Added btMultiBodyPoint2Point, it can be used between btMultiBody vs btMultiBody or btMultiBody vs btRigidBody
Allow picking of btMultiBody, using a btMultiBodyPoint2Point constraint, with limited strength to avoid adding too much energy to the system (= blowup) Add btMultiBodyJointMotor, it can be used in combination with joint limit (just add the joint limit after the motor, to avoid jitter)
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@@ -53,12 +53,17 @@ class FeatherstoneMultiBodyDemo : public PlatformDemoApplication
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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virtual void mouseMotionFunc(int x,int y);
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virtual void removePickingConstraint();
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virtual void pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj);
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class btMultiBodyPoint2Point* m_pickingMultiBodyPoint2Point;
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btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep);
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btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep, bool createConstraints);
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public:
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FeatherstoneMultiBodyDemo()
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:m_pickingMultiBodyPoint2Point(0)
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{
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}
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virtual ~FeatherstoneMultiBodyDemo()
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