Load bunny through shared memory API and RobotSimAPI. Create grasp bunny example.
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@@ -601,64 +601,28 @@ PhysicsServerCommandProcessor::~PhysicsServerCommandProcessor()
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void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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{
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///collision configuration contains default setup for memory, collision setup
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//m_data->m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///collision configuration contains default setup for memory, collision setup
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//m_data->m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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m_data->m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_data->m_dispatcher = new btCollisionDispatcher(m_data->m_collisionConfiguration);
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_data->m_dispatcher = new btCollisionDispatcher(m_data->m_collisionConfiguration);
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m_data->m_softBodyWorldInfo.m_dispatcher = m_data->m_dispatcher;
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//m_data->m_broadphase = new btDbvtBroadphase();
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btVector3 worldAabbMin(-1000,-1000,-1000);
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btVector3 worldAabbMax(1000,1000,1000);
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int maxProxies = 32766;
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m_data->m_broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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m_data->m_solver = new btMultiBodyConstraintSolver;
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m_data->m_broadphase = new btDbvtBroadphase();
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m_data->m_softbodySolver = 0;
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m_data->m_dynamicsWorld = new btSoftMultiBodyDynamicsWorld(m_data->m_dispatcher, m_data->m_broadphase, m_data->m_solver, m_data->m_collisionConfiguration, m_data->m_softbodySolver);
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//Workaround: in a VR application, where we avoid synchronizaing between GFX/Physics threads, we don't want to resize this array, so pre-allocate it
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m_data->m_dynamicsWorld->getCollisionObjectArray().reserve(8192);
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m_data->m_remoteDebugDrawer = new SharedMemoryDebugDrawer();
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, -10));
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m_data->m_dynamicsWorld->getSolverInfo().m_erp2 = 0.08;
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m_data->m_solver = new btMultiBodyConstraintSolver;
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m_data->m_softBodyWorldInfo.air_density = (btScalar)1.2;
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m_data->m_softBodyWorldInfo.water_density = 0;
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m_data->m_softBodyWorldInfo.water_offset = 0;
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m_data->m_softBodyWorldInfo.water_normal = btVector3(0,0,0);
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m_data->m_softBodyWorldInfo.m_gravity.setValue(0,0,-10);
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m_data->m_softBodyWorldInfo.m_broadphase = m_data->m_broadphase;
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m_data->m_softBodyWorldInfo.m_sparsesdf.Initialize();
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m_data->m_dynamicsWorld = new btSoftMultiBodyDynamicsWorld(m_data->m_dispatcher, m_data->m_broadphase, m_data->m_solver, m_data->m_collisionConfiguration);
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//Workaround: in a VR application, where we avoid synchronizaing between GFX/Physics threads, we don't want to resize this array, so pre-allocate it
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m_data->m_dynamicsWorld->getCollisionObjectArray().reserve(8192);
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m_data->m_remoteDebugDrawer = new SharedMemoryDebugDrawer();
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, 0));
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m_data->m_dynamicsWorld->getSolverInfo().m_erp2 = 0.08;
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btSoftBody* psb=btSoftBodyHelpers::CreateFromTriMesh(m_data->m_softBodyWorldInfo,gVerticesBunny,
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&gIndicesBunny[0][0],
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BUNNY_NUM_TRIANGLES);
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btSoftBody::Material* pm=psb->appendMaterial();
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pm->m_kLST = 1.0
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;
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pm->m_flags -= btSoftBody::fMaterial::DebugDraw;
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psb->generateBendingConstraints(2,pm);
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psb->m_cfg.piterations = 2;
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psb->m_cfg.kDF = 0.5;
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psb->randomizeConstraints();
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psb->rotate(btQuaternion(0.70711,0,0,0.70711));
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psb->translate(btVector3(0,0,3.0));
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psb->scale(btVector3(0.1,0.1,0.1));
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psb->setTotalMass(1,true);
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psb->getCollisionShape()->setMargin(0.01);
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m_data->m_dynamicsWorld->addSoftBody(psb);
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}
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void PhysicsServerCommandProcessor::deleteCachedInverseDynamicsBodies()
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@@ -1464,6 +1428,35 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
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break;
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}
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case CMD_LOAD_BUNNY:
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{
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m_data->m_softBodyWorldInfo.air_density = (btScalar)1.2;
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m_data->m_softBodyWorldInfo.water_density = 0;
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m_data->m_softBodyWorldInfo.water_offset = 0;
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m_data->m_softBodyWorldInfo.water_normal = btVector3(0,0,0);
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m_data->m_softBodyWorldInfo.m_gravity.setValue(0,0,-10);
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m_data->m_softBodyWorldInfo.m_broadphase = m_data->m_broadphase;
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m_data->m_softBodyWorldInfo.m_sparsesdf.Initialize();
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btSoftBody* psb=btSoftBodyHelpers::CreateFromTriMesh(m_data->m_softBodyWorldInfo,gVerticesBunny, &gIndicesBunny[0][0], BUNNY_NUM_TRIANGLES);
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btSoftBody::Material* pm=psb->appendMaterial();
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pm->m_kLST = 1.0;
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pm->m_flags -= btSoftBody::fMaterial::DebugDraw;
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psb->generateBendingConstraints(2,pm);
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psb->m_cfg.piterations = 2;
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psb->m_cfg.kDF = 0.5;
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psb->randomizeConstraints();
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psb->rotate(btQuaternion(0.70711,0,0,0.70711));
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psb->translate(btVector3(0,0,3.0));
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psb->scale(btVector3(0.1,0.1,0.1));
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psb->setTotalMass(1,true);
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psb->getCollisionShape()->setMargin(0.01);
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m_data->m_dynamicsWorld->addSoftBody(psb);
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break;
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}
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case CMD_CREATE_SENSOR:
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@@ -2813,7 +2806,7 @@ void PhysicsServerCommandProcessor::renderScene()
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btSoftBody* psb=(btSoftBody*)m_data->m_dynamicsWorld->getSoftBodyArray()[i];
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if (m_data->m_dynamicsWorld->getDebugDrawer() && !(m_data->m_dynamicsWorld->getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe)))
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{
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btSoftBodyHelpers::DrawFrame(psb,m_data->m_dynamicsWorld->getDebugDrawer());
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//btSoftBodyHelpers::DrawFrame(psb,m_data->m_dynamicsWorld->getDebugDrawer());
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btSoftBodyHelpers::Draw(psb,m_data->m_dynamicsWorld->getDebugDrawer(),m_data->m_dynamicsWorld->getDrawFlags());
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}
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}
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