modify constraint setup so that contact constraints are persistent in a single CG solve but motor constraints are applied only once
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@@ -402,8 +402,8 @@ btMultiBody* GraspDeformable::createFeatherstoneMultiBody(btMultiBodyDynamicsWor
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = .1f;
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float linkMass = .1f;
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float baseMass = 1.f;
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float linkMass = 1.f;
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int numLinks = 2;
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if (baseMass)
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