Merge pull request #1 from bingjeff/master
[SharedMemory] Calculate inverse dynamics now uses world gravity.
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@@ -2163,8 +2163,10 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
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qdot[i + baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointVelocitiesQdot[i];
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qdot[i + baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointVelocitiesQdot[i];
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nu[i+baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointAccelerations[i];
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nu[i+baseDofs] = clientCmd.m_calculateInverseDynamicsArguments.m_jointAccelerations[i];
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}
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}
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// Set the gravity to correspond to the world gravity
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if (-1 != tree->calculateInverseDynamics(q, qdot, nu, &joint_force))
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btInverseDynamics::vec3 id_grav(m_data->m_dynamicsWorld->getGravity());
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if (-1 != tree->calculateInverseDynamics(q, qdot, nu, &joint_force) &&
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-1 != tree->setGravityInWorldFrame(id_grav))
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{
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{
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serverCmd.m_inverseDynamicsResultArgs.m_bodyUniqueId = clientCmd.m_calculateInverseDynamicsArguments.m_bodyUniqueId;
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serverCmd.m_inverseDynamicsResultArgs.m_bodyUniqueId = clientCmd.m_calculateInverseDynamicsArguments.m_bodyUniqueId;
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serverCmd.m_inverseDynamicsResultArgs.m_dofCount = num_dofs;
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serverCmd.m_inverseDynamicsResultArgs.m_dofCount = num_dofs;
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