Commit Graph

1505 Commits

Author SHA1 Message Date
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
Aaron 7a39d4f23d Add variable and check if not zero to avoid divide by zero 2022-10-13 13:17:58 +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
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 df8be9a8b5 remove check 2022-09-16 09:41:28 +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
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
MarcelPiNacy 608d128f51 Fix traffic light bounding box issue. 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
bernatx cca9b6a3c9 Checking pointers 2022-07-27 23:33:50 +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
MarcelPiNacy 89303a4a47 Add blendable check in NotifyWeather too. 2022-07-27 18:02:16 +02:00
MarcelPiNacy dd7d7857a4 Fix path error in Linux. 2022-07-27 18:02:16 +02:00
MarcelPiNacy 554f30876c Remove UPROPERTY VisibleAnywhere 2022-07-27 18:02:16 +02:00
MarcelPiNacy 910450ee71 Fixed issues when combining weather-related postprocess materials with non-rgb sensors. 2022-07-27 18:02:16 +02:00
LuisPoveda b4b1a27572
Luis/enchance foliage (#5620)
* improved performance, reducing the elements to check

* clamp rotation and fix set max rotation angle

* Fixed bug causing editor to crash.
Reestructured VegetationSpawner.
50+ FPS now but without update UInstancedStaticMeshComponent.

* Vehicle now is added to the vegetation manager in the begin play and removed in the endplay

* renamed VegetationSpawner for VegetationManager and changed the interal architecture.

Now looks for all tiles in the world and processes only the ones in use.
Also the hidding of the foliage has been moved away to the material.

* Added Reset for SpringBasedVegetationComponent

* Fixed bug with coordinate when spawning for the same static mesh.
2022-07-27 16:57:25 +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 c5e03e5336 Split long line 2022-07-25 15:26:55 +02:00
bernatx 55854bfb78 Changes to return some non-const objects 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 3335c75c38 Secondary server listener is now closed (in editor it was still open) 2022-07-25 13:02:00 +02:00
bernatx 3083c8e2ed Fix to import into Carla content directly, instead of on a new package 2022-07-22 16:14:44 +02:00
bernatx be2525fb83 Fix decals when importing a map (was messing with other .json files) 2022-07-22 16:14:44 +02:00
bernatx 3595663c9e Fixing returning a copy 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 2ff36dbfda Removing the PixelReader2 2022-07-21 13:24:02 +02:00
bernatx a9a8e88ed9 Add workaround for Vulkan fences that are not signaled in same frame 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
Aaron 79e54af4fa Removed static variable of SavePath 2022-07-12 14:45:22 +02:00
Aaron a8762db652 Add undef CreateDirectory to avoid Windows compile error 2022-07-12 14:45:22 +02:00
Aaron c0d259655b Adding missing header 2022-07-12 14:45:22 +02:00
Aaron 1e232e6e72 Added blank space at the EOF 2022-07-12 14:45:22 +02:00
Aaron a9b313f963 Added saving loading particles in independent thread 2022-07-12 14:45:22 +02:00
Axel 8e9e53c29e Added sparse map reprsentation 2022-07-12 14:45:22 +02:00