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Allow spawning multiple prefabs #125

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francofusco
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This PR is closely related to #77 and uzh-rpg/flightmare_unity#8. The goal is to improve and show how to insert and move/scale different static objects in Unity. As mentioned in uzh-rpg/flightmare_unity#8, it might be interesting to allow not only to add but also remove objects at runtime. If you wish such a feature, please do not merge this PR yet 😉

  • Commit be21a6d:
    • Fixed missing macro in StaticObject - my bad, I forgot it in my previous PR New StaticObject API #107 😅
    • Added the implementation of Quadrotor::getQuaternion() (it was declared in the header, but the implementation in the cpp had likely been deleted by mistake or forgotten)
  • Commit 0bcc5a1 simply allows to update the scale of quadrotors and objects from the client side. If I am not wrong, the feature was already available on the server (Unity) side. I am not sure if this feature has any practical usage - perhaps simulating an inflating blimp? I can remove the feature if you believe it should not be here.
  • Commit 366e071 finally adds an executable in flightros that can spawn and move arbitrary objects in the scene. Just a demo to show that the sibling PR Allow spawning multiple prefabs flightmare_unity#8 works!

- `StaticObject` used fixed-size Eigen vectors, but 
`EIGEN_MAKE_ALIGNED_OPERATOR_NEW` had not been added accordingly.
- `Quadrotor::getQuaternion()` was declared but not implemented.
While updating objects and vehicles, allow also to change their size.
Added simple demo that allows to spawn and move around objects at 
runtime.

Also, fixed format error in `unity_bridge.cpp`.
@francofusco
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Ping!

@slimeth
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slimeth commented Jun 6, 2021

@francofusco LGTM
Adding the feature to remove objects would be a great extension 👍

jonlee48 added a commit to rislab/flightmare that referenced this pull request Jun 3, 2024
Added changes from develop to PR uzh-rpg#125
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2 participants