Create project file for BussIK inverse kinematics library (premake, cmake)
URDF/SDF: add a flag to force concave mesh collisiofor static objects. <collision concave="yes" name="pod_collision"> VR: support teleporting using buttong, allow multiple controllers to be used, fast wireframe rendering, Turn off warnings about deprecated C routine in btScalar.h/b3Scalar.h Add a dummy return to stop a warning Expose defaultContactERP in shared memory api/pybullet. First start to expose IK in shared memory api/pybullet (not working yet)
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@@ -146,11 +146,26 @@ struct OpenGLGuiHelperInternalData
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struct CommonGraphicsApp* m_glApp;
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class MyDebugDrawer* m_debugDraw;
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GL_ShapeDrawer* m_gl2ShapeDrawer;
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bool m_vrMode;
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int m_vrSkipShadowPass;
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btAlignedObjectArray<unsigned char> m_rgbaPixelBuffer1;
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btAlignedObjectArray<float> m_depthBuffer1;
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OpenGLGuiHelperInternalData()
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:m_vrMode(false),
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m_vrSkipShadowPass(0)
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{
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}
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};
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void OpenGLGuiHelper::setVRMode(bool vrMode)
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{
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m_data->m_vrMode = vrMode;
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m_data->m_vrSkipShadowPass = 0;
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}
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OpenGLGuiHelper::OpenGLGuiHelper(CommonGraphicsApp* glApp, bool useOpenGL2)
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@@ -269,6 +284,10 @@ void OpenGLGuiHelper::createCollisionShapeGraphicsObject(btCollisionShape* colli
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}
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void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
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{
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//in VR mode, we skip the synchronization for the second eye
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if (m_data->m_vrMode && m_data->m_vrSkipShadowPass==1)
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return;
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int numCollisionObjects = rbWorld->getNumCollisionObjects();
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for (int i = 0; i<numCollisionObjects; i++)
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{
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@@ -288,8 +307,25 @@ void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWor
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void OpenGLGuiHelper::render(const btDiscreteDynamicsWorld* rbWorld)
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{
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m_data->m_glApp->m_renderer->renderScene();
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if (m_data->m_vrMode)
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{
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//in VR, we skip the shadow generation for the second eye
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if (m_data->m_vrSkipShadowPass>=1)
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{
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m_data->m_glApp->m_renderer->renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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m_data->m_vrSkipShadowPass=0;
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} else
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{
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m_data->m_glApp->m_renderer->renderScene();
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m_data->m_vrSkipShadowPass++;
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}
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} else
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{
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m_data->m_glApp->m_renderer->renderScene();
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}
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//backwards compatible OpenGL2 rendering
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if (m_data->m_gl2ShapeDrawer && rbWorld)
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