expose maximum applied impulse for btMultiBody, introduced to reduce/avoid 'exploding' simulations
use btScalar instead of float, to enable double precision build, fix for Issue 744
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@@ -323,11 +323,6 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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{
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// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
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if (0)
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{
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btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,1,500000);
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world->addMultiBodyConstraint(con);
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}
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if (createConstraints)
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{
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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@@ -338,6 +333,12 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
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{
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if (createConstraints)
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{
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if (1)
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{
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btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,500000);
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world->addMultiBodyConstraint(con);
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}
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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world->addMultiBodyConstraint(con);
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}
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@@ -597,7 +597,7 @@ void DemoApplication::shootBox(const btVector3& destination)
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int gPickingConstraintId = 0;
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btVector3 gOldPickingPos;
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btVector3 gHitPos(-1,-1,-1);
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float gOldPickingDist = 0.f;
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btScalar gOldPickingDist = 0.f;
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btRigidBody* pickedBody = 0;//for deactivation state
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