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Feature rdx-val integration #409
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Original file line number | Diff line number | Diff line change |
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@@ -151,14 +151,6 @@ public void update(boolean interactablesEnabled) | |
boolean desiredHandPoseChanged = false; | ||
for (RobotSide side : interactableHands.sides()) | ||
{ | ||
if (syncedRobot.getHandWrenchCalculators().get(side) == null) | ||
continue; | ||
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// wrench expressed in wrist pitch body fixed-frame | ||
if (interactableHands.get(side).getEstimatedHandWrenchArrows().getShow() != showWrench) | ||
interactableHands.get(side).getEstimatedHandWrenchArrows().setShow(showWrench); | ||
interactableHands.get(side).updateEstimatedWrench(syncedRobot.getHandWrenchCalculators().get(side).getFilteredWrench()); | ||
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if (!interactableHands.get(side).isDeleted()) | ||
{ | ||
armIKSolvers.get(side).update(syncedRobot.getReferenceFrames().getChestFrame(), interactableHands.get(side).getControlReferenceFrame()); | ||
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@@ -171,6 +163,14 @@ public void update(boolean interactablesEnabled) | |
desiredHandPoseChanged |= armIKSolvers.get(side).getDesiredHandControlPoseChanged(); | ||
} | ||
} | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. fixed bug, if the wrench calculator is null, it will skip the armIKSolver part. This means that the IK for the selectable hand didn't work if the robot has no hand |
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if (syncedRobot.getHandWrenchCalculators().get(side) == null) | ||
continue; | ||
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// wrench expressed in wrist pitch body fixed-frame | ||
if (interactableHands.get(side).getEstimatedHandWrenchArrows().getShow() != showWrench) | ||
interactableHands.get(side).getEstimatedHandWrenchArrows().setShow(showWrench); | ||
interactableHands.get(side).updateEstimatedWrench(syncedRobot.getHandWrenchCalculators().get(side).getFilteredWrench()); | ||
} | ||
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// The following puts the solver on a thread as to not slow down the UI | ||
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Original file line number | Diff line number | Diff line change |
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@@ -97,7 +97,7 @@ public RDXRobotCollidable(FrameShape3DReadOnly shape, | |
linkFrame = syncedLinkFrame; | ||
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RigidBodyTransform collisionToLinkFrameTransform = new RigidBodyTransform(); | ||
collisionShapeFrame = new MutableReferenceFrame("collisionShapeFrame" + rigidBodyName, linkFrame); | ||
collisionShapeFrame = new MutableReferenceFrame("collisionShapeFrame" + rigidBodyName + collidableIndex, linkFrame); | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. need the index for robots like valkyrie which have multiple collidables per single rigid body |
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mouseCollidable = new MouseCollidable(this.shape); | ||
vrPickRayCollidable = new MouseCollidable(this.shape); | ||
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renamed to stereo camera, as it's a better description of what those cameras are. Especially considering that we are dropping the blackflies