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#include <random> // Needed to create random number generation tools | |
#include <iostream> // Needed to print stuff out | |
int main() | |
{ | |
// First, we create a device that will pull randomness from entropy | |
// in the hardware of the computer. This is a mildly expensive | |
// operation, so we only do it once at startup and then use it as |
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#include <memory> | |
#include <iostream> | |
class Object | |
{ | |
public: | |
std::string mData; |
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class CustomCollisionFilter : public dart::collision::BodyNodeCollisionFilter | |
{ | |
public: | |
inline CustomCollisionFilter(const std::vector<std::pair<std::string, std::string>>& pairs) | |
{ | |
for(const std::pair<std::string, std::string>& pair : pairs) | |
{ | |
mPairs[pair.first] = pair.second; | |
mPairs[pair.second] = pair.first; |
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class Joint : public virtual ComponentManager | |
{ | |
public: | |
struct Properties // First category of Properties | |
{ | |
std::string mName; | |
Eigen::Isometry3d mTransformFromParent; | |
Eigen::Isometry3d mTransformFromChild; | |
ActuatorType mActuatorType; |
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class Joint : public virtual AddonManager | |
{ | |
public: | |
struct Properties // First category of Properties | |
{ | |
std::string mName; | |
Eigen::Isometry3d mTransformFromParent; | |
Eigen::Isometry3d mTransformFromChild; | |
ActuatorType mActuatorType; |
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