Commit Graph

5331 Commits

Author SHA1 Message Date
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
Axel 2f488b6efe Added lane check to landmark search 2021-07-13 19:25:44 +02:00
Axel 6f0c9acc55 Added speed limit to FActorData. 2021-07-13 19:25:44 +02:00
Axel cccb2755eb Fixed rare crash when traffic lights become dormant. 2021-07-13 19:25:44 +02:00
Axel 0cacdad88a Fixed speed limit not reset when waking up actors. 2021-07-13 19:25:44 +02:00
Axel 669c058211 Fixed speed limit component wrong check. 2021-07-13 19:25:44 +02:00
Axel 46fad26755 Fixed speed limit component crash when waking up. 2021-07-13 19:25:44 +02:00
bernat 7986806204 Adding some includes 2021-07-13 19:25:44 +02:00
Axel 46223fa71a Added automatic generation of speed limit signals. 2021-07-13 19:25:44 +02:00
Axel 5456dc5957 Set FXAA antialiasing method 2021-07-13 19:25:44 +02:00
bernat 22e30fc3f6 new content version 2021-07-12 15:29:42 +02:00
Axel fa144beade Enabled texture streaming. 2021-07-12 15:29:42 +02:00
bernat 3e2b29ecc3 Adding a few seconds after loading a new map to let UE4 to free memory 2021-07-06 11:33:11 +02:00
Axel f1d6b9778e Fixed CarlaServer.cpp function to work with the new FCarlaActor class. 2021-07-04 20:11:19 +02:00
Axel c62b4bb280 Added get_stop_waypoints() to traffic light. Renamed affected_lane_waypoints function. Added transform_vector function. 2021-07-04 20:11:19 +02:00
Axel 138a282fe1 Updated changelog 2021-07-04 20:11:19 +02:00
Axel bf4e7b0633 Added get_light_boxes in traffic light actors. Added functions to the World to obtain traffic lights from waypoints and junctions. Improved chached map method. 2021-07-04 20:11:19 +02:00
Axel c757462d03 Added new api functions `get_effect_waypoints`, `get_light_boxes` and `get_opendrive_id` for traffic lights. 2021-07-04 20:11:19 +02:00
Daniel Santos-Oliván 76323ce68f Update CHANGELOG 2021-07-02 10:26:00 +02:00
Daniel Santos-Oliván 33c1109954 Improve vehicle physics tests 2021-07-02 10:26:00 +02:00
Daniel Santos-Oliván e9efa7677e Added Command: ApplyVehiclePhysicsControl 2021-07-02 10:26:00 +02:00
Daniel Santos-Oliván 96e9f35793 Improve the load of the sublevels
- We flush between sublevel load/unload calls to improve determinism
 - We have added a global uuid to allow the load/unload methods to be
called in the same tick
2021-07-02 10:26:00 +02:00
Axel b54d11d8f7 Fixed compilation bug. 2021-06-22 11:01:53 +02:00
Axel d93aaf7624 Updated optical flow documentation. Added OpticalFlowPixel class. 2021-06-22 11:01:53 +02:00
corkyw10 0948b4a451 Added optical flow documentation 2021-06-22 11:01:53 +02:00
bernat c3d9059c91 New content version 2021-06-21 15:46:29 +02:00
bernat 0b62e4d687 New art content removing volumetric clouds because of performance issues 2021-06-21 09:36:39 +02:00
Roel Algaba Brizuela fdec2c89c0 Updated content version 2021-06-16 23:03:53 +02:00
Roel Algaba Brizuela f8573f4dca Updated grass material 2021-06-16 23:03:53 +02:00
Roel Algaba Brizuela efb538dab3 Removed material num check 2021-06-16 23:03:53 +02:00
Roel Algaba Brizuela 5d31f0d65e Re-upload lane markings color fix 2021-06-16 23:03:53 +02:00
Roel Algaba Brizuela 643043fb8f Created button for possible mobility warnings 2021-06-16 23:03:41 +02:00
Roel Algaba Brizuela a9d17aa665 Fix for warnings of mobility type in buildings 2021-06-16 23:03:41 +02:00
bernat 7a4339b5aa Add additional maps to be tested 2021-06-16 11:04:24 +02:00
Axel1092 5c3e9c8b09 Fixed package copy files 2021-06-16 10:57:51 +02:00
Axel 8d605e5f73 Removed debug warnings 2021-06-16 10:57:51 +02:00
Axel 42735854e6 Removed xsd file dependencies. 2021-06-16 10:57:51 +02:00
Daniel Santos-Oliván 7468bbbf59 Temporariliy disable of physics and collision test 2021-06-16 10:57:38 +02:00
Daniel Santos-Oliván 8b99e62a37 Tests: Removed timeout from world methods
As we are using the client-defined timeout
in the world methods now, we do not need to
define custom timeouts.
2021-06-16 10:57:38 +02:00