fix issue with btMultiBody friction in combination with soft contacts (friction should not re-use normal contact cfm/erp)
implement friction anchors, position friction correction, disabled by default. Use colObj->setCollisionFlag(flag | CF_HAS_FRICTION_ANCHOR); See test/RobotClientAPI/SlopeFrictionMain.cpp. In URDF or SDF, add <friction_anchor/> in <contact> section of <link> to enable. PhysicsServer: properly restore old activation state after releasing picked object btMultiBodyConstraintSolver: disable flip/flop of contact/friction constraint solving by default (it breaks some internal flaky unit tests)
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@@ -210,7 +210,7 @@ void b3RobotSimulatorClientAPI::stepSimulation()
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{
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statusHandle = b3SubmitClientCommandAndWaitStatus(m_data->m_physicsClientHandle, b3InitStepSimulationCommand(m_data->m_physicsClientHandle));
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statusType = b3GetStatusType(statusHandle);
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b3Assert(statusType == CMD_STEP_FORWARD_SIMULATION_COMPLETED);
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//b3Assert(statusType == CMD_STEP_FORWARD_SIMULATION_COMPLETED);
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}
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}
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@@ -226,7 +226,7 @@ void b3RobotSimulatorClientAPI::setGravity(const b3Vector3& gravityAcceleration)
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b3SharedMemoryStatusHandle statusHandle;
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b3PhysicsParamSetGravity(command, gravityAcceleration[0], gravityAcceleration[1], gravityAcceleration[2]);
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statusHandle = b3SubmitClientCommandAndWaitStatus(m_data->m_physicsClientHandle, command);
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b3Assert(b3GetStatusType(statusHandle) == CMD_CLIENT_COMMAND_COMPLETED);
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// b3Assert(b3GetStatusType(statusHandle) == CMD_CLIENT_COMMAND_COMPLETED);
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}
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b3Quaternion b3RobotSimulatorClientAPI::getQuaternionFromEuler(const b3Vector3& rollPitchYaw)
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