Crash bug when "mesh" applied twice fixed
Constraints reworked - all of them could now work with one or two bodies Modification of constraint frames and initial positions of rigid bodies now allowed at start frame only Plugin version is set to 2.76
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@@ -20,8 +20,7 @@ not be misrepresented as being the original software.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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Modified by Roman Ponomarev <rponom@gmail.com>
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12/24/2009 : Nail constraint improvements
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01/22/2010 : Constraints reworked
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*/
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//nailConstraintNode.h
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@@ -66,6 +65,7 @@ public:
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public:
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nail_constraint_t::pointer constraint();
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void update();
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public:
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@@ -73,6 +73,8 @@ public:
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static MObject ia_rigidBodyA;
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static MObject ia_rigidBodyB;
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static MObject ia_damping;
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static MObject ia_pivotInA;
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static MObject ia_pivotInB;
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static MObject ca_constraint;
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static MObject ca_constraintParam;
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@@ -82,7 +84,6 @@ public:
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static MString typeName;
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private:
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void update();
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void computeConstraint(const MPlug& plug, MDataBlock& data);
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void computeConstraintParam(const MPlug& plug, MDataBlock& data);
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void computeWorldMatrix(const MPlug& plug, MDataBlock& data);
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