Added constraint framework, and the nail contraint
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@@ -43,21 +43,14 @@ public:
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const btTransform& btxform = m_body->getWorldTransform();
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btQuaternion q = btxform.getRotation();
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btVector3 p = btxform.getOrigin();
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// position = vec3f(p.x(), p.y(), p.z()) - m_collision_shape->center();
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position = vec3f(p.x(), p.y(), p.z());
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//rotation = qprod(quatf(q.w(), q.x(), q.y(), q.z()), qconj(m_collision_shape->rotation()));
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rotation = quatf(q.w(), q.x(), q.y(), q.z());
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}
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virtual void set_transform(vec3f const &position, quatf const &rotation)
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{
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// vec3f tp = position + m_collision_shape->center();
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vec3f tp = position;
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// quatf tr = qprod(rotation, m_collision_shape->rotation());
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quatf tr = rotation;
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// std::cout << "----------" << std::endl;
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// std::cout << rotation << std::endl;
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// std::cout << m_collision_shape->rotation() << std::endl;
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btTransform xform(btQuaternion(tr[1], tr[2], tr[3], tr[0]),
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btVector3(tp[0], tp[1], tp[2]));
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m_body->setWorldTransform(xform);
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@@ -103,7 +96,6 @@ public:
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virtual void set_restitution(float r)
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{
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// std::cout << r << std::endl;
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m_body->setRestitution(r);
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}
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