MJCF: fix cylinders in MJCF, also (possibly) fixes capsules in tiny renderer
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@@ -562,8 +562,8 @@ btCollisionShape* convertURDFToCollisionShape(const UrdfCollision* collision, co
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case URDF_GEOM_CYLINDER:
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{
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btScalar cylRadius = collision->m_geometry.m_cylinderRadius;
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btScalar cylLength = collision->m_geometry.m_cylinderLength;
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btScalar cylRadius = collision->m_geometry.m_capsuleRadius;
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btScalar cylLength = collision->m_geometry.m_capsuleHalfHeight;
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btAlignedObjectArray<btVector3> vertices;
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//int numVerts = sizeof(barrel_vertices)/(9*sizeof(float));
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@@ -785,8 +785,8 @@ static void convertURDFToVisualShapeInternal(const UrdfVisual* visual, const cha
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for (int i = 0; i<numSteps; i++)
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{
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btScalar cylRadius = visual->m_geometry.m_cylinderRadius;
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btScalar cylLength = visual->m_geometry.m_cylinderLength;
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btScalar cylRadius = visual->m_geometry.m_capsuleRadius;
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btScalar cylLength = visual->m_geometry.m_capsuleHalfHeight;
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btVector3 vert(cylRadius*btSin(SIMD_2_PI*(float(i) / numSteps)), cylRadius*btCos(SIMD_2_PI*(float(i) / numSteps)), cylLength / 2.);
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vertices.push_back(vert);
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