clean up forces
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@@ -44,7 +44,7 @@
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///Generally it is best to leave the rolling friction coefficient zero (or close to zero).
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class DeformableRigid : public CommonRigidBodyBase
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{
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btAlignedObjectArray<btDeformableLagrangianForce*> forces;
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btAlignedObjectArray<btDeformableLagrangianForce*> m_forces;
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public:
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DeformableRigid(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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@@ -240,11 +240,11 @@ void DeformableRigid::initPhysics()
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(2,0.01, false);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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forces.push_back(mass_spring);
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m_forces.push_back(mass_spring);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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forces.push_back(gravity_force);
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m_forces.push_back(gravity_force);
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// add a few rigid bodies
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Ctor_RbUpStack(1);
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}
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@@ -269,11 +269,12 @@ void DeformableRigid::exitPhysics()
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delete obj;
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}
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// delete forces
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for (int j = 0; j < forces.size(); j++)
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for (int j = 0; j < m_forces.size(); j++)
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{
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btDeformableLagrangianForce* force = forces[j];
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btDeformableLagrangianForce* force = m_forces[j];
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delete force;
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}
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m_forces.clear();
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//delete collision shapes
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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