- SkeletalMesh now is being disabled while the pooled actor is not in use.
- Distances are calculated with squared distance.
- Added a new state for pooled actors to activate them when the vehicle is too close.
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Moved collider removal logic
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
Co-authored-by: Axel <axellopez92@outlook.com>
* Show and hide detailed noise
* Heightmap material updated for previous commit
* Addition of soil type query code to terramechanics component
* Bug creating vegetation and teramechanics actors fixed
* Terrain Rois Presets
Co-authored-by: bernat <bernatx@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
Co-authored-by: Axel <axellopez92@outlook.com>
* fixed pool increasing size fast.
* Fixed pools
* get the vehicle each frame
* Fixed bug when starting a new manual control script.
* Fixed xerces-c dependency
* fixed xerces-c dependencies
* Adding backup for xerces-c library
* Fix the duplication of collision capsules, and remove the impulse with static bones
* enable impulse force again, for static bones
* nullptr tile bug fixed
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernatx <bernatx@gmail.com>
* Added deformation effect multiplayer as parameter
* Removal Particles from container multithreaded
* Paralelize particle update, get less particles just taking texture radius, changing how we get intersecting tiles
* Added min max displacement parameters
* Fixed tiles not being searched correctly, fixed probable race condition
Co-authored-by: Axel <axellopez92@outlook.com>
* Terrain rois defined within the user widget
* Improvementes in ROIs blending with original heightmap
* Rois Tiling fixed
* Support for multiple ROIs (overlapping bug)
* Minor improvementes in river placement
* Support for Spreaded and specific actors ROIs
* Soil type Rois supported in widget
* Soil type assignment to main map container actor
* Soil type queried from soil type actor soil list and tag
* Cleaning code
* Basic Spreaded Actors feature
* Single selection for specific actors placement
* Misc Persistent state for specific location actors implemented
* Spreaded Actors feature completed
* Spreaded Actors Tagged, offset and delete option code
* Specific Location Actor basic implementation
* Specific actor placement feauture completed
* Terrain Editor Bugs Fixed
* Missing icon
* Smoothing terrain boundaries
* Sewing between terrain tiles
* Terrain overlapping ROIs not allowed
* Overlapping message bug fixed
* Preset c++ funtions
* Improvements in the terrain generation
* Presets creation
* Terrain preset feature finished
* Missing references fixed
* Format errors fixed
* Last format fixes
* Error in static member
* Changing tabs for spaces
* Identation to spaces
* Duplicated include deleted
Co-authored-by: bernat <bernatx@gmail.com>
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.
* Added sparse map reprsentation
* Added pytorch for terramechanics modules
* Added saving loading particles in independent thread
* Added blank space at the EOF
* Added texture creation lambda
* Moving function to component
* Added input/output architecture for neural network
* Filling heightmap with particles data. Adding Logging to debug
* Updating Texture data at realtime
* Connected 3 stages, using MPC Position to Update and Texture
* Added square particle sampling. Added second model input/output scheme. Fixed start up crash.
* Added new flags and fixes
* Position to update not updating in material but yes in MPC
* Fixed coordinate frame issues and crashes
* Prepared to follow position in the 1st vehicle in map
* Fixed height map alignment
* Fixed large map and terrain tiles alignment
* Fixed inputs for new model
* Added scale factor
* Fixed slow read write operations
* Bug fixes
* Removed debug output
* Removed nvidia profinling marks
* Preparing merge debug code removed, runtime working by rounding the loading data properly
* Made pytorch optional module
* Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture
* Added optional pytorch conditions and macros
* Removed static Path
* fixed not finding skeletal blueprints in shipping builds
* Fixed #ifdef clause. Added missing include.
* Deformation on vehicle working. Ready to start optimisation
* First optimsation done. Heightmap per Tile
* Updated tiles'heightmap to make their size relative to texture and tilesize
* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.
* Fixed slow frames. Added functionality
* Removed unecessary library links
* Fixed pytorch link
* Limited search to relevant tiles
* Added parameter to modify torque and forces for nested bones.
* Forgot to add file.
* Added multithreaded particle search. Fixed cuda architectures compilation
* removed old unused code
* fix windows compilation
* collisions now are applied from the closest point.
added debug bools to enable more collisions and draw collision points.
* Removed old code.
* Fixed bug with distance less than zero.
* Try to stabilize a bit
* CHanged repulsion forces so that contacts end with equilibrium
* Deformation plane added
* Added missing resources
* Updated particle movement update methods
* Spawn on runtime deformation plane
* Added cachemap lock when initializing a region
* Added UHeightMapDataAsset to hold heightmap data
* Changes to tile location computation and threaded structure
* Added lock to prevent parallel intialization of tiles
* Adding support for large texture
* Fixed infinite loop
* Removed unnecessary function, changed particle ordering
* Disable Enable plane and Change path to create folder
* Added debug options for particles, added fraction based displacement
* Tried to round to have deterministic rounds in Coords calculations
* Revert files
* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager
* Now all foliages are spawned correctly.
- SpringBasedVegetationComponent: Added the posibility to set bones as static. This static bones will use the OnCollisionEvent instead overlap events.
- VegetationManager: Removed unnecessary variables.
- VegetationManager: Now the FTileData supports multiple level loads for the same tile.
- VegetationManager: Refactor the code.
* Remove unnecessary logs
* Resolve Conflict
* Added Local tile displacement field
* Removed Freeing CacheData
* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager
* Added Local tile displacement field
* Update Heightmaps
* Mark for initial update generated tiles
* Added soil component field and code clean up
* Fix with the path for debug foliages.
* Added flag to atenuate particle forces
* Fix compilation in windows
* Removing 'can rest' feature
* Removed Tile being recreated losing tree references.
* Fixing sleep
* Check index is valid before accesing it preventing crash when loading tiles from files
* Add debug position, add logging when removing and adding particles to zordered map, now only remove one element from multisets
* Initialize tile's heightmap on the fly not read it from file
* Fixed link errors
* Added debug to location when not vehicle loaded. Taking Height from ZOrdered particles instead from tile local heightmap
* Mitigation of vibration
* Remove unused code
* fixed white textures
* Fixed Z spin in some situations
* Multithread savemap and added more logging for debug purpouses
* Removing non used code. Updating texture based on tiles position instead of cars position
* Fixed terrain type flag not working
* add checks for tile removing only with valid pointers.
* Fixed map loading crash
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: LuisPoveda <lpoveda@cvc.uab.cat>
Co-authored-by: bernatx <bernatx@gmail.com>
* fixed not finding skeletal blueprints in shipping builds
* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.
* Added parameter to modify torque and forces for nested bones.
* Forgot to add file.
* removed old unused code
* fix windows compilation
* collisions now are applied from the closest point.
added debug bools to enable more collisions and draw collision points.
* Removed old code.
* Fixed bug with distance less than zero.
* Try to stabilize a bit
* CHanged repulsion forces so that contacts end with equilibrium
* Now all foliages are spawned correctly.
- SpringBasedVegetationComponent: Added the posibility to set bones as static. This static bones will use the OnCollisionEvent instead overlap events.
- VegetationManager: Removed unnecessary variables.
- VegetationManager: Now the FTileData supports multiple level loads for the same tile.
- VegetationManager: Refactor the code.
* Remove unnecessary logs
* Resolve Conflict
* Removed Freeing CacheData
* Removing 'can rest' feature
Co-authored-by: bernatx <bernatx@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
* Added sparse map reprsentation
* Added pytorch for terramechanics modules
* Added saving loading particles in independent thread
* Added blank space at the EOF
* Added texture creation lambda
* Moving function to component
* Added input/output architecture for neural network
* Filling heightmap with particles data. Adding Logging to debug
* Updating Texture data at realtime
* Connected 3 stages, using MPC Position to Update and Texture
* Added square particle sampling. Added second model input/output scheme. Fixed start up crash.
* Added new flags and fixes
* Position to update not updating in material but yes in MPC
* Fixed coordinate frame issues and crashes
* Prepared to follow position in the 1st vehicle in map
* Fixed height map alignment
* Fixed large map and terrain tiles alignment
* Fixed inputs for new model
* Added scale factor
* Fixed slow read write operations
* Bug fixes
* Removed debug output
* Removed nvidia profinling marks
* Preparing merge debug code removed, runtime working by rounding the loading data properly
* Made pytorch optional module
* Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture
* Added optional pytorch conditions and macros
* Removed static Path
* Fixed #ifdef clause. Added missing include.
* Deformation on vehicle working. Ready to start optimisation
* First optimsation done. Heightmap per Tile
* Updated tiles'heightmap to make their size relative to texture and tilesize
* Fixed slow frames. Added functionality
* Removed unecessary library links
* Fixed pytorch link
* Limited search to relevant tiles
* Added multithreaded particle search. Fixed cuda architectures compilation
* Deformation plane added
* Added missing resources
* Updated particle movement update methods
* Spawn on runtime deformation plane
* Added cachemap lock when initializing a region
* Added UHeightMapDataAsset to hold heightmap data
* Changes to tile location computation and threaded structure
* Added lock to prevent parallel intialization of tiles
* Adding support for large texture
* Fixed infinite loop
* Removed unnecessary function, changed particle ordering
* Disable Enable plane and Change path to create folder
* Added debug options for particles, added fraction based displacement
* Tried to round to have deterministic rounds in Coords calculations
* Revert files
Co-authored-by: Axel <axellopez92@outlook.com>
* Added sparse map reprsentation
* Added pytorch for terramechanics modules
* Added saving loading particles in independent thread
* Added blank space at the EOF
* Added texture creation lambda
* Moving function to component
* Added input/output architecture for neural network
* Filling heightmap with particles data. Adding Logging to debug
* Updating Texture data at realtime
* Connected 3 stages, using MPC Position to Update and Texture
* Added square particle sampling. Added second model input/output scheme. Fixed start up crash.
* Added new flags and fixes
* Position to update not updating in material but yes in MPC
* Fixed coordinate frame issues and crashes
* Prepared to follow position in the 1st vehicle in map
* Fixed height map alignment
* Fixed large map and terrain tiles alignment
* Fixed inputs for new model
* Added scale factor
* Fixed slow read write operations
* Bug fixes
* Removed debug output
* Removed nvidia profinling marks
* Preparing merge debug code removed, runtime working by rounding the loading data properly
* Made pytorch optional module
* Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture
* Added optional pytorch conditions and macros
* Removed static Path
* Fixed #ifdef clause. Added missing include.
* Deformation on vehicle working. Ready to start optimisation
* First optimsation done. Heightmap per Tile
* Updated tiles'heightmap to make their size relative to texture and tilesize
* Fixed slow frames. Added functionality
* Removed unecessary library links
* Fixed pytorch link
* Limited search to relevant tiles
* Added multithreaded particle search. Fixed cuda architectures compilation
* Deformation plane added
* Added missing resources
* Updated particle movement update methods
* Spawn on runtime deformation plane
* Added cachemap lock when initializing a region
* Added UHeightMapDataAsset to hold heightmap data
* Fixing some settings
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: bernatx <bernatx@gmail.com>