* 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.
* 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.
* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.
* 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.
Co-authored-by: bernat <bernatx@gmail.com>
- In the collision sensor test we have incrase the number of frames to
run and also we run all the vehicles always and show all the ones
that fail instead of only the first.
- In vehicle physics tests, we have change all velocity/control setters to batch_sync
version to avoid losing commands
* 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
* Added tiles loaded from umaps.
* Fixed Missing includes
* 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.
Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: bernat <bernatx@gmail.com>
* Added Chrono Integration page to navigation
* Initial draft of Chrono documentation
* Added Python API information for enable_chrono_physics. Made some syntactical changes to first draft of Chrono docs.
* Made the forward slash character in PythonAPI stand out. Added link to Actor class in the Chrono doc.
* Added manual_control_chrono.py to PythonAPI/examples
* Edited chrono torial. Edited changelog.
Co-authored-by: Axel <axellopez92@outlook.com>
* First version - Wheel direction changes
* Updated CHANGELOG.md
* Fix DVSCamera include error
* Updated vehicle wheels direction commands
* Reset files back to default state
* Removed files from PR.
* Updated changelog
This script compares that all the points that lidar measure are inside
the bounding boxes of all the cars.
This is useful to check that both lidar colliders and BB are ok.
- Added option for sync mode (on by default)
- Added a warm-up time after spawning actors to not contaminate the results
- Added option for no rendering mode (on by default)
- Added two new cases for Lidar (100k and 1M points)
- Allow to cancel the execution like other scripts
- Added the option to benchmark only a sublist of maps, sensors and
types of weather
- Added a parameter to show all the maps, sensors and types of weather possible
The save_snapshots should be done after the sensor syncrononization,
if not, it cant be known what you are saving.
Also added the load of Town03 and fix a small bug in error print.
Now you can add the option of reset_settings=False for not returning
to default options when you load/reload maps.
By default, reset_settings=True so it does not change the current
behavior of the simulator.
* Added MapLayer enum
* Added Load/Unload layer functions
* Added calls to register and tag objects on map change
* Added missing file
* Updated MapLayer to support more layers
* Added calls to PythonAPI
* Added default value
* Moved CurrentMapLayer to GI
* Updated manual_control with maplayer handling
* Updated help
* Updated Changelog
* Fixed a missing `;`
* Fixed LoadWorld() API so it works with old code
* Added missing include for shipping builds
* Fixed base enum type of MapLayer
* Removed int number from layer output
* Renamed variables
* MapLayer converted to int32 and added generic enumToString function
* MapLayer back to uint16
Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>
* Added raycasting and point projection capabilities to python api.
* Added documentation of new functions.
* Fixed missing .f on floats
Co-authored-by: doterop <daniel.oterop@gmail.com>
* open .osm with utf-8 encoding enabled
As the .osm files are utf-8 encoded, it was raising errors while running the config.py script. Added the parameter `encoding='utf-8'` to solve it.
* Update CHANGELOG.md
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>