Remove Lemke from SerialChains demo
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@@ -3,7 +3,6 @@
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#include "btBulletDynamicsCommon.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
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#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
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#include "BulletDynamics/MLCPSolvers/btLemkeSolver.h"
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#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
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#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
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#include "BulletDynamics/Featherstone/btMultiBody.h"
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#include "BulletDynamics/Featherstone/btMultiBody.h"
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@@ -89,7 +88,7 @@ void SerialChains::initPhysics()
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m_broadphase = new btDbvtBroadphase();
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m_broadphase = new btDbvtBroadphase();
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if (g_constraintSolverType == 4)
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if (g_constraintSolverType == 3)
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{
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{
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g_constraintSolverType = 0;
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g_constraintSolverType = 0;
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g_fixedBase = !g_fixedBase;
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g_fixedBase = !g_fixedBase;
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@@ -107,22 +106,18 @@ void SerialChains::initPhysics()
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m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
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m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
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b3Printf("Constraint Solver: MLCP + PGS");
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b3Printf("Constraint Solver: MLCP + PGS");
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break;
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break;
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case 2:
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default:
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mlcp = new btDantzigSolver();
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mlcp = new btDantzigSolver();
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m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
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m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
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b3Printf("Constraint Solver: MLCP + Dantzig");
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b3Printf("Constraint Solver: MLCP + Dantzig");
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break;
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break;
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default:
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mlcp = new btLemkeSolver();
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m_solver = new btMultiBodyMLCPConstraintSolver(mlcp);
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b3Printf("Constraint Solver: MLCP + Lemke");
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break;
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}
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}
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btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_dynamicsWorld = world;
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m_dynamicsWorld = world;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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m_dynamicsWorld->getSolverInfo().m_globalCfm = btScalar(1e-4); //todo: what value is good?
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///create a few basic rigid bodies
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///create a few basic rigid bodies
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btVector3 groundHalfExtents(50, 50, 50);
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btVector3 groundHalfExtents(50, 50, 50);
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