add multibody interpolation transform so that collision detection is consistent with rigidbody
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@@ -12,12 +12,7 @@ btDeformableBackwardEulerObjective::btDeformableBackwardEulerObjective(btAligned
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, projection(m_softBodies, m_dt, &m_indices)
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, m_backupVelocity(backup_v)
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{
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// TODO: this should really be specified in initialization instead of here
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// btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(m_softBodies);
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// btDeformableGravityForce* gravity = new btDeformableGravityForce(m_softBodies, btVector3(0,-10,0));
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m_preconditioner = new DefaultPreconditioner();
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// m_lf.push_back(mass_spring);
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// m_lf.push_back(gravity);
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}
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void btDeformableBackwardEulerObjective::reinitialize(bool nodeUpdated)
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