print better error warning, in case the physics client/server version mismatch.

fix in b3HashString
remove many unused dependencies from kuka_grasp_block_playback.py (time,math, datetime ,numpy,pylab ,sys, os, fnmatch,argparse were not used!)
move block_grasp_log.bin from Bullet3/data to Bullet3/examples/pybullet/examples/data folder.
PhysicsServerCommandProcessor, derive from CommandProcessorInterface to prepare for different back-end implementation
This commit is contained in:
erwincoumans
2017-05-28 17:05:18 -07:00
parent c36792c950
commit 5436b8f048
10 changed files with 59 additions and 36 deletions

View File

@@ -25,18 +25,18 @@ public:
//@todo(erwincoumans) Should we have shared memory commands for picking objects?
///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
virtual void removePickingConstraint()=0;
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld){return false;}
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld){return false;}
virtual void removePickingConstraint(){}
//for physicsDebugDraw and renderScene are mainly for debugging purposes
//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
//to a physics client, over shared memory
virtual void physicsDebugDraw(int debugDrawFlags)=0;
virtual void renderScene(int renderFlags)=0;
virtual void physicsDebugDraw(int debugDrawFlags){}
virtual void renderScene(int renderFlags){}
virtual void enableCommandLogging(bool enable, const char* fileName)=0;
virtual void replayFromLogFile(const char* fileName)=0;
virtual void enableCommandLogging(bool enable, const char* fileName){}
virtual void replayFromLogFile(const char* fileName){}
};