add missing 'wheel.urdf" and very simple procedural terrain generation (sine wave)
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59
data/terrain.py
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59
data/terrain.py
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import math
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NUM_VERTS_X = 30
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NUM_VERTS_Y = 30
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totalVerts = NUM_VERTS_X*NUM_VERTS_Y
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totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1)
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offset = -50.0
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TRIANGLE_SIZE = 1.
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waveheight=0.1
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gGroundVertices = [None] * totalVerts*3
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gGroundIndices = [None] * totalTriangles*3
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i=0
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for i in range (NUM_VERTS_X):
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for j in range (NUM_VERTS_Y):
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gGroundVertices[(i+j*NUM_VERTS_X)*3+0] = (i-NUM_VERTS_X*0.5)*TRIANGLE_SIZE
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gGroundVertices[(i+j*NUM_VERTS_X)*3+1] = (j-NUM_VERTS_Y*0.5)*TRIANGLE_SIZE
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gGroundVertices[(i+j*NUM_VERTS_X)*3+2] = waveheight*math.sin(float(i))*math.cos(float(j)+offset)
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index=0
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for i in range (NUM_VERTS_X-1):
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for j in range (NUM_VERTS_Y-1):
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gGroundIndices[index] = 1+j*NUM_VERTS_X+i
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index+=1
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gGroundIndices[index] = 1+j*NUM_VERTS_X+i+1
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index+=1
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gGroundIndices[index] = 1+(j+1)*NUM_VERTS_X+i+1
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index+=1
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gGroundIndices[index] = 1+j*NUM_VERTS_X+i
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index+=1
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gGroundIndices[index] = 1+(j+1)*NUM_VERTS_X+i+1
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index+=1
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gGroundIndices[index] = 1+(j+1)*NUM_VERTS_X+i
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index+=1
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#print(gGroundVertices)
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#print(gGroundIndices)
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print("o Terrain")
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for i in range (totalVerts):
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print("v "),
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print(gGroundVertices[i*3+0]),
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print(" "),
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print(gGroundVertices[i*3+1]),
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print(" "),
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print(gGroundVertices[i*3+2])
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for i in range (totalTriangles):
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print("f "),
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print(gGroundIndices[i*3+0]),
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print(" "),
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print(gGroundIndices[i*3+1]),
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print(" "),
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print(gGroundIndices[i*3+2]),
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print(" ")
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