Fix some crashes in FeatherstoneMultiBodyDemo, when using a fixed base
Create two btMultiBody, one fixed and one free base Preparation towards btMultiBodyConstraint
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@@ -20,7 +20,9 @@ subject to the following restrictions:
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class btMultiBody;
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class btMultiBodyConstraint;
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class btMultiBodyConstraintSolver;
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struct MultiBodyInplaceSolverIslandCallback;
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///The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet
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///This implementation is still preliminary/experimental.
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@@ -28,6 +30,10 @@ class btMultiBodyDynamicsWorld : public btDiscreteDynamicsWorld
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{
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protected:
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btAlignedObjectArray<btMultiBody*> m_multiBodies;
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btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
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btAlignedObjectArray<btMultiBodyConstraint*> m_sortedMultiBodyConstraints;
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btMultiBodyConstraintSolver* m_multiBodyConstraintSolver;
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MultiBodyInplaceSolverIslandCallback* m_solverMultiBodyIslandCallback;
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virtual void calculateSimulationIslands();
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virtual void updateActivationState(btScalar timeStep);
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@@ -43,6 +49,8 @@ public:
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virtual void removeMultiBody(btMultiBody* body);
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virtual void addMultiBodyConstraint( btMultiBodyConstraint* constraint);
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virtual void removeMultiBodyConstraint( btMultiBodyConstraint* constraint);
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};
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#endif //BT_MULTIBODY_DYNAMICS_WORLD_H
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