Mocap bodies are the weld root of their own kinematic subtree.
PiperOrigin-RevId: 960212286 Change-Id: Ibeff129c3110576c8846c76ba6ab756f23c0fa2e
This commit is contained in:
committed by
Copybara-Service
parent
0accc5b3c7
commit
ed13bf5647
@@ -53,6 +53,12 @@ Engine
|
||||
- Changed the default value of :ref:`bvactive<visual-global-bvactive>` from "true" to "false". This avoids
|
||||
unnecessarily clearing bounding volume hierarchy visualization flags at every simulation step, which can be a
|
||||
bottleneck for models with large meshes.
|
||||
- Mocap bodies and their dof-less descendants are now the root of their own weld group: ``mjModel.body_weldid`` of a
|
||||
mocap body equals its own id rather than 0. Consequences: dragging a mocap body into sleeping objects now wakes
|
||||
them; children of mocap bodies receive standard :ref:`parent-child collision filtering<SurprisingCollisions>`;
|
||||
mocap bodies no longer count as static geometry for ray casting, and contact-matching sensors aggregate their
|
||||
contacts under the mocap body rather than the world; and geom pairs where neither body can move no longer generate
|
||||
contacts.
|
||||
|
||||
Models
|
||||
^^^^^^
|
||||
|
||||
Reference in New Issue
Block a user