@@ -63,7 +63,7 @@ public struct CollisionMesh {
6363 }
6464 private List < CollisionMesh > _collisionMeshesToExport = new List < CollisionMesh > ( ) ;
6565
66-
66+
6767 public List < CollisionMesh > CollisionMeshesToExport {
6868 get { return _collisionMeshesToExport ; }
6969 }
@@ -264,16 +264,19 @@ protected void BuildURDFJoints(XElement robot, ZOSimOccurrence parent, ZOSimOccu
264264 jointX . SetAttributeValue ( "type" , "prismatic" ) ;
265265
266266 // create axis
267- Vector3 axis = - prismaticJoint . Axis . Unity2Ros ( ) ; // NOTE: need to negate axis
267+ Vector3 axis = prismaticJoint . Axis . Unity2Ros ( ) ;
268268 XElement axisX = new XElement ( "axis" ) ;
269269 axisX . SetAttributeValue ( "xyz" , axis . ToXMLString ( ) ) ;
270270 jointX . Add ( axisX ) ;
271271
272272 // create limits
273273 // TODO:
274274 XElement limitX = new XElement ( "limit" ) ;
275- limitX . SetAttributeValue ( "lower" , prismaticJoint . JointLimits . LowerLimit ) ;
276- limitX . SetAttributeValue ( "upper" , prismaticJoint . JointLimits . UpperLimit ) ;
275+ limitX . SetAttributeValue ( "lower" , - prismaticJoint . UnityConfigurableJoint . linearLimit . limit ) ; //HACK: quick hack to get the "correct" limit
276+ limitX . SetAttributeValue ( "upper" , prismaticJoint . UnityConfigurableJoint . linearLimit . limit ) ; //HACK: quick hack to get the "correct" limit
277+
278+ // limitX.SetAttributeValue("lower", prismaticJoint.JointLimits.LowerLimit);
279+ // limitX.SetAttributeValue("upper", prismaticJoint.JointLimits.UpperLimit);
277280 limitX . SetAttributeValue ( "effort" , 10000f ) ; // HACK
278281 limitX . SetAttributeValue ( "velocity" , 10000f ) ; // HACK
279282 jointX . Add ( limitX ) ;
@@ -287,7 +290,7 @@ protected void BuildURDFJoints(XElement robot, ZOSimOccurrence parent, ZOSimOccu
287290 jointMatrix = prismaticJoint . transform . WorldTranslationRotationMatrix ( ) ;
288291 jointMatrix = jointMatrix . AddTranslation ( prismaticJoint . Anchor ) ;
289292
290- // TODO: the links should be offset by the connected anchor. Not the way done below.
293+ // TODO: the links should be offset by the connected anchor. Not the way done below.
291294 Vector3 worldConnectedAnchor = prismaticJoint . ConnectedBody . transform . TransformPoint ( prismaticJoint . ConnectedAnchor ) ;
292295 Vector3 relativeToParentConnectedAnchor = prismaticJoint . transform . InverseTransformPoint ( worldConnectedAnchor ) ;
293296 // jointMatrix = jointMatrix.AddTranslation(relativeToParentConnectedAnchor);
0 commit comments