Summary: 197 instances, 155 unique Text Count // TODO: Shadows 1 // TODO: save HDR textures in EXR format 1 // TODO: auto detect std::auto_ptr support 1 // TODO: joint friction and damping set for links are not used in Bullet 1 # TODO: remove once 1.71 is obsolete 2 * paths that are synthesized for newly made SceneInstanceAttributes. TODO: 1 // TODO: make this configurable? 1 // TODO: do we need to flip axis? 1 // TODO this should be done less hackishly 1 // TODO: support multi-scene physics (default sceneID=0 currently). 1 // TODO: just do this once 1 // TODO: save vsm texture 1 // TODO object id 1 // TODO: better track the collision shapes 1 // TODO: either drop MeshTransformNode in favor of SceneData or use 1 // TODO: make them uniform variables 1 // TODO : reset may eventually have all the scene instantiation code so 1 // TODO prune NOTE: component when spotlights are supported 1 // TODO: should be stored in the link 1 // TODO: check if our sensor was resized and resize our buffer if needed 1 // TODO: HDR!! 5 * TODO: Not implemented yet, does nothing. 1 // TODO Need to construct manager to consume readDatasetJSONCell 1 // TODO: Later add resize handling 1 // TODO: HDR Image! 1 # TODO @maksymets: remove after habitat-lab/examples/new_actions.py will be 1 // Get drawables from simulator. TODO: Support non-existent simulator? 1 // TODO: HDR 1 // TODO : support future mesh-name specific type setting? 1 # TODO: builtin support for Bullet from Emscripten Ports (-s USE_BULLET=1) 1 # TODO maybe clean up types with TypeVars 1 // TODO: this 1 // TODO: 1 // TODO eventually use passed sceneID 1 // If the lookup fails, default to the stage. TODO: better error-handling. 1 "TODO: diagonalize?"; 1 # TODO: support more compression types as necessary 1 // TODO: this function should do any engine specific setting which is 1 shader_->bindIrradianceCubeMap( // TODO: HDR Color 1 // TODO: implement Panorama sensor 1 # clipboard support. It's removed again in 1.72. TODO: remove once obsolete 1 recentNumSubStepsTaken_ = -1; // TODO: handle this more gracefully 1 // TODO other state members when implemented 2 // TODO: HDR color 1 // TODO: add is_dynamic flag 1 // TODO process any stage transformations here from 1 // TODO: HDR Color 1 // TODO: HDR, No LDR in the future! 1 // TODO construct name using file name prepended to key 1 // TODO: Either fix the Bullet API or do the add/remove for the user here. 1 0, // TODO: pass an actual object ID. This is currently 1 // TODO: check sim has semantic scene graph 1 // TODO: use NodeDeletionHelper to safely delete nodes owned by the Player. 1 // TODO: use magnum math for the filter func as well? 1 * TODO : once Magnum supports retrieving key-values of configurations, 1 // TODO: should have the capability to compute it by the simulator 1 // TODO : handle visualization-only objects lacking collision assets 1 // TODO remove this once ShaderType support is complete 2 // TODO: programmatic generation of semantic meshes when no 1 /* TODO: reset object states or clear them? Other? */ 1 // TODO: shall we use shader resource manager from now? 1 // TODO: separate occlusion texture 1 // TODO fill out other SensorTypes 1 size); // TODO: HDR 1 # TODO: debug? 1 # TODO refactor to the proper way to pass options to setup.py so pip can do so. 1 // TODO : Change core::buffer to magnum image, then we can simplify 1 // TODO remove this if block to support spot lights 1 // TODO: remove || true and NOLINT below 1 // orientation TODO : support euler angles too? 1 // TODO eventually remove this, but currently non-prim collision mesh must 1 // TODO : LightLayoutAttributes 1 # TODO: When extra optional libraries are added, this needs to check for 1 // TODO can optimize to do partial re-initialization instead of from-scratch 1 // TODO We should use a decimated mesh for collsions here instead 1 // TODO: diagonalization of inertia matrix: 1 // TODO: move this to separate class 1 # TODO: add some functions for easy wheel control 1 // TODO: double check the position if there is any implicit transformation 1 // TODO: explore the normal mapping without the precomputer tangent. 1 # TODO: Drop this once CMake 3.3 and if(IN_LIST) can be used 4 // TODO: parse sensors here 1 // TODO: support color material modified assets by changing the 1 // TODO: Migrate the the Magnum built-in PBR material 1 # TODO: this will probably blow up in Vcpkg as well, the patch there should 1 // TODO make sure this is appropriately cast 2 // TODO: this should probably be moved 1 // TODO: 3 # TODO: ugh why can't I make an alias of IMPORTED target? 1 // TODO: Implement NonVisualSensorSpecs 1 // TODO: replace this completely with standard mesh (i.e. treat the bb 1 // TODO: this should be using core::Random instead, but passing function 1 /* TODO: Address that non-triangle meshes will have their collisionMeshData_ 1 // TODO: Occlusion texture to be added. 1 // TODO: may be supported in the future 1 // TODO: manage articulated object visibility. 1 // TODO: save object Id texture 1 // TODO: better default given object information? 1 // TODO : support removing asset by removing from resourceDict_ properly 2 // TODO when all datasets have configuration support, get rid of all these 1 # TODO: refactor this class to support spherical joints: multiple dofs per link and #dofs != #positions 1 // TODO: HDR!! 1 // TODO: Ptex material data 1 * TODO : once Magnum supports retrieving key-values of configurations, use 5 size); // TODO: HDR!! 1 * TODO: Do we need VertexColor? 1 // TODO: Consider implementing the GPU read functions with EGLImage 1 # TODO: this whole thing needs to get removed, kept just for compatibility 1 // TODO: off for now, but may be necessary for better contacts? 1 // TODO: collision object should be linked here 1 // TODO: directional light shadow maps 1 // TODO: object Id texture 1 * TODO: alphaMask 1 // TODO fill out appropriate reporting values 2 // TODO: populate this struct with raw data 1 // TODO : need to support stageInstanceAttributes transformation upon 1 // TODO : get rid of this once the hardcoded mesh-type handling is removed, 1 // TODO support numeric array in JSON 1 // TODO: set these flags up better 1 // TODO: HDRi image name should be config based 1 // TODO: we need to investigate the possibility of adding an identifying tag 1 // TODO: use ALPHA_MASK to discard fragments 1 // TODO: link mapping? 5 // TODO: 10 //TODO: Implement checks for different sensors 1 // TODO: support the other model types in the future. 1 // TODO: rotation below exposes quaternion x,y,z,w as vec4f for pybind11 1 // TODO: have different classes for the different types of sensors 2 .setStorage(1, Mn::GL::TextureFormat::RGBA8, size); // TODO: HDR 1 // TODO: Verify object is removed from manager here? 1 // TODO: this assumes no scale is applied 3 // TODO support other types? 1 // TODO: smart pointer 1 // TODO : refactor to manage any mesh groups, not just scene 1 // TODO: check if sensor is valid? 1 # TODO: kept only for compatibiliy with existing code. Please gradually remove 1 // TODO: vsm texture 1 # TODO: sync this path with renderer changes as above (render from sensor object) 1 // TODO: 2 // TODO eventually remove this, but currently semantic mesh must be 1 // TODO support loading values from JSON docs 1 // TODO: STATIC and KINEMATIC are equivalent for simplicity. Could manually 1 // TODO occlusion texture 1 // TODO: any other AgentState members should be randomized? 1 // TODO create default attributes describing these lights? 1 # FIXME: Integrate with clang-tidy-diff.py 1 # TODO Deprecate and remove 4 // TODO: 4 * TODO: Do we need instanced object? (instanced texture, istanced id etc.) 1 // TODO: refactor this nonsense 1 // TODO : need to free render assets associated with this object if 1 * TODO : currently do not support file-based Primitive Assets, so no actual 1 # Sigh. TODO: other libs such as Bullet3Common, Robotics, InverseDynamics? 1 // TODO : if object is trajectory visualization, remove its assets as 1 // if (m_data->m_flags & CUF_USE_IMPLICIT_CYLINDER) TODO: why not? Should 1