Add preliminary PhysX 4.0 backend for PyBullet
Add inverse dynamics / mass matrix code from DeepMimic, thanks to Xue Bin (Jason) Peng Add example how to use stable PD control for humanoid with spherical joints (see humanoidMotionCapture.py) Fix related to TinyRenderer object transforms not updating when using collision filtering
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@@ -15,7 +15,7 @@ struct UrdfRenderingInterface
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virtual ~UrdfRenderingInterface() {}
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///given a URDF link, convert all visual shapes into internal renderer (loading graphics meshes, textures etc)
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///use the collisionObjectUid as a unique identifier to synchronize the world transform and to remove the visual shape.
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virtual void convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfLink* linkPtr, const UrdfModel* model, int collisionObjectUniqueId, int bodyUniqueId, struct CommonFileIOInterface* fileIO) = 0;
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virtual int convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfLink* linkPtr, const UrdfModel* model, int collisionObjectUniqueId, int bodyUniqueId, struct CommonFileIOInterface* fileIO) = 0;
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///remove a visual shapes, based on the shape unique id (shapeUid)
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virtual void removeVisualShape(int collisionObjectUid) = 0;
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