work-in-progress
add UDP network connection for physics client <-> server. also set spinning friction in rolling friction demo (otherwise objects may keep on spinning forever)
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@@ -124,8 +124,11 @@ bool PhysicsClientSharedMemory::getJointInfo(int bodyUniqueId, int jointIndex, b
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if (bodyJointsPtr && *bodyJointsPtr)
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{
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BodyJointInfoCache* bodyJoints = *bodyJointsPtr;
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info = bodyJoints->m_jointInfo[jointIndex];
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return true;
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if ((jointIndex >= 0) && (jointIndex < bodyJoints->m_jointInfo.size()))
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{
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info = bodyJoints->m_jointInfo[jointIndex];
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return true;
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}
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}
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return false;
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}
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@@ -210,7 +213,7 @@ void PhysicsClientSharedMemory::processBodyJointInfo(int bodyUniqueId, const Sha
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{
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bParse::btBulletFile bf(
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&this->m_data->m_testBlock1->m_bulletStreamDataServerToClientRefactor[0],
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serverCmd.m_dataStreamArguments.m_streamChunkLength);
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serverCmd.m_numDataStreamBytes);
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bf.setFileDNAisMemoryDNA();
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bf.parse(false);
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@@ -291,16 +294,17 @@ const SharedMemoryStatus* PhysicsClientSharedMemory::processServerStatus() {
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break;
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}
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case CMD_URDF_LOADING_COMPLETED: {
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if (m_data->m_verboseOutput) {
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b3Printf("Server loading the URDF OK\n");
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}
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if (serverCmd.m_dataStreamArguments.m_streamChunkLength > 0) {
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if (serverCmd.m_numDataStreamBytes > 0) {
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bParse::btBulletFile bf(
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this->m_data->m_testBlock1->m_bulletStreamDataServerToClientRefactor,
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serverCmd.m_dataStreamArguments.m_streamChunkLength);
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serverCmd.m_numDataStreamBytes);
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bf.setFileDNAisMemoryDNA();
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bf.parse(false);
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int bodyUniqueId = serverCmd.m_dataStreamArguments.m_bodyUniqueId;
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