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c28cd03fbd
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.
62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
#ifndef PHYSICS_SERVER_COMMAND_PROCESSOR_H
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#define PHYSICS_SERVER_COMMAND_PROCESSOR_H
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#include "LinearMath/btVector3.h"
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struct SharedMemLines
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{
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btVector3 m_from;
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btVector3 m_to;
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btVector3 m_color;
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};
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///todo: naming. Perhaps PhysicsSdkCommandprocessor?
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class PhysicsServerCommandProcessor
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{
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struct PhysicsServerCommandProcessorInternalData* m_data;
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protected:
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bool loadSdf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes);
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bool loadUrdf(const char* fileName, const class btVector3& pos, const class btQuaternion& orn,
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bool useMultiBody, bool useFixedBase, int* bodyUniqueIdPtr, char* bufferServerToClient, int bufferSizeInBytes);
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bool supportsJointMotor(class btMultiBody* body, int linkIndex);
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int createBodyInfoStream(int bodyUniqueId, char* bufferServerToClient, int bufferSizeInBytes);
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public:
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PhysicsServerCommandProcessor();
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virtual ~PhysicsServerCommandProcessor();
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void createJointMotors(class btMultiBody* body);
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virtual void createEmptyDynamicsWorld();
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virtual void deleteDynamicsWorld();
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virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes );
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virtual void renderScene();
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virtual void physicsDebugDraw(int debugDrawFlags);
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virtual void setGuiHelper(struct GUIHelperInterface* guiHelper);
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//@todo(erwincoumans) Should we have shared memory commands for picking objects?
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///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
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virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld);
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virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld);
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virtual void removePickingConstraint();
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void enableCommandLogging(bool enable, const char* fileName);
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void replayFromLogFile(const char* fileName);
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void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes );
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void stepSimulationRealTime(double dtInSec);
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void applyJointDamping(int bodyUniqueId);
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};
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#endif //PHYSICS_SERVER_COMMAND_PROCESSOR_H
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