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changelog.rst

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Changelog

The changelog of the library code is presented below. Breaking changes were marked with italics.

1.3

  • Restructured the SimulationApp class and its children to support the new ROS2 interface
  • Reimplemented Robot definition to allow for two different algorithms: the Featherstone's algorithm and a general constraint solving algorithm; the general algorithm allows for kinematic loops in the robot structure
  • Added origin definition to standard obstacle solids to enable local transformations
  • Updated definition of accelerometer, gyroscope and IMU sensors, including parser support
  • Extended DVL model, with water layer velocity measurement and new noise models, including parser support
  • Added easy access to the parameters of the constraint solver, including parser support
  • Implemented an INS combining internal gyroscopes and accelerometers with external sensors like DVL and GPS, including parser support
  • Implemented methods which enable live updates of sensor and actuator frames
  • Implemented magnetic interaction between materials to enable simulation of permanent magnets
  • Implemented parsing of mathematical expressions in scenario files
  • Improved support for console simulations
  • Improved support for non-realitime simulations
  • Separated underwater and above water rendering paths
  • Eliminated precomputation of atmospheric scattering (loaded from resources)
  • Improved ocean reflections
  • Reimplemented XML parser logging mechanism
  • Significantly improved XML parser error and warning messages (easier location of errors)
  • Extended implementation of velocity fields to facilitate online updates
  • Added optional functionality to embed internal resources in the library binary
  • Fixed spline interpolation of trajectories with subsequent overlapping points
  • Fixed measurement of accelerations
  • Fixed unstable multibody joint position control
  • Fixed computation of moments of inertia
  • Fixed trackball implementation - better zoom and translation of the main 3D view
  • Fixed mouse issues in the main 3D view

1.2

  • Animated bodies - bodies moving according to a predefined trajectory
  • Trajectory generators for animated bodies (piece-wise linear and spline interpolation)
  • Sensors can now be attached to all kinds of bodies, as well as the world frame
  • New implementation of the 3-axis gyroscope, with a measurement bias
  • IMU implementation extended with yaw angle drift and per channel characteristics
  • Noise definition for sonars and the depth camera
  • Sonar output reduced to 8 bit, to better reflect real sensors
  • Lights can now be easily attached to any kind of body, as well as the world frame
  • New XML syntax for defining lights
  • Communication devices can now be attached to all kinds of bodies, as well as the world frame
  • Fixed beam occlusion testing for acoustic comms and introduced option to disable it
  • New implementation of the USBL, including measurement resolution
  • Looks are now parsed from the included files
  • "Shift" key can be used to move the main window camera faster
  • Display of keymap in the GUI (press 'K')
  • Sun light shadows on ocean surface
  • Screen-space reflections quality settings
  • Fixed reflections on ocean surface
  • Fixed horizon rendering problems
  • Fixed particle motion
  • Fixed cascaded shadow mapping
  • Fixed depth camera minimum range

1.1

  • Removed external dependence on the Bullet Physics Library and included necessary parts in the source tree
  • Updated the mathematical models of the thruster and the propeller actuators
  • Optimised computation of the geometry-based hydrodynamics/aerodynamics
  • Implemented new visualisation of underwater currents (water velocity field)
  • Fixed crashes when trying to create marine actuators in a simulation without ocean

1.0

  • Fully GPU-based simulation of mechanical scanning imaging sonar (MSIS)
  • Improvements in all sonar simulations
  • Significant improvement to DVL performance when heightfield terrain is used
  • Heightfield terrain now supports 16 bit heightmaps
  • New syntax for loading ocean and atmosphere definitons using the XML parser
  • Support for arguments passed to the included files
  • New, complete, beautiful documentation generated with Sphinx

0.9

  • Moved to the OpenGL 4.3 functionality (compute shaders)
  • Complete rewrite of the ocean/underwater rendering pipeline
  • Light absorption and scattering in water based on Jerlov measurements
  • Full support of photo-reallistic sky and sunlight as well as point and spot lights
  • New, linear tree based, automatic LOD algorithm
  • New automatic exposure (histogram based) and anti-aliasing (FXAA) algorithms
  • Logarythmic depth buffer for planet scale rendering without precision issues
  • Fully GPU-based simulation of forward-looking sonar (FLS)
  • Fully GPU-based simulation of side-scan sonnar (SSS)
  • Normal mapping to enable high resolution surface details
  • Faster download of data from the GPU memory
  • Scheduling of the rendering of multiple views
  • Reallistic measurement of the drawing time
  • Interactive selection outline in 3D view
  • OpenGL function handlers provided through GLAD (dropped outdated GLEW)
  • General cleaning of code and refactoring
  • Dozens of bug fixes

Origins

This project started when I was writing my PhD thesis and needed a realtime simulator for a balancing mono-wheel robot. The simulator not only had to be fast but also deliver high fidelity results. After investigating commercial solutions I have reached the conculsion that I need to implement my own tool becasue simulation times were prohibitively long and no direct interaction with the robot was possible. I decided to use Bullet Physics library and build a simulator capable of computing multi-body dynamics with an analytic tyre-ground collision model, in realitime. Thanks to this simulator I was able to implement my whole control system in a virtual environment and simulate the robot in an interactive way, which allowed me to finish my PhD thesis.

During my PhD studies I had a brief adventure with underwater robotics and after I finished my PhD I started working in this field. Being mostly interested in control design, I have realised that a modern simulator for underwater robots is missing. That is how I started exteding Stonefish with marine robotics features and regularily using it in my research. I saw that this work can be of benefit for the whole marine robotics community and decided to release it as open-source software.