawn+rebase on new OnActorSpawn

* Removed circular dependency warning

* Converted FActorView into an USTRUCT

* Added actor state conversion to dormant

* Removed ConvertActorDormant

* Added spawn and transition of dormants

* Ghost to Dormant working

* Replicated dormant actors

* Add substraction operators

* Added dormant to ghost conversion

* Fixed some issues in dormant to ghost conversion

* WIP! Attached actors not working properly

* WIP! Attached actors not working properly

* Changing several constant variables
Removing sorting in LocalizationStage.cpp

* Fixing variable name

* Fixing variable name

* WIP: Fixing hybrid mode

* Added tiles loaded from umaps.

* Fixed Missing includes

* Debug settings are still on.
Added extra points in tight curves for PID improvement.
Fixed Hybrid Mode, now moves in the direction of the next waypoint.
Reduced calculations in MotionPlanningStage.cpp

* Removed all debug helper functions

* Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets.

* Fixed dormant check for attached actors

* Expanded FActorData classes. Added world observer aware of dormant actors.

* Extended FActorData classes with walker data.

* Fixed missing includes

* Removed some with editor macros.

* Added virtual destructor to FActorData.

* Adding includes

* Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase.

* Fixed tile alingment.

* Added sensor data to restore the comunication.

* Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors.

* Fixed crash for sensor destruction.

* Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit.
Removed SetSimulatePhysics call when not needed.
Changed PID functions to inline.

* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.

* WIP: Relocating TM-controlled vehicles near the hero vehicle

* WIP: Vehicle teleportation near hero vehicle.
Missing a way to place them in a better order around the map.
Fixes non-deterministic seed setup.

* Fixes bug where the hero vehicle was also set to not have physics.

* Introduces parameter SetRespawnDormantVehicles
WIP Respawning dormant vehicles

* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.

* WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Now traffic lights can be spawned without controllers inside junctions.

* Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object.

* Fixed missing includes.

* Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors.

* Fixed missing includes.

* Streaming level list now is persistant and can be saved for unreal to detect the dependencies.

* Enabled packages for large maps.

* Added Tiles to the MapPath.txt file. Removed debug warnings.

* WIP: Fix seed when setting deterministic mode.
WIP: Respawn actors when dormant
Added --hero and --respawn to spawn_npc.py

* Fixed traffic light trigger box placement in large maps.

* Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels.

* added server bind for set_respawn_dormant_vehicles parameter

* TM doesn't destroy hero vehicle if idle.
ALSM stage will now update hero vehicles first.
MP stage will treat dormant vehicles like physics-less in hybrid mode.
Added fixed seed increment in deterministic mode.

* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.

* handles scenario where the hero vehicle does not exist

* Fixing line markings semantics

* Fixed recorder issues with traffic lights.

* Filter out the base large map as available map

* Added tile_stream_distance and actor_stream_distance to world settings.

* removed unused comments.

* Added IsActive functions. Dormant actors that cannot be respawned now remain dormant.

* Fixed missing includes.

* Fixed missing includes

* Review fixes. Missing includes.

* Fixed link errors.

* Fixes issue with Hybrid mode in async mode.
Introduces new set_boundaries_respawn_dormant_vehicles parameter.
Fixes issue when reloading map.

* WIP: New algorithm to move vehicles from dormant to active

* Finished new policy for teleporting vehicles.
Created new generate_traffic.py script, which works in sync mode.
Removed spawn_npc.py script.
General cleanup in Traffic Manager.

* Cleanup.

* Set FXAA antialiasing method

* Added automatic generation of speed limit signals.

* Adding some includes

* Fixed speed limit component crash when waking up.

* Fixed speed limit component wrong check.

* Fixed speed limit not reset when waking up actors.

* Fixed rare crash when traffic lights become dormant.

* Added speed limit to FActorData.

* Fixed generating waypoints when angle is tight

* Added warning when using asynchronous mode in generate traffic.
Lane changes now require more space.
Vehicle switching from no physics to physics in hybrid mode will have an initial speed.
Changed lower bound to 20 meters for respawn in Large Maps.

* WIP: Landmark anticipation using waypoints

* WIP: anticipation landmark

* Added lane check to landmark search

* Fixed excluded lanes

* WIP: landmark anticipation

* WIP: landmark anticipation

* Changes to constants for path buffer and max speed
Bug fix for landmarks that return nullptr
Included prints for debugging

* Updating constants
Changed collision radius check value
New max_distance for GetAllLandmakrsInDistance

* Incoming turns now make vehicles break

* Added variable radius when finding possible collisions
Added GetMap in InMemoryMap
Added TLMap in MPStage to cache TL
Finished GetLandmarkTargetVelocity function
General cleanup

* Fix merge error
Change constant for collision detection

* Improved lateral PID

* More PID improvements

* Improved longitudinal PID + minor fixes

* Tuned PID parameters

* Changed algorithm for respawn using GeoGrid IDs.

* Fix merge error

* Fixes intersection anticipation algorithm

* Removed print and debug helper init

Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 10:24:45 +02:00
Daniel Santos-Oliván ec64374db6 Added ShowDebugTelemetry to API 2021-07-23 10:34:54 +02:00
Bernd Gassmann 9fe5e733ad RSS build uses the libproj version from CARLA
and now favours actually the boost variant from CARLA over the system
installed one
2021-07-21 16:05:25 +02:00
bernatx cdb0318e05 Fixing where open drive content is cached 2021-07-21 11:37:23 +02:00
bernat 76a51b9010 Removing spaces 2021-07-20 22:12:36 +02:00
bernat 71102a2336 Move implementation of class to .cpp 2021-07-20 22:12:36 +02:00
Roel Algaba Brizuela 5850bfcbdf Fix compilation error 2021-07-20 22:12:36 +02:00
Roel Algaba Brizuela 3c89b03c54 Updated file transfer system 2021-07-20 22:12:36 +02:00
Roel Algaba Brizuela 66cd52b7e8 Modified file transfer to avoid multiple downloads 2021-07-20 22:12:36 +02:00
bernat cd76952655 Fixing environment variable in windows 2021-07-20 22:12:36 +02:00
alejandroFraga 1a58b48564 OpenDrive .xodr file integrated with the required file system 2021-07-20 22:12:36 +02:00
Alejandro Fraga Cimadevila 05a09b1007 First iteration of the required files functionality 2021-07-20 22:12:36 +02:00
Jacopo Bartiromo 6efe45f04d
Traffic Manager for Large Maps (#4324)
* Added LargeMapManager

* Added DVector Vector of doubles

* Declaration of interface

* Added AUncenteredPivotPointMesh

* Added map generation from assets folder

* Updates on FDVector

* Added tile load on demand

* Fixed load tile issues after rebasing origin

* Updated FDVector

* Added some auxiliary functions

* Added conversion and operator

* Added methods to check and configure the state

* Removed const and updated printed info

* Added macro to avoid logs

* Added info dump functions

* The asset spawn check was added to the tick

* LargeMapManager added to CarlaGM

* Moving to level load autocontrol

* Updated with new function name, AddNewClientToConsider

* Fixing forced tile load

* Added operator*(float)

* Disabled Localplayer

* Now the streaming is handled by us

* Fixed remove of considered actors

* Fixed typo

* Added MapOrigin to the Episode

* Added Vector3DInt to LibCarla

* Removed floats in Vector3DInt

* Added offset to client actor's location

* Fixed old cast warning

* Removed float

* Added explicit cast to avoid warning

* Fixed client actor transform

* Removed unnecessary code

* Added origin offset to spawn_actor

* Adding spawn points generation

* Added spawn points folder in editor

* Changed Spawnpoint for only Transforms

* World rebase is triggered directly

* Added offset when attaching actors

* Detecting hero vehicle

* Added LargeMapManager

* Added DVector Vector of doubles

* Declaration of interface

* Added AUncenteredPivotPointMesh

* Added map generation from assets folder

* Updates on FDVector

* Added tile load on demand

* Fixed load tile issues after rebasing origin

* Updated FDVector

* Added some auxiliary functions

* Added conversion and operator

* Added methods to check and configure the state

* Removed const and updated printed info

* Added macro to avoid logs

* Added info dump functions

* The asset spawn check was added to the tick

* LargeMapManager added to CarlaGM

* Moving to level load autocontrol

* Updated with new function name, AddNewClientToConsider

* Fixing forced tile load

* Added operator*(float)

* Disabled Localplayer

* Now the streaming is handled by us

* Fixed remove of considered actors

* Fixed typo

* Added MapOrigin to the Episode

* Added Vector3DInt to LibCarla

* Removed floats in Vector3DInt

* Added offset to client actor's location

* Fixed old cast warning

* Removed float

* Added explicit cast to avoid warning

* Fixed client actor transform

* Removed unnecessary code

* Added origin offset to spawn_actor

* Adding spawn points generation

* Added spawn points folder in editor

* Changed Spawnpoint for only Transforms

* World rebase is triggered directly

* Added offset when attaching actors

* Detecting hero vehicle

* Only hero vehicles are considered to stream tiles

* Little update on log macro

* Adding support for ghost actors

* Refactored LargeMap classes

* Refactored LargeMap classes

* Revert refactor

* Remove files

* Added dormant state to actors

* Fixed spawn+rebase on new OnActorSpawn

* Removed circular dependency warning

* Converted FActorView into an USTRUCT

* Added actor state conversion to dormant

* Removed ConvertActorDormant

* Added spawn and transition of dormants

* Ghost to Dormant working

* Replicated dormant actors

* Add substraction operators

* Added dormant to ghost conversion

* Fixed some issues in dormant to ghost conversion

* WIP! Attached actors not working properly

* WIP! Attached actors not working properly

* Changing several constant variables
Removing sorting in LocalizationStage.cpp

* Fixing variable name

* Fixing variable name

* WIP: Fixing hybrid mode

* Added tiles loaded from umaps.

* Fixed Missing includes

* Debug settings are still on.
Added extra points in tight curves for PID improvement.
Fixed Hybrid Mode, now moves in the direction of the next waypoint.
Reduced calculations in MotionPlanningStage.cpp

* Removed all debug helper functions

* Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets.

* Fixed dormant check for attached actors

* Expanded FActorData classes. Added world observer aware of dormant actors.

* Extended FActorData classes with walker data.

* Fixed missing includes

* Removed some with editor macros.

* Added virtual destructor to FActorData.

* Adding includes

* Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase.

* Fixed tile alingment.

* Added sensor data to restore the comunication.

* Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors.

* Fixed crash for sensor destruction.

* Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit.
Removed SetSimulatePhysics call when not needed.
Changed PID functions to inline.

* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.

* WIP: Relocating TM-controlled vehicles near the hero vehicle

* WIP: Vehicle teleportation near hero vehicle.
Missing a way to place them in a better order around the map.
Fixes non-deterministic seed setup.

* Fixes bug where the hero vehicle was also set to not have physics.

* Introduces parameter SetRespawnDormantVehicles
WIP Respawning dormant vehicles

* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.

* WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Now traffic lights can be spawned without controllers inside junctions.

* Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object.

* Fixed missing includes.

* Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors.

* Fixed missing includes.

* Streaming level list now is persistant and can be saved for unreal to detect the dependencies.

* Enabled packages for large maps.

* Added Tiles to the MapPath.txt file. Removed debug warnings.

* WIP: Fix seed when setting deterministic mode.
WIP: Respawn actors when dormant
Added --hero and --respawn to spawn_npc.py

* Fixed traffic light trigger box placement in large maps.

* Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels.

* added server bind for set_respawn_dormant_vehicles parameter

* TM doesn't destroy hero vehicle if idle.
ALSM stage will now update hero vehicles first.
MP stage will treat dormant vehicles like physics-less in hybrid mode.
Added fixed seed increment in deterministic mode.

* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.

* handles scenario where the hero vehicle does not exist

* Fixing line markings semantics

* Fixed recorder issues with traffic lights.

* Filter out the base large map as available map

* Added tile_stream_distance and actor_stream_distance to world settings.

* removed unused comments.

* Added IsActive functions. Dormant actors that cannot be respawned now remain dormant.

* Fixed missing includes.

* Fixed missing includes

* Review fixes. Missing includes.

* Fixed link errors.

* Fixes issue with Hybrid mode in async mode.
Introduces new set_boundaries_respawn_dormant_vehicles parameter.
Fixes issue when reloading map.

* WIP: New algorithm to move vehicles from dormant to active

* Finished new policy for teleporting vehicles.
Created new generate_traffic.py script, which works in sync mode.
Removed spawn_npc.py script.
General cleanup in Traffic Manager.

* Cleanup.

* Set FXAA antialiasing method

* Added automatic generation of speed limit signals.

* Adding some includes

* Fixed speed limit component crash when waking up.

* Fixed speed limit component wrong check.

* Fixed speed limit not reset when waking up actors.

* Fixed generating waypoints when angle is tight

* Added warning when using asynchronous mode in generate traffic.
Lane changes now require more space.
Vehicle switching from no physics to physics in hybrid mode will have an initial speed.
Changed lower bound to 20 meters for respawn in Large Maps.

* Calculating TLStage even when dormant

Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
2021-07-15 15:58:28 +02:00
Axel 9c2d8aef94 Added comments 2021-07-13 19:25:44 +02:00
Axel a34e12f4f4 Fixed excluded lanes 2021-07-13 19:25:44 +02:00
Axel 2f488b6efe Added lane check to landmark search 2021-07-13 19:25:44 +02:00
Axel c62b4bb280 Added get_stop_waypoints() to traffic light. Renamed affected_lane_waypoints function. Added transform_vector function. 2021-07-04 20:11:19 +02:00
Axel bf4e7b0633 Added get_light_boxes in traffic light actors. Added functions to the World to obtain traffic lights from waypoints and junctions. Improved chached map method. 2021-07-04 20:11:19 +02:00
Axel c757462d03 Added new api functions `get_effect_waypoints`, `get_light_boxes` and `get_opendrive_id` for traffic lights. 2021-07-04 20:11:19 +02:00
Daniel Santos-Oliván e9efa7677e Added Command: ApplyVehiclePhysicsControl 2021-07-02 10:26:00 +02:00
Daniel Santos-Oliván 15be33e874 World: world methods will use same timeout as client
The world methods: tick, wait_for_tick and apply_settings
will use the timeout defined in the client but they still
allow to define a custom one.
2021-06-16 10:57:38 +02:00
Daniel Santos-Oliván 71682ee57f LibCarla::Client.h Fixed tick in apply batch 2021-06-16 10:57:38 +02:00
Axel1092 74380cdc23
Fixed existing features for Large Maps (#4293)
* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.

* WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.

* Now traffic lights can be spawned without controllers inside junctions.

* Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object.

* Fixed missing includes.

* Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors.

* Fixed missing includes.

* Streaming level list now is persistant and can be saved for unreal to detect the dependencies.

* Enabled packages for large maps.

* Added Tiles to the MapPath.txt file. Removed debug warnings.

* Fixed traffic light trigger box placement in large maps.

* Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels.

* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.

* Fixing line markings semantics

* Fixed recorder issues with traffic lights.

* Filter out the base large map as available map

* Added tile_stream_distance and actor_stream_distance to world settings.

* removed unused comments.

* Added IsActive functions. Dormant actors that cannot be respawned now remain dormant.

* Fixed missing includes.

* Fixed missing includes

* Review fixes. Missing includes.

* Fixed link errors.

Co-authored-by: bernat <bernatx@gmail.com>
2021-06-11 19:44:16 +02:00