Commit Graph

5699 Commits

Author SHA1 Message Date
Axel 9c751a7033 Fixed bone rotation for vegetation 2022-10-13 13:35:49 +02:00
Axel f3065f2541 Fixed terrain_type = 0 not processing the input 2022-10-13 13:35:49 +02:00
bernatx f0b4e6af99 Fixing unsigned variable 2022-10-13 13:17:58 +02:00
Aaron 7a39d4f23d Add variable and check if not zero to avoid divide by zero 2022-10-13 13:17:58 +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
bernatx 38b020910a content version 2022-10-11 22:29:17 +02:00
Guillermo dec92e690c Fixed collision detection 2022-10-11 16:03:32 +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 67d7da7e88 changelog 2022-09-28 13:54:04 +02:00
bernatx e9a7c321cd Adding new attachment type 'SpringArmGhost' 2022-09-28 13:54:04 +02:00
LuisPoveda 89ba3f0397
Luis/fix package (#5794)
* 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>
2022-09-28 13:53:43 +02:00
Blyron 0d9b05b73b
Aaron/particlesheightmap (#5783)
* 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>
2022-09-23 16:37:52 +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
bernatx 634066c19c content version and avoid large map test 2022-09-16 16:45:40 +02:00
bernatx df8be9a8b5 remove check 2022-09-16 09:41:28 +02:00
bernatx db1637a924 changelog 2022-09-16 09:40:49 +02:00
bernatx 00882c6a22 Automatic spawn points are placed now at 0.5 over the road (instead of 3m) 2022-09-16 09:40:49 +02:00
bernatx dd20b23551 content versions 2022-09-05 14:33:21 +02:00
Axel e26d00251b Fixed walker respawn in large maps 2022-09-05 14:27:28 +02:00
bernatx cebdcc192a Added folder to cook always with parked vehicles 2022-09-04 23:04:34 +02:00
bernatx 122f96d206 Fix the static mesh factory 2022-09-04 17:25:05 +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
bernatx 27b93905bf Make relative position for generated trigger boxes 2022-09-04 17:12:36 +02:00
bernatx 8f8d0fd47d Removing some log 2022-09-04 17:12:36 +02:00
bernatx e032ae53ad Return the merged result of all generated trigger boxes as the bounding box of the actor 2022-09-04 17:12:36 +02:00
adrian-ollero 9bb8f41f3e
Aollero/river preset generator (#5650)
* First steps on river generation

* Region of interest base sckeleton

* Vegetation ROIs back logic implementation

* Region of interest for vegetation integrated into widget

* Some more improvements in River generation

* ROI selection clicking on preiew heightmap

* ROIs visual preview selection and support for many Rois

* Persistent widget state

* Widget bugs fixed

* Soil tab

* Landscape smooth tool and widget init bug fixed

* Weather tab finished and some river generation progress

* Flatening tiles that contains rivers

* Widget updates

* Missing references

* Deleted unnecessary assets

* Some progresses on Rivers but not fully working

* Terrain ROIs Widget adaptations

* First steps on Terrain ROIs

* Format fixed
2022-08-30 17:14:07 +02:00
bernatx 5daeb4d63d adding structure for vehicle definition (managing parked vehicles) 2022-08-29 11:57:22 +02:00
Daniel Attard 0ef84b22e8 Updating wget when downloading fbxsdk 2022-08-26 09:55:42 +02:00
leili f1529a06b1 update numbers 2022-08-26 09:53:57 +02:00
Joel Moriana 71fa77d648 CHANGELOG updated 2022-08-17 15:32:00 +02:00
Joel Moriana 46089af72f Compute displacement direction when moving signals 2022-08-17 15:32:00 +02:00
Guillermo e33c3400dd CHANGELOG 2022-08-16 12:20:42 +02:00
Guillermo af5b233d1d Added offset detection and expose parameters 2022-08-16 12:20:42 +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 be79ffdbcc Changed enum to intenum 2022-07-29 10:33:22 +02:00
Joel Moriana 0a0b426cd4 Safer intersection handling 2022-07-29 10:33:22 +02:00
bernatx 4085965f56 new content version 2022-07-28 11:32:43 +02:00
bernatx cca9b6a3c9 Checking pointers 2022-07-27 23:33:50 +02:00
bernatx af0e2570af changing log message 2022-07-27 22:10:23 +02:00
bernatx 0fd9336be5 Fix syntax 2022-07-27 19:19:53 +02:00
bernatx 27290eb1c9 Fixing vegetation foliage destruction 2022-07-27 19:13:35 +02:00
MarcelPiNacy a918627b79 Switch tabs to spaces. 2022-07-27 18:02:16 +02:00
MarcelPiNacy ad62c86d62 Minor fix. 2022-07-27 18:02:16 +02:00
MarcelPiNacy 78ab5b450f Add CheckWeatherPostProcessEffects. 2022-07-27 18:02:16 +02:00