Releases: lge-ros2/cloisim
CLOiSim-2.4.2
Build and Tested Environment
- Processor: AMD® Ryzen 9 3900x 12-core processor × 24
- Memory: 31.3 GiB
- Graphics: NVIDIA Corporation TU102 [GeForce RTX 2080 Ti]
- OS: Linux/Ubuntu 20.04.2 LTS (64-bit)
Changes
Major
- Upgrade Unity editor version -> 2020.3.11f1 (LTS)
- SDF: SDF.Parser for Noise -> Update sensor type in SDF.Parser and Importer
- Sensor: Recontruct MultiCamera Sensor Device
- Sensor: Add new Noise(gaussian) modules and apply to Lidar/GPS/IMU
- Mesh: caching mesh(Assimp Mesh Loader and ProceduralMesh) loaded for performance
Minor
- SDF: Change SDF.Ray to SDF.Lidar
- DepthCamera: unload compute shader resource when destroy
- ObjectSpawning: set new physics material for props
- MainCamera: Apply FXAA in Main Camera
Bug fix
- Mesh: mesh for collision does not imported correctly. (Revert "disable some of post processing step for Assimp Library", commit 8f457b5)
- Lidar: handling angle (0~360) does not work properly
Version matching for this release
- samples_resource: v1.5.0
- cloisim_ros: foxy-2.10.2
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.4.1
Build and Tested Environment
- Processor: Intel® Core™ i9-8950HK CPU @ 2.90GHz × 12
- Memory: 32GB
- Graphics: NVIDIA Corporation GP104BM [GeForce GTX 1080 Mobile]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version -> 2020.3.10f1 (LTS)
-
SDF: Enhance time for memory handling in SDF.Helper.Link
-
Sensor Device: Restructuring and refactoring for Micom device module
-
ProjectSettings: Update DynamicsManager for physics
-
Core: Set parameters for nav mesh settings
-
Transporter: refactoring and reconstructing for transporter
Minor
- Sensor Device: return null when scan laser ranges has error in Lidar sensor device
- Sensor Device: Change AddComponent to RequireComponent attirbute in Devices
- Sensor Device: change radius ratio of capsule collider for actor
- Sensor Device: Change method parameter in SetTextureBufferData
- Sensor Device: Separate Camera and Camera.CameraData class
- Sensor Device: Separate Lidar and Lidar.LaserCameraData class
- Sensor Device: Modify Visualize() lidar sensor
- Sensor Device: move SetFloat() method for Computeshader into SetupTexture() method in DepthCamera
- General: Stop Coroutine when application is closing for stability
- General: Remove return yield and change wait period when reset is called
- General: Reduce boxing/unboxing for object
- SDF: add sdf version in SDF.Root (just version type)
- Core: Reduece log in BridgeManager
- Core: Add Error mode for DebugLogWriter
- Animation: Add const ratio(0.8) for controlling animation speed.
- CLOiSimPluings: Move classes related to Elevator in Devices/Modules into CLOiSimPlugins/Modules
- CLOiSimPluings: Modify GroundTruthPlugin and actor
- update foot print after end of frame
- set size of capsule collier and navmeshagent on LateUpdate() only once
- UI: Enhance time for following and update text marker in markerVisualizer
- UI: add string builder for hit point displaying
- UI: Update MainScene.unity -> Off opaque/depth texture in MainCamera
Bug fix
- CLOiSimPlugins: bug fix in Elevatorsystem -> parsing wrong attribute
- Sensor Device: Fix the index of laser data for vertical ray and cutoff range
- Sensor Device: Fix LaserFilter (it was not working properly after implement 3d lidar)
- Sensor Device: Fix order of creating in MicomSensor/Input in Micom Device
- Sensor Device: Fix drawing gizmos for collision contact info in SDF.Helper.Link (only works in Editor mode)
Version matching for this release
- samples_resource: v1.5.0
- cloisim_ros: foxy-2.10.2
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.4.0
Build and Tested Environment
- Processor: Intel® Core™ i9-8950HK CPU @ 2.90GHz × 12
- Memory: 32GB
- Graphics: NVIDIA Corporation GP104BM [GeForce GTX 1080 Mobile]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version -> 2020.3.9f1 (LTS)
-
Mainly changed
- MainScene: Change the name of gameobject "Models" -> "World"
- Device: Support calculating micom odometry without imu (using only odom info)
- Device: Separate DeviceMessage and DeviceMessageQueue -> enhance GC waste
- CLOiSimPlugin: Change protobuf message for Clock, Param -> WorldStatistics
- CLOiSimPlugin: Change MemoryStream to DeviceMessage
- CLOiSimPlugin: Separate the thread related methods into CLOiSimPluginThread
- CLOiSimPlugin: Remove 'request_wheel_info' in MicomPlugin
- SDF: Modify Import.Actor + Base, Helper.Actor -> return created object after import actor
- Change static variable and methond in WorldNavMeshBuild and make it possible to access WorldNavMesbuild through Main
-
Newly added
- Core: WorldNavMeshBuilder added for AI(actor plugin) and it handles multiple nav mesh data.
- UI: Display hit point by left click
- CLOiSimPlugin: ActorPlugin, ActorControlPlugin, GroundTruthPlugin
- GroundTruthPlugin: reconstruct ObjectTracking struct and calculate footrprint and considering orientation.
- Enhance retrieving footprint for meshed object in GroundTruthPlugin
- GroundTruthPlugin: update position/veclotiy and footprints for each tracking object
- GroundTruthPlugin: Move all tracking object variable in SDF.Helper into GroundTruthPlugin class
- CLOiSimPlugin: Add new plugin type -> ACTOR
- Device: Micom = MicomInput(device) + MicomSensor(device)
- CLOiSim messages: perception, percpetion_v (for GroundTruthPlugin)
- UI: Add 'click to move' function on display using mouse right button after select the actor
Minor
-
Plugin: Upgrade library
- protobuf-net 12.0.3 -> 13.0.1
-
Package: Update version
- render-pipelines.universal: 10.4.0 -> 10.5.0
- shadergraph: 10.4.0 -> 10.5.0
- searcher: 4.3.1 -> 4.3.2
-
Package: Add new dependancy
- com.unity.ai.navigation.components
-
ProjectSettings: Add NavMeshAreas
-
General: Change Script Execution Order through script.
-
Core: apply navmeshobstacle in default for ObjectSpawning
-
Core: Add SimulationWorld component in Main Script -> removed in MainScene.unity
-
Core: Change root object variables to static for perforamance issue (Reduce GameObject.Find())
-
SDF: separate Import.Loader and Import.Plugin
-
SDF: Remove SDF.Helper.PluginParam and just reuse SDF.Plugin
-
SDF: Add NavMeshAgent component for Actor in default
-
SDF: Modify and reconstruct SDF.Helper classes as GroundTruth Plugin introduced
-
SDF: Modify Import.Base code -> return world root object from ImportWorld() and import plugins for world
-
SDF: Create new SDF.World when xml loading is succeeded in SDF.Root
-
DeviceHelper: Modify GetModelName() method -> possible to search Actor also
-
DeviceHelper: Add new Convexhull calculatiing method
-
SDF2Unity: Add new method, Get position from messages.Vector3d
-
CLOiSimPlugin: Chagne parts name in Simulation World class
-
CLOiSimPlugin: change Type to ICLOiSimPlugin.Type
-
CLOiSimPlugin: Modify SetROS2CommonInfoResponse() methoh, possible to parse multiple frame_id
-
MeshLoader: disable some of post processing step for Assimp Library
-
Devices, CLOiSimPlugins: Change code for handling pluginParamters
-
Device: Change device mode type for MultiCamera sensor device, TX -> TX_THREAD
-
Device: Remove WaitForEndOfFrame method for coroutine in sensor device class
-
Device: Change devcie mode type for clock: THREAD_TX -> NONE and removed fixed update rate
- set time in FixedTime() method
- clock frequency depends on FixedTime()
-
Mesh: change target variable mesh, material to sharedMesh, sharedMaterial
-
UI: Modify SimulationDisplay class -> change string to stringbuilder for event log message
-
UI manipulating enhanced
- can select multiple object with shift key
- Can remove the props using delete key in ObjectSpawning
- add ObjectSpawning class in Main script
- can cancel selection by clicking same object again
Bug fix
- SensorDevice: AddCamera() method in MultiCamera sensor device
- SDF: handling convex flag for multiple collisions for children of Articulation body in SDF.Import.Link
- SDF: Bug fix for reset simulation function in Helper.Actor -> actor with animation does not reset to initial pose.
- CLOiSimPlugin: LaserPlugin
- CLOiSimPlugin: Stop micom Wheel drive when reset is called
- CLOiSimPlugin: Fix SetEmptyResponse() method, message.Empty -> message.Param
- GroundTruthPlugin: Fix calculation of footprints
- Core: fix random coloring for obstacle in ObjectSpawning
- Device: fix method name in IMU, Reset() -> OnReset()
- MeshLoader: fix animation importing and sdf.actor -> handling multiple animation in SDF element
- SDF: destory objects after merge mesh for collision
- SDF2Unity: fix combine transform matrix in SDF2Unity.Mesh
Version matching for this release
- samples_resource: v1.5.0
- cloisim_ros: foxy-2.10.0
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.3.1
Build and Tested Environment
- Processor: Intel® Core™ i9-8950HK CPU @ 2.90GHz × 12
- Memory: 32GB
- Graphics: NVIDIA Corporation GP104BM [GeForce GTX 1080 Mobile]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version
-> 2020.3.7f1 (LTS) -
Sensor Device related
- parsing output type for laser scan in LaserPlugin
- Memory handling for native array in Camera Sensor device
- Modify Lidar Sensor Device code
- using callback function for AsyncGPUReadackRequest
- native array memory handling for LaserCamData and DepthCamBuffer structure
- handling Memory leackage for nativearray in Lidar Sensor devcie
-
SDF related
- Change wheel properties in MicomPlugin
: wheel/base -> wheel/tread
- Change wheel properties in MicomPlugin
Minor
-
Versions
- Update app version info in Project settings
: 2.3.0 -> 2.3.1
- Update app version info in Project settings
-
Sensor Device
- Add protection code in depth camera
- null check for compute shader
- Change class name
- DevicePlugin -> CLOiSimPlugin
- DevicesPlugin -> CLOiSimMultiPlugin
- Handling CLOiSimPlugin when destory the objects before close the application -> Stop thread
- Change to reusable command buffer in Camera Sensor device
- Trying to save memory in Motor Module and it does not call SetTargetVelocityAndForce() method when direction is switched
- missing call base method from OnDestroy() method in inherited class
- Change global spherical coordniates for GPS sensor device in DeviceHelper
- Add protection code in depth camera
-
General
- Disable BakeMesh option in ProjectSeetings
-
Services
- remove websocket when destory the object
-
GUI
- add yield for coroutine in MarkerVisualizer
- Moved Drawing contact line on Editor mode into OnDrawGizmos() method for SDF.Helper.Link() class
Bug fix
- Sensor device
- Bug Fix: missed calling ProcessDevice() method in DeviceThread()
Version matching for this release
- samples_resource: v1.4.0
- cloisim_ros: foxy-2.9.0
- sim_device: dashing version does not support anymore since dashing was end-of-support.
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.3.0
Build and Tested Environment
- Processor: AMD® Ryzen 9 3900x 12-core processor × 24
- Memory: 32GB
- Graphics: NVIDIA Corporation TU102 [GeForce RTX 2080 Ti]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version
-> 2020.3.7f1 (LTS) -
General
- Change handling Clock object in DeviceHelper
- set clock object in Main class
- Change handling Clock object in DeviceHelper
-
Rendering
- Apply new render pipeine and update proejct setting for URP(universal render pipeline)
- Update UniversalRenderPipelineAsset settings
- Update Graphic settings and URP pipeline
- Change Anti aliasing quality(MSAA) -> 2X
- Apply new shader(universal RP) as a material
- Modify Code for applying URP
- Modify the code that apply materials for transparent and opaque mesh
- Update materials and drawing in RuntimeGizmo for URP
- Change the order of calling mesh optimization in ProceduralMesh
- Apply new render pipeine and update proejct setting for URP(universal render pipeline)
-
Sensor Device related
- Camera & DepthCamera
- Apply Compute Shading for depth buffer scaling in R16 data format(used in realsense)
- Modify rendering part for Camera Sensor device (+depth sensor)
- Destroy and release compute shader in Camera sensor device
- Change member variable name in Camera modules
- Modify the code that applies depth buffer handling for laser sensor device after change UniversalRP
- Lidar
- Modify Lidar Sensor device to support Vertical lidar data
- calculate the total samples considering Vertical samples in laser scan
- Remove adjusting waitingPeriodRatio in Lidar Sensor device
- Change Array.Copy to Buffer.BlockCopy in Lidar Sensor Device
- Change batchsize for JobSchedule in Lidar
- Modfiy Sensor device to enhance performance: remove Array.Reverse() -> handling depth shader
- Micom
- Modify the interface in Micom Device: MicomInput -> use Twist msg , move 'reset_odometry' handling into MicomSensor
- Add new protobuf message: Twist, Empty
- Add protection code for finding wheel motor in MicomSensor device
- Remove unused method in Motor modules
- Modify the interface in Micom Device: MicomInput -> use Twist msg , move 'reset_odometry' handling into MicomSensor
- Add new Device Mode using System.Thread in Device Class: new Mode (TX_THREAD, RX_THREAD)
- Change device mode type(TX -> TX_THREAD) for Camera, GPS, Lidar, MicomInput, MicomSensor, IMU, Clock
- Change default update rate(100 -> 50) for Clock
- remove calling ProcessDeviceCoroutine() method in DeviceThreadTx() and DeviceThreadRx()
- Camera & DepthCamera
-
SDF related
- Change the order of calling SDF importing method
- call "ImportJoints" and "ImportPlugins" methods after call "AfterImportModel()" method
- Remove convex handling in Import.Link() method
- Modify SDF parser for lidar vertical element
- Change the order of calling SDF importing method
-
Physics related
- make it convex false for Plane collision
- Modify code that handling convex for articulation body
Minor
-
Versions
- Update app version info in Project settings
- 2.2.1 -> 2.3.0
- Update package version
- textmeshpro: 3.0.5 -> 3.0.6
- Update app version info in Project settings
-
Sensor Device
- Handling thread and coroutine after object destroy or stop
- renaming variables in DepthCamera
- Modify Reset() method in IMU
- Code refactoring
- Lidar sensor device
- Change member variable naming in Lidar class
- Do not use a prefix for member variables (, m, s_, etc.).
- Change member variable naming in Lidar class
- Lidar Sensor device to enable vertical lidar data
- supporting vertical lidar in Lidar Sensor Device
- Lidar sensor device
-
SDF related
- Parse and implement gravity value in Import.World
- Code refactoring and code clean-up
- SDF.Helpler.Link, Implement.Joint, Import.Joint
- code refactoring for SDF.Implement collision and visual
- Combine redundancy method -> MergeMeshes() method
- Add new method in SDF2Unity
-
General
- Change script execution Order
- Simulationworld and Main
- Change class name
- CLOiSimWorld -> SimulationWorld
- Apply coding style -> Do not use a prefix for member variables (, m, s_, etc.).
: Devices, Device.Camera, UI and Tools/SDF - Call Resources.UnloadUnusedAssets() when destroy TransformGizmo
- Change script execution Order
-
Services
- Set color for Text Marekrs
-
GUI
- Change properties in TransformGizmo
- Apply random color for props deploying
- Apply TransformGizmo drawing for only MainCamera
- Move Materials in RuntimeGizmo
- Add simulationDisplay in BridgeManager to print error message
- Code refactoring for UI and enhance styling GUISkin
- make it reusable variables for UI simulation display
- Separate SimulationDisplay Class
- Change color for FPS display
- Separate the GUI part in Object spawning class
- Change the position of FPS info in simulation display
- Minor adjustment for UI position
- Add new Help Menu: new UI button for help menu
- add mouse wheelblocking flag and change amount of weel movement in CameraControl
Bug fix
-
UI
- add null protection in UI Gizmo
- Fix Gizmo manipulation for actor object
-
Services
- Fix null object handling in simulation service for 'markers'
-
Sensor device
- Bug fix in Lidar Sensor Device
- Fix setting intial parts pose in MicomSensor
-
SDF related
- Bug fix in SDF.Entity parser
- (crash issue)Bug fix: Change the order of importing SDF elements
- before: Models -> Links -> visual -> collision -> joint -> plugin
- after: Models -> Links -> visual -> collision -> joint(store only information) -> plugin
import and implements joints after all models are loaded.
Version matching for this release
- samples_resource: v1.3.0
- cloisim_ros: foxy-2.8.2
- sim_device: dashing version does not support anymore since dashing was end-of-support.
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.2.1
Build and Tested Environment
- Processor: AMD® Ryzen 9 3900x 12-core processor × 24
- Memory: 32GB
- Graphics: NVIDIA Corporation TU102 [GeForce RTX 2080 Ti]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version
-> 2020.3.4f1 -
Sensor Device related
- Reset target velocity(linear/angular/left/right) when reset is called
- Change a condition to call ConvertToStaticLink() method
- set child articulation body immovable in ConverToStaticLink() method
Minor
-
Versions
- Update app version info in Project settings
- 2.2.0 -> 2.2.1
- Update package version
- textmeshpro: 3.0.4 -> 3.0.5
- Update app version info in Project settings
-
SDF related
- visual
- Parsing meta element in visual element and import
- sensor
- Parsing SDF element in
- Fix SDF parser when parsing camera.clip
- null checking
- geometry
- Add name on mesh geometry game object
- Set name for mesh geometry gameobject
- actor
- Add null check for animation when importing SDF.Actor
- remove bone rotation in loading animation class
- apply scaling on create skin object and loading animation
- correct rotation, position, scaling after loaded
- visual
-
General
- update default file root directories in MainScene.unity
-
GUI
- Add text color for event/error message
- red: event
- green: error
- Add text color for event/error message
Bug fix
-
Change properties of capsule collider in Actor
-
Fix display location of FPS when resizing window
-
SDF related
- light
- Bug fix wrong light type in SDF Light importer
- geometry
- fix the roation and scaling of mesh(+skin) importing(by assimp)
- Fix mesh importing for collada files
- fix rotation for Actors
- bind pose, bones and skin
- fix the code that create 'geometry(mesh)' game objects in collision object that unmerged and merged also
- fix gizmo transform after selection
- Modify code in LiftControl(Elevator) due to change of object structure in Collision object
- joint
- Fixed joint for articulation body connection
- Change structure of geometry object for primitive mesh
- enable convex in mesh collider for articulation body and disable convex for non-articulation body
- Fixed joint for articulation body connection
- light
Version matching for this release
- samples_resource: v1.2.1
- sim_device: dashing-1.10.2
- cloisim_ros: foxy-2.8.0
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.2.0
Build and Tested Environment
- Processor: AMD® Ryzen 9 3900x 12-core processor × 24
- Memory: 32GB
- Graphics: NVIDIA Corporation TU102 [GeForce RTX 2080 Ti]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Upgrade Unity editor version
-> 2020.3.3f1 -
SDF related
- Add parsing(Import/Implement) Lights and spherical coordinates elements in World element
- Add default argument for name and type attribute in SDF.entity
- Separate Import.World method from Import.Loader
- gui element in World element is added for SDF parser
- call ParseElements() method in SDF.Entity Base class
- Apply rotation inertia when implement SDF link element
- Do ImportModels() and ImportActors() methods in ImportWorlds() method
-
Sensor Device related
-
Apply JobParallel computing for laser data
-
Code refactoring for Device
-
Enhance Camera worker
-
Adjust waiting period ratio for lidar
-
-
Physics related
- Change default properties for Root Articulation Body
- Set 'Plane' Layer for plane collision object
-
File and Folder Architectures
- Separate the core scripts into Core directory
-
Project Settings related
- Add new tag
- Light
- Add new Layers
- Plane
- Add new tag
Minor
-
Versions
- Update app version info in Project settings
: 2.1.0 -> 2.2.0 - Upgrade Plugin library
- protobuf-net 3.0.73 -> 3.0.101
- Update Packages
- render-pipelines.core: 10.3.2 -> 10.4.0
- Update app version info in Project settings
-
Code refactoring
- Naming
- Change method name in Clock class
- Change method name in Base Device class
- Change method name in SDF2Unity class
- Code refactoring for SDF.Pose parser
- SDF2Unity
- move 'relative_to' attribute in element into SDF.Pose class
- Handling articulationbody in AfterImportModel() method
- change the code to import SDF contents through Coroutine.
- Naming
-
Code cleanup
- Remove SetArticulationBody() method in PoseControl
- Remove useless code in SDF.World
- Actors and Lights do not need to return object
- Remove EnableSelfCollision() method since AriticulationBody is applied.
-
Logging related
- Change Loglevel for assimp class
- Suppress printing warning log in ParseElements() method.
- Remove useless log print in GPS device
-
Update Render setting in MainScene.unity
-
Change Company name in Projectsettings
Bug fix
-
PoseControl related
-
Reset the pose for only root articulation body in PoseControl
-
Enabling to reset the pose of Actors
- reset waypoints
- reset animation clip(rewind)
-
-
GUI related
- Prevent selecting the object if object has static property.
- Prevent selecting the object which contain 'Plane Collision Object' for transform gizmo
- Show only the object which has articulation body in Following object list
-
Sensor Device related
- Modify and fix GPS sensor deviee and spherical coordinates class
- fix axis for spherical coordinates
- Import reference values from world element for Spherical coordinates
- Fix spherical coordinates and heading offset for GPS sensor device
- Modify and fix GPS sensor deviee and spherical coordinates class
-
SDF related
- Fix importing light
- direction
- fix error when world does not have actors
- Fix wrong conversion in SphericalFromLocal() method
- Add protection code for extracting resource paths from system environments
- null check
- Fix importing light
Version matching for this release
- samples_resource: v1.2.0
- sim_device: dashing-1.10.2
- cloisim_ros: foxy-2.7.0
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.1.0
Build and Tested Environment
- Processor: Intel® Core™ i9-8950HK CPU @ 2.90GHz × 12
- Memory: 32GB
- Graphics: NVIDIA Corporation GP104BM [GeForce GTX 1080 Mobile]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Enable parsing SDF Actor
-
import and implement actors
- set skin
- set animation
- Import animation clip for animation component
- set script
-
modify SDF2Unity Mesh script using assimp-net
-
Separate mesh handling methods in SDF2Unity into MehLoader
-
Code refactoring for Assimp Mesh Loader
- fix rotation for skin
-
Parse and implement Animation in actor sdf element
-
code modified for animation curve in animation clip
-
Fix rotation for animation bone axis
-
apply loop pose for legacy animation clip
- it does not add x curves if node is root
-
add capsule collider for actor
-
Sorting waypoint list by time when parsing actor element
-
Apply following waypoint for actor
-
Modify Transform Gizmo for actor
- only support tranlate the actor with trajectories in script
- suppport translate and rotation for the actor with trajectories
Minor
-
Print error message on UI when it failed to load document(world file)
-
change type of Time to double
-> Unity support .....timeAsDouble -
Modify textfield property in object spawning
- text alignment
-
Code refactoring for MeshLoader
- separate bone loading
-
Change file name
: ProdeceduralMesh -> ProceduralMesh (typo) -
Move Assimp.XXXXX.cs files into Tools/Mesh/*
-
Change order of calling method in ProceduralMesh
- optimize mesh before recalculate others...
-
Fix the type of SDF element in actor
: bool -> double
Bug fix
-
Fix properties of simulation display
- bug fix height position for textbox of event and simulation message when resizing windows
- resize width of event message
-
bug fix in SDF parser
- GetValues() method had wrong xpath
-
Change order of calling method in SDF.Implement.Collision/Visual
- optimize mesh before recalculate others...
-
Handling Bone and tangent for mesh when import meshes
-
Fix bone list and bind pose matrix in SkinnedMeshRenderer for actor
- bone index for bind pose is important
- set the bind poses and bon weights after combine meshes
Version matching for this release
- samples_resource: v1.0.3
- sim_device: dashing-1.10.2
- cloisim_ros: foxy-2.5.0
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.0.1
Build and Tested Environment
- Processor: Intel® Core™ i9-8950HK CPU @ 2.90GHz × 12
- Memory: 32GB
- Graphics: NVIDIA Corporation GP104BM [GeForce GTX 1080 Mobile]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Update app version info in Project settings
- 2.0.0 -> 2.0.1
-
Upgrade Unity editor version
- 2020.2.7f1
-
Update package version
- Core RP Library: 10.3.1 -> 10.3.2
-
Apply pose of Joint(SDF) when apply anchor position for articulation body
-
Update Dynamic parameters for physics
- solver Iterations: 10
- solver velocity iteration: 5
-
Changes in Motor module
- change to retrieving motor velocity using jointPosition
- remove getting averaged joint velocity
-
(GUI) Print error meessage on simulation display during SDF parsing
Minor
-
Add protection code in Lidar Data generation
-
Parameter name changed in ImportJoint Method
-
refactoring for SDF sensor ray range element
-
Change GUI properties
Bug fix
-
Bug fix in Lidar Sensor device
- Set sensor position and rotation for lidar
- fix rotation for lidar visualization
- Set sensor position and rotation for lidar
-
Fix in Motor module
- set false in rapid direction control after stop
-
Bug Fix in Lidar Sensor device
- calculate angle step
- deg to rad for vertical angle
Version matching for this release
- samples_resource: v1.0.3
- sim_device: dashing-1.10.2
- cloisim_ros: foxy-2.5.0
For binary release version, just run './run.sh' script after extract compressed file.
CLOiSim-2.0.0
Build and Tested Environment
- Processor: AMD® Ryzen 9 3900x 12-core processor × 24
- Memory: 32GB
- Graphics: NVIDIA Corporation TU102 [GeForce RTX 2080 Ti]
- OS: Linux/Ubuntu 20.04.2 LTS
Changes
Major
-
Update package version
-
Core RP Library: 7.5.3 -> 10.3.1
-
text mesh pro: 2.1.3 -> 3.0.4
-
Update MainScene.unity
- change default parameter in UI Main Camera
- Change rigidbody to articulation body for sample object in MainScene
- Update default assets in MainScene.unity
-
-
Update Dynamic Parameters for physics
- enable adpative force
- enable reuse collision callbacks
- enable auto sync transform
- enable enhanced dterminism
- Change solver iteration
- Update fixed time step in ProjectSettings
- 0.02 -> 0.01
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Change physical material for SDF surface
- dynamic friction = static friction * 0.75
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Apply and change software architecture for ArticulationBody unity physics
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Modify SDF import & implement code for Joint
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handling model link hierarchy relationship.
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Set Joint axis and propertis in SDF.Import/Implement for ArticulationBody
- anchorPosition/Rotaion is important!!
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Modify SDF parser
- Code refactoring along with change of aritculation body
- MicomSensor
- Motor module
- Code refactoring along with change of aritculation body
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modify code in SDF.import.Joint
- fix anchor pose for ArticulationBody.
- re-naming method
- PostImportXXX() -> AfterImportXXX()
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Modify Import Model.
- Reset InertiaTensor and Center of mass for root articulation body before load other links
- Add ConstantForce script for ArticulationBody after load other links
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Set jointFriction parameter by SDF values for Prismatic joint/Revolte Joint type
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Set joinfFriction to 0 value for Fixed joint type
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Set default mass in root artculationbody
- 1e-20
-
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Modifiy Motor modules and PID Module
- Get averaged value for current joint velocity
- Calculating average value using 3-point average
- change parameters
- Code cleanup in PID module
- Add configurable max/min for intergal and output in PID module
- Get averaged value for current joint velocity
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Update code in TransformGizmo for articulation body
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Make it static object for spawning objects
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Change interface type between CLOiSim and cloisim_ros
- elevator_index: int -> string
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Modify SDF.Collision
- apply bounciness using surface/boucne/restitution coeffieicent
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Set minimum value for intertia tensor when it does not have a collision -bject.
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Separater Inertial and inertia in SDF Parser
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Handling intertia tensor from SDF
Minor
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Update README.md
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Add condition for TransformGizmo
- block object selecting when press left ctrl key
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Draw Inertia region
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Change max_force value in Joint
- set default forceLimit value to float.MaxValue
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Minor code refactoring for ElevatorSystem
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change method name in Main.cs
- remove debugging message for reset
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remove unused code in Sonar Sensor
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Can change service port through Environment Variable
- CLOISIM_SERVICE_PORT
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Change method in DebugLogWriter for warning log
- Add SetWarningOnce() and Remove SetWarning() method
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Change default space in gizmo transform for manipulation
- Global -> Local
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Add protection code if Unity.Camera exist.
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Protection code added in Actuator module
- check NaN value
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Modify code in Gizmo Transform and ObjectSpwaning
- .tag.Equals -> .CompareTag method
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Setting default resources directories in MainScene.unity file
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Change name of method in PoseControl
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Modify SDF parser for Surface element
-
minor code modified in SDF importer
Bug fix
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Fix wrong aritculation drive handling in Motor module
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Fix Reset function in PoseControl after ArticulationBody is introduced
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Fix gizmo transform for articulation body
- add ArticulationBody.Sleep() as a workaround code before call TeleportRoot() method
- TeleportRoot method is for physics but function is working on Coroutine.
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Bug fix in Motor module and MicomSensor
- Wrong wheel module accessing
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Fix axis of articulation body joint
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Fix Motor module and PID control module for articulation body
- Get joint velocity after calculate average value
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Bug fix in SDF Parser
- Collision
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Fix rotation in gizmo transform for arituculation body
Version matching for this release
- samples_resource: v1.0.2
- sim_device: dashing-1.10.2
- cloisim_ros: foxy-2.5.0
For binary release version, just run './run.sh' script after extract compressed file.