Not doing this can lead to the Unreal toolchain examining the host system,
which can cause it to attempt to use glibc features newer than the Unreal
target of 2.17 provides (specifically, rpclib can accidentaly pick up the
symbol pthread_cond_clockwait, which is provided by Ubuntu 20.04 glibc 2.31
but *not* by Unreal glibc 2.17, which then causes a missing symbol linker
error when trying to build CARLA. The reason is that libc++ attempts to
detect glibc version in its headers and conditionally uses that symbol.)
* Added way to download files from overpass api
* Save downloaded text to a file
* Changed log type for File manipulation
* Online process files when request is valid
* Correct file format
* Correct file format for UE4 class
* Fix compilation issue due to name change
* Create Widget with OpenFileDialogFunctionality
* Step xodr to map completed
* Generated Static meshes and replace procedural actors
* Created and saved assets during road generation
* Formatted file correctly
* OSM To ODR broguht to UE4
* Full pipeline working on linux
* Added osm2odr support in editor in Windos
* Added Widget to CartaTools
* Fixed Linux compilation error
* Added Carla Game Instance included to avoid compilation error
* Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation.
* Fixed mesh format translations
* Concated meshes generated in the same lane to avoid errors during simplification
* Avoid Simplify to remove border vertices and try to parallel assets creation process
* Road Generation 0.1 version ready
* Removing Engine Association, Formatting CarlaTools Build dependencies
* Change container type of generated procedural mesh componetns to be supported by UPROPERTY
* Fixed indices jumping by two
* Cleaning branch
* Cleanup last spaces
* Remove spaces on Opendrivetowditor.cpp
The supported compiler is clang, but that is not the default on Ubuntu.
Unreal Editor itself ships clang-10 for use on linux (along with the
libc++ that Unreal itself uses) so just use those in CARLA.
* 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>
* Added base class for spring based vegetation simulation
* Excluded small bones from Inertia tensor computation. Added eigen 3.1.0 as dependency for vegetation modules.
* Added patch for eigen 3.1.0 in windows.
* Fixed windows compilation with eigen libraries
* Added automatic hierarchy extraction from skeletal mesh to spring based skeleton. Exposed custom spring vegetation structs to editor.
* Reorganized functions for spring based vegetation simulation. Fixed coordinate transformation bug (from UE left handed frame to right handed frame).
* Changes to use compile with CLang 10
* Improved spring strength settings for infividual branches. Enabled better debugging.
* added bush bp
added bush with sphere to the town10 map
* Fixed bush collision make car fly
* spring based vegetatation component updated
* System to get the bp from foliage mesh and instanciate if exists at runtime
* Added filters for spawning different types of foliage
* Spawning foliage hide and scaling it before showing.
* Added foliage bp class cache system to improve performance
* Changed Sphere Detection for Box and Implemented Object Pooling
* Fixed Dissapearing bushes, testing pooling
* Changed Sign function to not use clang's one
* Moved Spawner Logic out of Vehicle
* fix vegetation spawner now looks for new statich meshes every frame
* PR changes
* PR Changes
* Deleted spaces and scale spawn property
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: bernat <bernatx@gmail.com>