rename btDeformableRigidDynamicsWorld to btDeformableMultiBodyDynamicsWorld
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@@ -14,7 +14,7 @@
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#include "GraspDeformable.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "BulletSoftBody/btDeformableRigidDynamicsWorld.h"
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#include "BulletSoftBody/btDeformableMultiBodyDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "BulletSoftBody/btDeformableBodySolver.h"
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@@ -148,20 +148,20 @@ public:
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}
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}
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virtual const btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld() const
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virtual const btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld() const
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{
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return (btDeformableRigidDynamicsWorld*)m_dynamicsWorld;
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual btDeformableRigidDynamicsWorld* getDeformableDynamicsWorld()
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virtual btDeformableMultiBodyDynamicsWorld* getDeformableDynamicsWorld()
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{
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return (btDeformableRigidDynamicsWorld*)m_dynamicsWorld;
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return (btDeformableMultiBodyDynamicsWorld*)m_dynamicsWorld;
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}
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virtual void renderScene()
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{
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CommonRigidBodyBase::renderScene();
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btDeformableRigidDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
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for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
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{
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@@ -189,7 +189,7 @@ void GraspDeformable::initPhysics()
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btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
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m_solver = sol;
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m_dynamicsWorld = new btDeformableRigidDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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deformableBodySolver->setWorld(getDeformableDynamicsWorld());
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btVector3 gravity = btVector3(0, -10, 0);
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m_dynamicsWorld->setGravity(gravity);
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