Add orientation constraint to IK.
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@@ -402,7 +402,8 @@ struct CalculateInverseKinematicsArgs
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int m_bodyUniqueId;
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// double m_jointPositionsQ[MAX_DEGREE_OF_FREEDOM];
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double m_targetPosition[3];
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// double m_targetOrientation[4];//orientation represented as quaternion, x,y,z,w
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double m_targetOrientation[4];//orientation represented as quaternion, x,y,z,w
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double m_dt;
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};
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struct CalculateInverseKinematicsResultArgs
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