aeac45b09c
* 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> |
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client | ||
pytorch | ||
server | ||
test | ||
CMakeLists.txt |