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Multiple initializazion of GPU-Voxels #82
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Hi, it is already possible to directly construct a GpuVoxelsMap with custom parameters, using the same API as the addMap function:
If you use this directly, your map will not be a "manged map" and you cannot interact with it through functions that take a map name. Depending on your use-case this can still be useful, e.g. when performing collision checks: Does this match your use-case? |
Ok but it is not clear to how I can interact with this new custom maps created. So if i have understood correctly in my case it should work in this way:
Am I correct? |
I have tried to implement what I have written in the previous post, although i was not successful since Do you have any suggestions @cjue ? |
Hi, almost correct. But instead of interacting with
which you call on gvl .
On the returned RobotInterfaceSharedPtr you can then call Hope that helps, |
Hi, |
Hi,
I have an application where it would be very useful the possibility to initialize 2 different "collision scenes" with different resolutions (= voxels length), one for the collisions between the two robots bodies and another to check the collision between the two robots' tools.
Although at the moment this is impossible since there some static elements in the libraries. Does exist any method to overcome this limitation? Will it be possible in future to initialize multiple times GPU-Voxels? Those static elements are absolutely necessary?
thanks
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