Implement first draft of pybullet.createVisualShape and add createVisualShape.py example
add normals to duck.obj for nicer appearance fix plane100.urdf (so collision shape matches visual shape size)
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@@ -35,12 +35,6 @@ static btScalar gUrdfDefaultCollisionMargin = 0.001;
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#include <list>
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#include "UrdfParser.h"
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struct MyTexture
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{
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int m_width;
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int m_height;
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unsigned char* textureData;
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};
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ATTRIBUTE_ALIGNED16(struct) BulletURDFInternalData
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@@ -820,7 +814,7 @@ upAxisMat.setIdentity();
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}
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static void convertURDFToVisualShapeInternal(const UrdfVisual* visual, const char* urdfPathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<MyTexture>& texturesOut)
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void BulletURDFImporter::convertURDFToVisualShapeInternal(const UrdfVisual* visual, const char* urdfPathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<BulletURDFTexture>& texturesOut) const
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{
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BT_PROFILE("convertURDFToVisualShapeInternal");
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@@ -886,7 +880,7 @@ static void convertURDFToVisualShapeInternal(const UrdfVisual* visual, const cha
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if (meshData.m_textureImage)
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{
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MyTexture texData;
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BulletURDFTexture texData;
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texData.m_width = meshData.m_textureWidth;
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texData.m_height = meshData.m_textureHeight;
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texData.textureData = meshData.m_textureImage;
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@@ -1101,7 +1095,7 @@ int BulletURDFImporter::convertLinkVisualShapes(int linkIndex, const char* pathP
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btAlignedObjectArray<GLInstanceVertex> vertices;
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btAlignedObjectArray<int> indices;
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btTransform startTrans; startTrans.setIdentity();
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btAlignedObjectArray<MyTexture> textures;
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btAlignedObjectArray<BulletURDFTexture> textures;
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const UrdfModel& model = m_data->m_urdfParser.getModel();
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UrdfLink* const* linkPtr = model.m_links.getAtIndex(linkIndex);
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