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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@@ -103,6 +103,18 @@ void btMultiBodyDynamicsWorld::calculateSimulationIslands()
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}
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}
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//merge islands linked by multibody constraints
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{
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for (int i=0;i<this->m_multiBodyConstraints.size();i++)
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{
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btMultiBodyConstraint* c = m_multiBodyConstraints[i];
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int tagA = c->getIslandIdA();
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int tagB = c->getIslandIdB();
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if (tagA>=0 && tagB>=0)
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getSimulationIslandManager()->getUnionFind().unite(tagA, tagB);
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}
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}
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//Store the island id in each body
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getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
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@@ -353,7 +365,7 @@ struct MultiBodyInplaceSolverIslandCallback : public btSimulationIslandManager::
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btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
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btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
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btMultiBodyConstraint** multiBodyConstraints = m_multiBodyConstraints.size() ? &m_multiBodyConstraints[0] : 0;
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m_solver->solveMultiBodyGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo,m_debugDrawer,m_dispatcher);
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m_bodies.resize(0);
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m_manifolds.resize(0);
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@@ -386,7 +398,6 @@ btMultiBodyDynamicsWorld::~btMultiBodyDynamicsWorld ()
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void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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{
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btVector3 g = m_gravity;
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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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@@ -408,6 +419,7 @@ void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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{
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m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
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}
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m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
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btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
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@@ -444,11 +456,11 @@ void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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scratch_m.resize(bod->getNumLinks()+1);
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bod->clearForcesAndTorques();
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bod->addBaseForce(g * bod->getBaseMass());
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bod->addBaseForce(m_gravity * bod->getBaseMass());
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for (int j = 0; j < bod->getNumLinks(); ++j)
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{
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bod->addLinkForce(j, g * bod->getLinkMass(j));
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bod->addLinkForce(j, m_gravity * bod->getLinkMass(j));
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}
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bod->stepVelocities(solverInfo.m_timeStep, scratch_r, scratch_v, scratch_m);
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