Enable btMultiBodyJointLimitConstraint, seems to be working for the prismatic joint
Fix case sensitive issue, thanks to Martin Felis Fix crash/bug in btMultiBodyConstraint computation
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@@ -202,7 +202,6 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);//,1,1+2);
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}
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}
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@@ -210,7 +209,7 @@ void FeatherstoneMultiBodyDemo::initPhysics()
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}
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createFeatherstoneMultiBody(world, 3, btVector3 (20,29.5,-2), true, false);//true);
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createFeatherstoneMultiBody(world, 5, btVector3 (20,29.5,-2), true, true);
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createFeatherstoneMultiBody(world, 5, btVector3 (0,29.5,-2), false,false);
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@@ -277,7 +276,7 @@ void FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMultiBodyDyn
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//add some constraint limit
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if (usePrismatic)
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{
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btMultiBodyConstraint* limit = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,2);
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btMultiBodyConstraint* limit = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
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world->addMultiBodyConstraint(limit);
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}
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}
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