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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@@ -33,6 +33,8 @@ struct btMultiBodyJacobianData
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btAlignedObjectArray<btScalar> scratch_r;
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btAlignedObjectArray<btVector3> scratch_v;
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btAlignedObjectArray<btMatrix3x3> scratch_m;
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btAlignedObjectArray<btSolverBody>* m_solverBodyPool;
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};
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@@ -58,21 +60,32 @@ protected:
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// positions. (one per row.)
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btAlignedObjectArray<btScalar> m_data;
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void applyDeltaVee(btMultiBodyJacobianData& data, btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof);
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void fillMultiBodyConstraintMixed(btMultiBodySolverConstraint& solverConstraint,
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btMultiBodyJacobianData& data,
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const btVector3& contactNormalOnB,
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const btVector3& posAworld, const btVector3& posBworld,
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btScalar position,
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const btContactSolverInfo& infoGlobal,
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btScalar& relaxation,
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bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0);
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btScalar fillConstraintRowMultiBodyMultiBody(btMultiBodySolverConstraint& constraintRow,
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btMultiBodyJacobianData& data,
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btScalar* jacOrgA,btScalar* jacOrgB,
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const btContactSolverInfo& infoGlobal,
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btScalar desiredVelocity,
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btScalar lowerLimit,
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btScalar upperLimit);
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public:
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btMultiBodyConstraint(btMultiBody* bodyA,btMultiBody* bodyB,int linkA, int linkB, int numRows, bool isUnilateral)
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:m_bodyA(bodyA),
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m_bodyB(bodyB),
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m_linkA(linkA),
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m_linkB(linkB),
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m_num_rows(numRows),
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m_isUnilateral(isUnilateral)
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{
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m_jac_size_A = (6 + bodyA->getNumLinks());
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m_jac_size_both = (m_jac_size_A + (bodyB ? 6 + bodyB->getNumLinks() : 0));
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m_pos_offset = ((1 + m_jac_size_both)*m_num_rows);
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m_data.resize((2 + m_jac_size_both) * m_num_rows);
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}
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btMultiBodyConstraint(btMultiBody* bodyA,btMultiBody* bodyB,int linkA, int linkB, int numRows, bool isUnilateral);
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virtual ~btMultiBodyConstraint();
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virtual int getIslandIdA() const =0;
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virtual int getIslandIdB() const =0;
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