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bullet/
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bin

Code-style consistency improvement: Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh

8 лет назад
headers

Code-style consistency improvement: Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh

8 лет назад
lib

bump up openvr to 1.0.10 for Linux and Mac

9 лет назад
samples

* add textured models of ball.vtk (obj/mtl) and torus (obj/mtl) and cloth. 1) allow to render deformables in 'getCameraImage', for TinyRenderer (tested OK) and EGL (untested) 2) allow to have textures for deformables. See deformable_ball.py, deformable_anchor.py and deformable_torus.py for examples 3) deformables: allow to request simulation mesh data (even if there is a render mesh) See deformable_anchor.py for an example usage data = p.getMeshData(clothId, -1, flags=p.MESH_DATA_SIMULATION_MESH) 4) fix deletion of deformables, thanks to Fychuyan, https://github.com/bulletphysics/bullet3/pull/3048 5) allow to enable and disable double-sided rendering, p.changeVisualShape(objectUid, linkIndex, flags=p.VISUAL_SHAPE_DOUBLE_SIDED) 6) fix GripperGraspExample, model not found 7) Fix deformable anchor not attaching to multibody with object unique id of 0 8) Fix issue with assignment of unique ids in TinyRenderer/EGL renderer (always use broadphase uid) 9) Avoid crash/issue of simulation with pinned vertices (mass 0) in btDeformableBackwardEulerObjective::applyExplicitForce 10) Store uv/normal in btSoftBody::RenderNode to allow textured meshes 11) (uncomment in btSoftBodyHelpers.cpp): dump vertices and indices in obj wavefront format, when loading a VTK file, for quicker creation of a (textured) surface mesh 12) allow interpolateRenderMesh also for old position-based soft bodies (not only the shiny new FEM deformables) 13) fix a few premake targets 14) update build_visual_studio_vr_pybullet_double_cmake.bat so it suits c:\python37 and installs locally for local install of Bullet, see also this example https://github.com/erwincoumans/hello_bullet_cmake

6 лет назад
LICENSE

Allow to build PhysicsServer in VR mode, to see the URDF/SDF robots in proper scale in VR. Add option to have Z as up-axis for VR examples. Add OpenVR LICENSE + README file Don't crash VR app when no HMD is detected, just exit. For now, don't request debug lines in client, it slows down physics server in VR mode too much.

10 лет назад
README

Allow to build PhysicsServer in VR mode, to see the URDF/SDF robots in proper scale in VR. Add option to have Z as up-axis for VR examples. Add OpenVR LICENSE + README file Don't crash VR app when no HMD is detected, just exit. For now, don't request debug lines in client, it slows down physics server in VR mode too much.

10 лет назад
README
OpenVR is an API and runtime that allows access to VR hardware from multiple
vendors without requiring that applications have specific knowledge of the
hardware they are targeting. This repository is an SDK that contains the API
and samples. The runtime is under SteamVR in Tools on Steam.
 
Documentation for the API is available in the wiki: https://github.com/ValveSoftware/openvr/wiki/API-Documentation
 
More information on OpenVR and SteamVR can be found on http://steamvr.com