bullet3/examples/SharedMemory/PhysicsServerSharedMemory.h
erwin coumans c28cd03fbd OpenVR controller can pick/drag objects. Instructions, Windows only:
Compile using premake+visual studio, and compile App_SharedMemoryPhysics_VR
Compile pybullet using cmake using cmake -DBUILD_PYBULLET=OFF -DCMAKE_BUILD_TYPE=Release ..
Create a symbolic link from c:\python\dlls\pybullet.pyd to C:\develop\bullet3\cmp\lib\Release\pybullet.dll
App_SharedMemoryPhysics_VR
Run Python. Here are some Python lines to get going:
import pybullet as p
p.connect(p.SHARED_MEMORY)
p.loadURDF("cube.urdf")
p.setGravity(0,0,-10)
p.setRealTimeSimulation(1)

Allow real-time simulation in physics server, add pybullet command setRealTimeSimulation to control it
Mesh decimation (reduce number of triangles/vertices) using a Blender modifier for Kuka IIWA and Husky
Disabled the 'glFlush' commands in GLInstancingRenderer.
Add VR controller methods to examples\CommonInterfaces\CommonExampleInterface.h
Use the ANSI version in Windows file/string operations instead of unicode, hope this doesn't break builds.
2016-07-17 23:50:11 -07:00

56 lines
1.7 KiB
C++

#ifndef PHYSICS_SERVER_SHARED_MEMORY_H
#define PHYSICS_SERVER_SHARED_MEMORY_H
#include "PhysicsServer.h"
class PhysicsServerSharedMemory : public PhysicsServer
{
struct PhysicsServerSharedMemoryInternalData* m_data;
protected:
void releaseSharedMemory();
public:
PhysicsServerSharedMemory(class SharedMemoryInterface* sharedMem=0);
virtual ~PhysicsServerSharedMemory();
virtual void setSharedMemoryKey(int key);
//todo: implement option to allocated shared memory from client
virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper);
virtual void disconnectSharedMemory (bool deInitializeSharedMemory);
virtual void processClientCommands();
virtual void stepSimulationRealTime(double dtInSec);
//bool supportsJointMotor(class btMultiBody* body, int linkIndex);
//@todo(erwincoumans) Should we have shared memory commands for picking objects?
///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld);
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld);
virtual void removePickingConstraint();
//for physicsDebugDraw and renderScene are mainly for debugging purposes
//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
//to a physics client, over shared memory
void physicsDebugDraw(int debugDrawFlags);
void renderScene();
void enableCommandLogging(bool enable, const char* fileName);
void replayFromLogFile(const char* fileName);
void resetDynamicsWorld();
};
#endif //PHYSICS_SERVER_EXAMPLESHARED_MEMORY_H