Removed obsolete btPoint3: use btVector3 instead
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@@ -316,7 +316,7 @@ void rigidBodyArrayNode::draw( M3dView & view, const MDagPath &path,
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if(style == M3dView::kFlatShaded ||
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style == M3dView::kGouraudShaded) {
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glEnable(GL_LIGHTING);
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float material[] = { 0.4, 0.3, 1.0, 1.0 };
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float material[] = { 0.4f, 0.3f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, material);
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for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
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glPushMatrix();
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@@ -433,15 +433,15 @@ void rigidBodyArrayNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& da
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MPlug(thisObject, ca_rigidBodies).getValue(update);
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double mass = data.inputValue(ia_mass).asDouble();
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float mass = data.inputValue(ia_mass).asFloat();
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vec3f inertia;
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if(!m_rigid_bodies.empty()) {
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inertia = mass * m_rigid_bodies[0]->collision_shape()->local_inertia();
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}
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double restitution = data.inputValue(ia_restitution).asDouble();
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double friction = data.inputValue(ia_friction).asDouble();
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double linearDamping = data.inputValue(ia_linearDamping).asDouble();
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double angularDamping = data.inputValue(ia_angularDamping).asDouble();
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float restitution = data.inputValue(ia_restitution).asFloat();
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float friction = data.inputValue(ia_friction).asFloat();
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float linearDamping = data.inputValue(ia_linearDamping).asFloat();
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float angularDamping = data.inputValue(ia_angularDamping).asFloat();
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for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
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m_rigid_bodies[i]->set_mass(mass);
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