Finished SOArm100 movement logic. Need to get the jaw working

This commit is contained in:
Behron 2025-04-11 17:20:51 -06:00
parent 2a2517bd79
commit c37c55cdac
435 changed files with 3736 additions and 79028 deletions

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>

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@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict/>
</plist>

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>

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@ -1 +0,0 @@
pR°M0# com.apple.security.app-sandboxÿ0& !com.apple.security.get-task-allowÿ

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#!/bin/sh
set -eo pipefail
SRC_EXE="${UE_BINARIES_DIR}/${UE_UBT_BINARY_SUBPATH}"
DEST_EXE="${CONFIGURATION_BUILD_DIR}/${EXECUTABLE_PATH}"
DEST_EXE_DIR=`dirname "${DEST_EXE}"`
echo Copying executable and any standalone dylibs into ${DEST_EXE_DIR} but do not overwrite unless src is newer
mkdir -p "${DEST_EXE_DIR}"
rsync -au "${SRC_EXE}" "${DEST_EXE}"
ditto "/Users/d/Projects/LuckyWorld/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib/mujoco.dylib" "${DEST_EXE_DIR}/libmujoco.3.2.7.dylib"
# Skip syncing if desired
if [[ ${UE_SKIP_STAGEDDATA_SYNC} -eq 1 ]]; then exit 0; fi
# When building engine projects, like UnrealGame, we don't have data to stage unless something has specified UE_OVERRIDE_STAGE_DIR
if [[ -z ${UE_OVERRIDE_STAGE_DIR} ]]; then
STAGED_DIR="${UE_PROJECT_DIR}/Saved/StagedBuilds/${UE_TARGET_PLATFORM_NAME}"
else
STAGED_DIR="${UE_OVERRIDE_STAGE_DIR}"
fi
if [[ -z ${STAGED_DIR} ]]; then exit 0; fi
# Make sure the staged directory exists and has files in it
if [[ ! -e "${STAGED_DIR}" || ! $(ls -A "${STAGED_DIR}") ]]; then
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged build directory. The Staged location is:"
echo " ${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi
echo "Syncing ${STAGED_DIR} to ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
if [[ -e "${STAGED_DIR}" ]]; then
rsync -a --delete --exclude="/Info.plist" --exclude="/Manifest_*" --exclude="/*.app" "${STAGED_DIR}/" "${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
else
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged sync source directory. The Staged SyncSource location is:"
echo "${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi

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@ -1,44 +0,0 @@
#!/bin/sh
set -eo pipefail
SRC_EXE="${UE_BINARIES_DIR}/${UE_UBT_BINARY_SUBPATH}"
DEST_EXE="${CONFIGURATION_BUILD_DIR}/${EXECUTABLE_PATH}"
DEST_EXE_DIR=`dirname "${DEST_EXE}"`
echo Copying executable and any standalone dylibs into ${DEST_EXE_DIR} but do not overwrite unless src is newer
mkdir -p "${DEST_EXE_DIR}"
rsync -au "${SRC_EXE}" "${DEST_EXE}"
ditto "/Users/d/Projects/LuckyWorld/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib/mujoco.dylib" "${DEST_EXE_DIR}/libmujoco.3.2.7.dylib"
# Skip syncing if desired
if [[ ${UE_SKIP_STAGEDDATA_SYNC} -eq 1 ]]; then exit 0; fi
# When building engine projects, like UnrealGame, we don't have data to stage unless something has specified UE_OVERRIDE_STAGE_DIR
if [[ -z ${UE_OVERRIDE_STAGE_DIR} ]]; then
STAGED_DIR="${UE_PROJECT_DIR}/Saved/StagedBuilds/${UE_TARGET_PLATFORM_NAME}"
else
STAGED_DIR="${UE_OVERRIDE_STAGE_DIR}"
fi
if [[ -z ${STAGED_DIR} ]]; then exit 0; fi
# Make sure the staged directory exists and has files in it
if [[ ! -e "${STAGED_DIR}" || ! $(ls -A "${STAGED_DIR}") ]]; then
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged build directory. The Staged location is:"
echo " ${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi
echo "Syncing ${STAGED_DIR} to ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
if [[ -e "${STAGED_DIR}" ]]; then
rsync -a --delete --exclude="/Info.plist" --exclude="/Manifest_*" --exclude="/*.app" "${STAGED_DIR}/" "${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
else
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged sync source directory. The Staged SyncSource location is:"
echo "${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleIconFile</key>
<string>AppIcon</string>
<key>CFBundleIconName</key>
<string>AppIcon</string>
</dict>
</plist>

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@ -1,7 +0,0 @@
{
"BuildId": "37670630",
"Modules":
{
"LuckyWorld": "UnrealEditor-LuckyWorld.dylib"
}
}

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Binaries/Win64/UnrealEditor-LuckyWorld.dll (Stored with Git LFS)

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@ -1,7 +0,0 @@
{
"BuildId": "37670630",
"Modules":
{
"LuckyWorld": "UnrealEditor-LuckyWorld-Win64-DebugGame.dll"
}
}

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Content/Blueprint/Game/BP_LuckyWorldFunctions.uasset (Stored with Git LFS) Normal file

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Content/Map/Test_Level.umap (Stored with Git LFS)

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@ -1,6 +1,6 @@
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDefines.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDynamicObstacle.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDefines.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathNode.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolume.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolumeGroundPrio.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathFindPath.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolume.h

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@ -47,7 +47,7 @@ bool ULuckyWorldFunctions::SaveRenderTargetToDisk(UTextureRenderTarget2D* Render
}
}
FString FullPath = FPaths::ProjectSavedDir() / TEXT("CapturedImages") / Filename;
FString FullPath = Filename;
FPaths::NormalizeFilename(FullPath);
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
EImageFormat Format = bAsPNG ? EImageFormat::PNG : EImageFormat::JPEG;

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RobotData/0_ArmCam/0_Depth.jpg (Stored with Git LFS)

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