Change texture for one body.
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@@ -242,7 +242,7 @@ void PhysicsClientExample::prepareAndSubmitCommand(int commandId)
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{
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case CMD_LOAD_URDF:
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{
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b3SharedMemoryCommandHandle commandHandle = b3LoadUrdfCommandInit(m_physicsClientHandle, "kuka_iiwa/model.urdf");
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b3SharedMemoryCommandHandle commandHandle = b3LoadUrdfCommandInit(m_physicsClientHandle, "kuka_iiwa/model_white.urdf");
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//setting the initial position, orientation and other arguments are optional
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double startPosX = 0;
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static double startPosY = 0;
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@@ -833,20 +833,26 @@ void TinyRendererVisualShapeConverter::resetAll()
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// Get shapeUniqueId from getVisualShapesData?
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void TinyRendererVisualShapeConverter::activateShapeTexture(int shapeUniqueId, int textureUniqueId)
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{
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/*
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// Use shapeUniqueId?
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int objectArrayIndex = 0;
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int objectIndex = 0;
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TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(objectArrayIndex);
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TinyRendererObjectArray* visualArray = *visualArrayPtr;
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unsigned char textureImage[3] = {10, 10, 255};
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int textureWidth = 1000;
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int textureHeight = 1000;
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visualArray->m_renderObjects[objectIndex]->m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
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*/
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// Use shapeUniqueId?
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int objectArrayIndex = 1;
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int objectIndex = 0;
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printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size());
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TinyRendererObjectArray** ptrptr = m_data->m_swRenderInstances.getAtIndex(objectArrayIndex);
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if (ptrptr && *ptrptr)
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{
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TinyRendererObjectArray* ptr = *ptrptr;
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unsigned char textureImage[3] = {255, 0, 0};
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int textureWidth = 1;
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int textureHeight = 1;
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ptr->m_renderObjects[objectIndex]->m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
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}
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/*
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int objectArrayIndex = 0;
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int objectIndex = 0;
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printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size());
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for (int i=0;i<m_data->m_swRenderInstances.size();i++)
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{
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TinyRendererObjectArray** ptrptr = m_data->m_swRenderInstances.getAtIndex(i);
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@@ -854,10 +860,10 @@ void TinyRendererVisualShapeConverter::activateShapeTexture(int shapeUniqueId, i
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{
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TinyRendererObjectArray* ptr = *ptrptr;
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unsigned char textureImage[3] = {255, 10, 10};
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int textureWidth = 1000;
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int textureHeight = 1000;
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int textureWidth = 1;
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int textureHeight = 1;
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ptr->m_renderObjects[objectIndex]->m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
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}
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}
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*/
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}
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