Fix the desired angular velocity in IK to prevent flip motion.
This commit is contained in:
@@ -3136,7 +3136,6 @@ void PhysicsServerCommandProcessor::stepSimulationRealTime(double dtInSec)
|
||||
|
||||
loadUrdf("husky/husky.urdf", btVector3(2, -5, 1), btQuaternion(0, 0, 0, 1), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
|
||||
m_data->m_huskyId = bodyId;
|
||||
//loadUrdf("jz/jz.urdf", btVector3(0, -5, 1), btQuaternion(0, 0, 0, 1), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
|
||||
|
||||
m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, -10));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user