Commit Graph

5314 Commits

Author SHA1 Message Date
Joel Moriana 622a7104b3 skipp wheel repair if not using bionic 2021-07-26 10:25:08 +02:00
bernatx fcfb3db80c Fix auditwheel not found on Jenkins 2021-07-26 10:25:08 +02:00
bernat c479625399 Updating Jenkinsfile to include the wheels as artifacts 2021-07-26 10:25:08 +02:00
Joel Moriana d6185fe982 first iteration python wheels support 2021-07-26 10:25:08 +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
Joel Moriana 5912d8dc98 Updated benchmark script
* Changed default camera resolution to 1920x1080
* Fixed bug calling wait_for_tick in synchronous mode
2021-07-26 10:24:11 +02:00
Joel Moriana f18590a167 Creating a sumo route per vehicle class 2021-07-26 10:23:58 +02:00
Daniel Santos-Oliván cd8e06ca42 Update CHANGELOG 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván 6090344a00 Update docs
Added PythonAPI methods:
 - show_debug_telemetry()
 - ApplyVehiclePhysicsControl command
2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván a2c4cc5ffd Added EditorScriptingUtilities plugin 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván d88f2ddd82 Added telemetry for vehicles to manual_control 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván ec64374db6 Added ShowDebugTelemetry to API 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván a55bafeacd CarlaWheeledVehicle: Telemetry is enable/disable with one methor 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván 7c4f26f15b Minor improvement to vehicle_physics_tester util script. 2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván 9bf26a2d84 Bugfig: new physics control was overriding default values
ApplyVehiclePhysicsControl was overriding some of the default
values of the wheel's blueprint. Now, we change it through the
TireData to avoid this problem.
2021-07-23 10:34:54 +02:00
Daniel Santos-Oliván c2a50f070e CarlaWheeledVehicle: Added debug telemetry 2021-07-23 10:34:54 +02:00
Daniel Santos-Olivan c8f14d4b42 Fix lidar parallel scaling
The creation of FCollisionQueryParams object inside each raycasting
point was slowing down some threads breaking the parallel speedup.
2021-07-23 10:28:20 +02:00
bernatx 33bd08b88f content version 2021-07-23 10:28:00 +02:00
bernat 180337e695 new content version 2021-07-21 22:37:51 +02:00
Axel c58de91423 Revert to temporal AA, removed partial ghosting. 2021-07-21 17:40:27 +02:00
Roel Algaba Brizuela 1a90409cc6 Added missing commas in weather script 2021-07-21 17:31:44 +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 a6dbdb234a content version 2021-07-20 22:32:27 +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 9eba707216 Removing some functions and fixing the map name if in editor 2021-07-20 22:12:36 +02:00
bernat cd76952655 Fixing environment variable in windows 2021-07-20 22:12:36 +02:00
alejandroFraga 52a50a91b6 CHANGELOG updated 2021-07-20 22:12:36 +02:00
alejandroFraga 6d39572e09 Navigation .bin file integrated with the required file system 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 47f733c099 Fixed "/Game/" replacement and load new episode by name problems with the required files 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
bernat 6419011572 new content version 2021-07-20 13:28:45 +02:00
Axel c7ce0eab7a Fix for StreetLights not registering in UCarlaLightSubsystem. 2021-07-20 11:04:37 +02:00
Axel 5a41195afc Removed unnecessary warning/error logs. 2021-07-20 11:03:57 +02:00
bernat 3af230a0b6 Content version 2021-07-16 17:23:25 +02:00
Axel 5ae79c7d31 Fixed crash caused by actors destroyed by unreal (e.g. actor out of bounds) 2021-07-16 17:21:40 +02:00
Roel Algaba Brizuela dd321ba39f Updated coding style 2021-07-16 17:21:21 +02:00
Roel Algaba Brizuela 62ba09093c Fixed python api commands for rotating vehicle wheels 2021-07-16 17:21:21 +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
Corinne 458fddb9b8
[NO_BUILD] Traffic Manager Updates (#4368)
* Updated name of spanw_npc script

* Traffic manager updates for large maps, generate traffic and deterministic mode.

* Changed reference to back spawn_npc for generate data tutorial as it specifies that it is based on carla 0.9.8

* Corrected min respawn distance
2021-07-15 10:56:45 +02:00
Axel 54616a0240 Fixed gnss sensor 2021-07-15 10:56:19 +02:00
bernatx 2efbd4ec99 updated changelog 2021-07-15 10:53:16 +02:00
bernatx e466a63fba Setup Visual Studio 2019 for windows 2021-07-15 10:53:16 +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