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