also generate TinyRendererVisualShapeConverter for programmatically generated collision shapes
use similar random colors for TinyRenderer (if rgba colors are not specified)
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@@ -506,6 +506,15 @@ void convertURDFToVisualShape(const UrdfShape* visual, const char* urdfPathPrefi
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}
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static btVector4 sColors[4] =
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{
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btVector4(60./256.,186./256.,84./256.,1),
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btVector4(244./256.,194./256.,13./256.,1),
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btVector4(219./256.,50./256.,54./256.,1),
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btVector4(72./256.,133./256.,237./256.,1),
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//btVector4(1,1,0,1),
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};
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void TinyRendererVisualShapeConverter::convertVisualShapes(
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@@ -546,7 +555,17 @@ void TinyRendererVisualShapeConverter::convertVisualShapes(
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}
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btTransform childTrans = vis->m_linkLocalFrame;
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float rgbaColor[4] = {1,1,1,1};
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int colorIndex = colObj? colObj->getBroadphaseHandle()->getUid() & 3 : 0;
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btVector4 color;
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color = sColors[colorIndex];
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float rgbaColor[4] = {color[0],color[1],color[2],color[3]};
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if (colObj->getCollisionShape()->getShapeType()==STATIC_PLANE_PROXYTYPE)
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{
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color.setValue(1,1,1,1);
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}
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if (model && useVisual)
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{
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btHashString matName(linkPtr->m_visualArray[v1].m_materialName.c_str());
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