improvements/bugfixes related to kinematic(animated) objects, synchronizeMotionStates
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@@ -545,8 +545,7 @@ void ColladaConverter::prepareConstraints(ConstraintInput& input)
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{
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if (m_rigidBodies[i]->m_userObjectPointer)
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{
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btDefaultMotionState* ms = (btDefaultMotionState*)m_rigidBodies[i]->m_userObjectPointer;
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char* bodyName = (char*)ms->m_userPointer;
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char* bodyName = (char*)m_rigidBodies[i]->m_userObjectPointer;
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if (!strcmp(bodyName,orgUri0))
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{
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body0=m_rigidBodies[i];
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@@ -707,9 +706,8 @@ void ColladaConverter::PreparePhysicsObject(struct btRigidBodyInput& input, bool
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btRigidBody* body= createRigidBody(isDynamics,mass,startTransform,colShape);
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if (body && body->m_userObjectPointer)
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{
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//for bodyName lookup in constraints
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btDefaultMotionState* ms = (btDefaultMotionState*)body->m_userObjectPointer;
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ms->m_userPointer = (void*)input.m_bodyName;
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//bodyName is used as identifier for constraints
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body->m_userObjectPointer = (void*)input.m_bodyName;
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m_rigidBodies[m_numObjects] = body;
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m_numObjects++;
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}
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