add the option to shift the applied force/torque for a multibody joint (mobilizer) to the joint frame origin
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@@ -85,7 +85,7 @@ void TestHingeTorque::stepSimulation(float deltaTime)
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for (int i=0;i<m_jointFeedback.size();i++)
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{
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b3Printf("Applied force B:(%f,%f,%f), torque B:(%f,%f,%f)\n",
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b3Printf("Applied force at the COM/Inertial frame B[%d]:(%f,%f,%f), torque B:(%f,%f,%f)\n", i,
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m_jointFeedback[i]->m_appliedForceBodyB.x(),
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@@ -111,7 +111,7 @@ void TestHingeTorque::initPhysics()
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createEmptyDynamicsWorld();
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = false;
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m_dynamicsWorld->setGravity(btVector3(0,-1,-10));
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m_dynamicsWorld->setGravity(btVector3(0,0,-10));
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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int mode = btIDebugDraw::DBG_DrawWireframe
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