Commit Graph

1515 Commits

Author SHA1 Message Date
Axel1092 88f6764e6c
Houdini mesh position (#6369)
* Fixed Houdini actor locations

* Matched buildings and road position

* review fixes
2023-05-04 13:24:23 +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
Axel 07bbfe1fcc UTaggedComponent only enables the tick when is representing a skeletalmesh 2023-05-03 17:00:15 +02:00
bernatx 2c1242fcd9 Optimizing collision registry 2023-04-27 11:44:01 +02:00
Guillermo 3f2acd3465 Limited Collision events to one 2023-04-27 11:44:01 +02:00
bernat 508f3b9141 Fixing pointer check 2023-04-24 14:40:19 +02:00
Axel 13358263c6 Removed unnecessary comments. Added vehicle light and door ingestion to the pipeline 2023-04-14 11:16:15 +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 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
aollero b620986c05 No actor definition longer needed 2023-03-20 20:21:39 +01:00
aollero 7704809f43 Merge actors for building and material definition 2023-03-20 20:21:39 +01:00
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
Feej fba921c03a
Bugfix: Pixel data not set correctly will crash when saving pixels to disk (#6235) 2023-03-17 12:07:09 +01:00
Axel cd7ab57622 WIP Automatize prop import 2023-03-17 11:29:49 +01:00
bernatx 34469375c7 Now the TilesInfo.txt file is searched only in the destination map folder 2023-03-09 09:52:41 +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
LuisPoveda de7e9bf030 Add general method for recording all vehicle types 2023-03-02 09:13:35 +01:00
LuisPoveda 3b86f58e68 Avoid sensors to go dormant if they are far from vehicle. 2023-03-01 18:47:50 +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
bernatx 9ecee5069d Fixing static function on windows 2023-01-30 12:25:19 +01:00
Axel 682851d5d1 Added empty actor. Any actor can now be used as reference actor for large maps 2023-01-30 10:09:46 +01:00
anrp f66fd8e7c7 Use Unreal's host SDK on Linux
The supported compiler is clang, but that is not the default on Ubuntu.
Unreal Editor itself ships clang-10 for use on linux (along with the
libc++ that Unreal itself uses) so just use those in CARLA.
2023-01-27 12:39:48 +01:00
LuisPoveda 00f5fa532c removed tabs in the license 2023-01-23 18:00:19 +01:00
LuisPoveda 01c5051d8e removed trailing whitespaces 2023-01-23 18:00:19 +01:00
LuisPoveda 21178b8696 change all C style casts for the C++ version 2023-01-23 18:00:19 +01:00
LuisPoveda 130a2281ba requested changes 2023-01-23 18:00:19 +01:00
LuisPoveda 2d9301a961 add call for recording wheels in multigpu mode 2023-01-23 18:00:19 +01:00
LuisPoveda 37621c3623 Updated FrameData files to have the new changes 2023-01-23 18:00:19 +01:00
bernatx bae3cff0c6 Adding include for windows 2023-01-23 18:00:19 +01:00
LuisPoveda 5543a26871 Fixed recorder/replayer
- Fixed vehicle wheels rotation and steering angle.
- Fixed bikers animations.
2023-01-23 18:00:19 +01:00
bernatx 60873a2f8b Restore gamma value to 2.2 2023-01-18 11:12:10 +01:00
bernatx 3c37150cd5 Replacing PLATFORM_WINDOWS by _WIN32 2023-01-16 17:30:34 +01:00
bernatx cba2231977 texture data on DirectX has some extra bytes that we need to remove before sending data 2023-01-16 17:30:34 +01:00
Axel 5f233585eb Using spectator when no hero vehicles are detected in large maps. Changed error logs to log and warning for large maps 2023-01-16 17:30:17 +01:00
bernatx ca35b61112 updating version to 0.9.14 2022-12-23 10:57:59 +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 70db124d0e Fixed package bug 2022-12-20 14:54:00 +01:00
bernatx c9552887a0 Some sensors are forced to be always on the primary server in multi-gpu mode 2022-12-20 13:18:19 +01:00
bernatx ef54692f45 Using same id's as the cityscape labels 2022-12-20 13:17:59 +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
bernatx b7ce0d12df Splitting line of code 2022-11-29 11:25:26 +01:00
bernatx b848ff25ab Adding Bones and VisualTime to Recorder 2022-11-29 11:25:26 +01:00
Axel d3dc199085 Vegetation fixes 2022-11-29 11:25:03 +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
Axel 4617dc73f3 Fix compilation error. Added rider tag to drivers 2022-11-29 11:23:33 +01:00
xgodina d4c1bfc672 Add new tags for semantic segmentation "Bus" and "Rider" 2022-11-29 11:23:33 +01:00
XGodina 2b6f94c8af Fix PR request2 2022-11-29 11:23:33 +01:00
XGodina fa936653bb Fix PR request 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 114a54d753 Fixing the retrieval of optional attributes 2022-11-25 15:39:38 +01:00
Axel 6625d66e78 Fixed light registration issues 2022-11-23 17:58:19 +01:00
bernatx f4334551a0 Removing one std::move from the same variable 2022-11-23 16:51:59 +01:00
Axel 4d92f93b10 Changed rotation and position offsets for chrono. Disabled overlap events for some meshes 2022-11-22 10:00:05 +01:00
Axel 1e6472ac15 Changed Custom movement component begin play execution order to prevent disable before initialization 2022-11-22 10:00:05 +01:00
Axel 75ef963767 Added actor to hold spring parameters 2022-11-04 14:52:51 +01:00
Axel feea507901 Improved collision behaviour 2022-11-04 14:52:51 +01:00
Blyron 1d6fa23770
Aaron/floorheightfix (#5909)
* 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

* Fix floor height

Co-authored-by: Axel <axellopez92@outlook.com>
2022-11-03 16:03:17 +01:00
LuisPoveda f963a4b2c3 destructor causes invisible behaviour 2022-11-03 16:01:14 +01:00
LuisPoveda a077870187 bring back FTileData destructor 2022-11-03 16:01:14 +01:00
bernat 97aae5bea4 Removing TaggedComponent from actors 2022-11-03 16:01:14 +01:00
Axel 010c3e29bf Fixed coordinate issues 2022-11-03 16:01:14 +01:00
LuisPoveda 0ac47c8950 moved bIsAlive to false out of the destructor 2022-11-03 16:01:14 +01:00
LuisPoveda 4e37b263c7 fix invisble foliage 2022-11-03 16:01:14 +01:00
LuisPoveda f713e4dc52 added logs 2022-11-03 16:01:14 +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
Axel 7c6b35a135 Removed unnecessary functions 2022-11-02 10:39:36 +01:00
Axel b75c1e130a Fixed respawn crash 2022-11-02 10:39:36 +01:00
LuisPoveda c1de740abc update inactive transforms on event 2022-11-02 10:39:36 +01:00
LuisPoveda 23fa58c4aa PostWorldOriginOffset now sets the location to the local 0.0f, 0.0f, 0.0f 2022-11-02 10:39:36 +01:00
LuisPoveda 3a554aed12 disabled tick while paused when creating a new pooled actor. 2022-11-02 10:39:36 +01:00
LuisPoveda 0bb9b1789a inactive pool elements moved by world origin event. 2022-11-02 10:39:36 +01:00
LuisPoveda de74c1b1ce Perfomance improvements.
- SkeletalMesh now is being disabled while the pooled actor is not in use.
- Distances are calculated with squared distance.
- Added a new state for pooled actors to activate them when the vehicle is too close.
2022-11-02 10:39:36 +01:00
LuisPoveda c6a83cb27c Added timer to update pool position every 30 seconds 2022-11-02 10:39:36 +01:00
LuisPoveda 43b4a1e179 restore old values 2022-11-02 10:39:36 +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
bernatx e117bf9b91 Adding radius parameter for the capsules 2022-10-27 12:09:37 +02:00
LuisPoveda c9df090311 update detection values 2022-10-27 09:58:08 +02:00
LuisPoveda dc69873710 pool now enables the actors also based on distance 2022-10-27 09:58:08 +02:00
Blyron 7a64bae1b5
Aaron/localheightmapopt (#5877)
* Added local frame option. Fixed inputs for NN

* Add Textures

* Changed texture to grayscale RGB and added check for 'air' particles

* Updated 2k and 4k textures enable parameter for select res texture for deformation

* Fix issue where trying to access TMap when loading

* Use contains functions instead of checking num of elemnts on tmap to make a secure access

* Used ParticlesHeightmap optimization and clear some log

Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
2022-10-26 18:21:51 +02:00
LuisPoveda 2925c33ce0 Vehicle detection box now is not affected by scale
Exposed hide material distance to bp.
2022-10-26 10:28:03 +02:00
Blyron d001e1b78c
Aaron/particlesheightmapfix (#5873)
* Added local frame option. Fixed inputs for NN

* Add Textures

* Changed texture to grayscale RGB and added check for 'air' particles

* Updated 2k and 4k textures enable parameter for select res texture for deformation

* Fix issue where trying to access TMap when loading

* Use contains functions instead of checking num of elemnts on tmap to make a secure access

Co-authored-by: Axel <axellopez92@outlook.com>
2022-10-26 10:08:33 +02:00
adrian-ollero 5bf409765c
Aollero/terramechanics actors and rois preview (#5867)
* Show and hide detailed noise

* Heightmap material updated for previous commit

* Addition of soil type query code to terramechanics component

* Bug creating vegetation and teramechanics actors fixed

* Terrain Rois Presets

Co-authored-by: bernat <bernatx@gmail.com>
2022-10-25 17:37:26 +02:00
Blyron 7682d2e7f6
Aaron/particlesheightmapfix (#5864)
* Added local frame option. Fixed inputs for NN

* Add Textures

* Changed texture to grayscale RGB and added check for 'air' particles

* Updated 2k and 4k textures enable parameter for select res texture for deformation

Co-authored-by: Axel <axellopez92@outlook.com>
2022-10-25 16:13:30 +02:00
LuisPoveda 9830bca05b changed value of material hiding distance 2022-10-25 11:56:43 +02:00
LuisPoveda 810c65399e fixed bug where only one tile was processed. 2022-10-25 11:56:43 +02:00
aollero 9718e233b4 Terramechanics and Vegetation manager actors 2022-10-25 09:50:13 +02:00
Axel bb679c5319 Removed unnecessary ; 2022-10-24 16:58:24 +02:00
Axel 090257292f Added local frame option. Fixed inputs for NN 2022-10-24 16:58:24 +02:00
LuisPoveda bc23f261e5
Luis/vegetation videos (#5861)
* fixed pool increasing size fast.

* Fixed pools

* get the vehicle each frame

* Fixed bug when starting a new manual control script.

* Fixed xerces-c dependency

* fixed xerces-c dependencies

* Adding backup for xerces-c library

* Fix the duplication of collision capsules, and remove the impulse with static bones

* enable impulse force again, for static bones

* nullptr tile bug fixed

Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernatx <bernatx@gmail.com>
2022-10-24 10:35:29 +02:00
Blyron 416ef2b79c
Aaron/deformation (#5837)
* Added deformation effect multiplayer as parameter

* Removal Particles from container multithreaded

* Paralelize particle update, get less particles just taking texture radius, changing how we get intersecting tiles

* Added min max displacement parameters

* Fixed tiles not being searched correctly, fixed probable race condition

Co-authored-by: Axel <axellopez92@outlook.com>
2022-10-18 09:58:51 +02:00
Axel 9765e39d63 Added terramechanics atribute 2022-10-18 09:58:10 +02:00
Bernd Gassmann 6c4d676569 Prevent from segfault OnTriggerEndOverlap
In case the OtherActor is not a Vehicle just return
2022-10-17 16:21:58 +02:00
adrian-ollero 6117e548ae
Aollero/terrain rois (#5834)
* Terrain rois defined within the user widget

* Improvementes in ROIs blending with original heightmap

* Rois Tiling fixed

* Support for multiple ROIs (overlapping bug)

* Minor improvementes in river placement

* Support for Spreaded and specific actors ROIs

* Soil type Rois supported in widget

* Soil type assignment to main map container actor

* Soil type queried from soil type actor soil list and tag

* Cleaning code

* Basic Spreaded Actors feature

* Single selection for specific actors placement

* Misc Persistent state for specific location actors implemented

* Spreaded Actors feature completed

* Spreaded Actors Tagged, offset and delete option code

* Specific Location Actor basic implementation

* Specific actor placement feauture completed

* Terrain Editor Bugs Fixed

* Missing icon

* Smoothing terrain boundaries

* Sewing between terrain tiles

* Terrain overlapping ROIs not allowed

* Overlapping message bug fixed

* Preset c++ funtions

* Improvements in the terrain generation

* Presets creation

* Terrain preset feature finished

* Missing references fixed

* Format errors fixed

* Last format fixes

* Error in static member

* Changing tabs for spaces

* Identation to spaces

* Duplicated include deleted

Co-authored-by: bernat <bernatx@gmail.com>
2022-10-17 16:17:22 +02:00
Axel 9c751a7033 Fixed bone rotation for vegetation 2022-10-13 13:35:49 +02:00
bernatx f0b4e6af99 Fixing unsigned variable 2022-10-13 13:17:58 +02:00