fix some btMultiBody URDF conversion issues in ImportURDFSetup

remove various vertex format structures and use GLInstanceVertex from #include "OpenGLWindow/GLInstanceGraphicsShape.h"
btMultiBody::setupPrismatic takes an additional argument to allow a shift of inertia tensor, relative to the joint frame (link frame at q=0)
This commit is contained in:
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2015-02-12 09:11:55 -08:00
parent 70221aeb3e
commit 27aa959059
11 changed files with 473 additions and 142 deletions

View File

@@ -65,16 +65,16 @@ public:
const btVector3 &thisPivotToThisComOffset,
bool disableParentCollision);
void setupPrismatic(int linkIndex, // 0 to num_links-1
btScalar mass,
const btVector3 &inertia, // in my frame; assumed diagonal
int parent,
const btQuaternion &rotParentToThis, // rotate points in parent frame to my frame.
const btVector3 &jointAxis, // in my frame
const btVector3 &parentComToThisComOffset, // vector from parent COM to my COM, in my frame, when q = 0.
bool disableParentCollision=false
);
void setupPrismatic(int i,
btScalar mass,
const btVector3 &inertia,
int parent,
const btQuaternion &rotParentToThis,
const btVector3 &jointAxis,
const btVector3 &parentComToThisComOffset,
const btVector3 &thisPivotToThisComOffset,
bool disableParentCollision);
void setupRevolute(int linkIndex, // 0 to num_links-1
btScalar mass,