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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//nail_constraint.h
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@@ -46,17 +45,32 @@ public:
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rigid_body_t::pointer rigid_bodyA() { return m_rigid_bodyA; }
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rigid_body_t::pointer rigid_bodyB() { return m_rigid_bodyB; }
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//
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//local space pivots
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void set_pivotA(vec3f const& p) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_pivotA(p);
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}
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//local space pivot
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void get_pivotA(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_pivotA(p);
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}
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void set_pivotB(vec3f const& p) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_pivotB(p);
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}
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void get_pivotB(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_pivotB(p);
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}
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//world space pivots
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void get_world_pivotA(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_world_pivotA(p);
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}
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void get_world_pivotB(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_world_pivotB(p);
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}
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//
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void set_world(vec3f const& p) {
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