Add kiva_shelf to prepare for picking/grasping task
Fix uninitialized variable jointDamping/jointFriction in SDF importer Add SDF <pose> parsing in visual, inertial, collision elements. Slight improvement in TinyRender loading performance of largish meshes (30k vertices) Reduce #define MAX_SDF_BODIES to 500, due to some issue in client code, todo: figure out what the issue is. b3RobotSimAPI support SDF file loading Tiny improvement in OpenGL hardware renderer lighting, to distinguish faces without textures
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@@ -6,22 +6,40 @@
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#include "../SharedMemory/SharedMemoryPublic.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include <string>
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struct b3RobotSimLoadURDFArgs
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enum b3RigidSimFileType
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{
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std::string m_urdfFileName;
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B3_URDF_FILE=1,
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B3_SDF_FILE,
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B3_AUTO_DETECT_FILE//todo based on extension
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};
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struct b3RobotSimLoadFileArgs
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{
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std::string m_fileName;
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b3Vector3 m_startPosition;
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b3Quaternion m_startOrientation;
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bool m_forceOverrideFixedBase;
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int m_fileType;
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b3RobotSimLoadURDFArgs(const std::string& urdfFileName)
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:m_urdfFileName(urdfFileName),
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b3RobotSimLoadFileArgs(const std::string& fileName)
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:m_fileName(fileName),
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m_startPosition(b3MakeVector3(0,0,0)),
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m_startOrientation(b3Quaternion(0,0,0,1)),
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m_forceOverrideFixedBase(false)
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m_forceOverrideFixedBase(false),
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m_fileType(B3_URDF_FILE)
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{
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}
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};
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struct b3RobotSimLoadFileResults
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{
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b3AlignedObjectArray<int> m_uniqueObjectIds;
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b3RobotSimLoadFileResults()
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{
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}
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};
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@@ -63,7 +81,7 @@ public:
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bool connect(struct GUIHelperInterface* guiHelper);
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void disconnect();
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int loadURDF(const struct b3RobotSimLoadURDFArgs& args);
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bool loadFile(const struct b3RobotSimLoadFileArgs& args, b3RobotSimLoadFileResults& results=b3RobotSimLoadFileResults());
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int getNumJoints(int bodyUniqueId) const;
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