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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@@ -11,7 +11,7 @@ struct EGLRendererVisualShapeConverter : public UrdfRenderingInterface
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virtual ~EGLRendererVisualShapeConverter();
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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);
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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);
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virtual int getNumVisualShapes(int bodyUniqueId);
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@@ -55,6 +55,10 @@ struct EGLRendererVisualShapeConverter : public UrdfRenderingInterface
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virtual void setProjectiveTexture(bool useProjectiveTexture);
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virtual void syncTransform(int shapeUid, const class btTransform& worldTransform, const class btVector3& localScaling);
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virtual void mouseMoveCallback(float x, float y);
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virtual void mouseButtonCallback(int button, int state, float x, float y);
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};
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#endif //EGL_RENDERER_VISUAL_SHAPE_CONVERTER_H
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