[SharedMemory] Calculate inverse dynamics now uses world gravity.
Small change that takes the world gravity and applies it to the body during the call to inverse dynamics in the shared memory interface. Otherwise the gravity vector is left at the default value and there is currently no interface to set the gravity for the inverse dynamics system.
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@@ -2163,8 +2163,10 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
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qdot[i + baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointVelocitiesQdot[i];
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nu[i+baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointAccelerations[i];
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}
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if (-1 != tree->calculateInverseDynamics(q, qdot, nu, &joint_force))
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// Set the gravity to correspond to the world gravity
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btInverseDynamics::vec3 id_grav(m_data->m_dynamicsWorld->getGravity());
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if (-1 != tree->calculateInverseDynamics(q, qdot, nu, &joint_force) &&
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-1 != tree->setGravityInWorldFrame(id_grav))
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{
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serverCmd.m_inverseDynamicsResultArgs.m_bodyUniqueId = clientCmd.m_calculateInverseDynamicsArguments.m_bodyUniqueId;
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serverCmd.m_inverseDynamicsResultArgs.m_dofCount = num_dofs;
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