b7901c773c
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads SCons into not properly rebuilding all files when headers change. This means we also need to make sure Bullet builds without warning, and current version fares fairly well, there were just a couple to fix (patch included). Increase minimum version for distro packages to 2.90 (this was never released as the "next" version after 2.89 was 3.05... but that covers it too).
235 lines
7.5 KiB
C++
235 lines
7.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///This file was written by Erwin Coumans
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#include "btMultiBodySliderConstraint.h"
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#include "btMultiBodyLinkCollider.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
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#include "LinearMath/btIDebugDraw.h"
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#define BTMBSLIDERCONSTRAINT_DIM 5
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#define EPSILON 0.000001
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btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
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: btMultiBodyConstraint(body, 0, link, -1, BTMBSLIDERCONSTRAINT_DIM, false, MULTIBODY_CONSTRAINT_SLIDER),
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m_rigidBodyA(0),
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m_rigidBodyB(bodyB),
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m_pivotInA(pivotInA),
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m_pivotInB(pivotInB),
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m_frameInA(frameInA),
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m_frameInB(frameInB),
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m_jointAxis(jointAxis)
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{
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m_data.resize(BTMBSLIDERCONSTRAINT_DIM); //at least store the applied impulses
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}
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btMultiBodySliderConstraint::btMultiBodySliderConstraint(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB, const btMatrix3x3& frameInA, const btMatrix3x3& frameInB, const btVector3& jointAxis)
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: btMultiBodyConstraint(bodyA, bodyB, linkA, linkB, BTMBSLIDERCONSTRAINT_DIM, false, MULTIBODY_CONSTRAINT_SLIDER),
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m_rigidBodyA(0),
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m_rigidBodyB(0),
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m_pivotInA(pivotInA),
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m_pivotInB(pivotInB),
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m_frameInA(frameInA),
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m_frameInB(frameInB),
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m_jointAxis(jointAxis)
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{
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m_data.resize(BTMBSLIDERCONSTRAINT_DIM); //at least store the applied impulses
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}
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void btMultiBodySliderConstraint::finalizeMultiDof()
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{
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//not implemented yet
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btAssert(0);
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}
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btMultiBodySliderConstraint::~btMultiBodySliderConstraint()
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{
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}
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int btMultiBodySliderConstraint::getIslandIdA() const
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{
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if (m_rigidBodyA)
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return m_rigidBodyA->getIslandTag();
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if (m_bodyA)
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{
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if (m_linkA < 0)
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{
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btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
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if (col)
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return col->getIslandTag();
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}
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else
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{
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if (m_bodyA->getLink(m_linkA).m_collider)
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return m_bodyA->getLink(m_linkA).m_collider->getIslandTag();
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}
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}
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return -1;
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}
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int btMultiBodySliderConstraint::getIslandIdB() const
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{
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if (m_rigidBodyB)
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return m_rigidBodyB->getIslandTag();
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if (m_bodyB)
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{
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if (m_linkB < 0)
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{
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btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
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if (col)
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return col->getIslandTag();
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}
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else
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{
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if (m_bodyB->getLink(m_linkB).m_collider)
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return m_bodyB->getLink(m_linkB).m_collider->getIslandTag();
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}
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}
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return -1;
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}
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void btMultiBodySliderConstraint::createConstraintRows(btMultiBodyConstraintArray& constraintRows, btMultiBodyJacobianData& data, const btContactSolverInfo& infoGlobal)
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{
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// Convert local points back to world
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btVector3 pivotAworld = m_pivotInA;
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btMatrix3x3 frameAworld = m_frameInA;
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btVector3 jointAxis = m_jointAxis;
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if (m_rigidBodyA)
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{
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pivotAworld = m_rigidBodyA->getCenterOfMassTransform() * m_pivotInA;
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frameAworld = m_frameInA.transpose() * btMatrix3x3(m_rigidBodyA->getOrientation());
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jointAxis = quatRotate(m_rigidBodyA->getOrientation(), m_jointAxis);
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}
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else if (m_bodyA)
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{
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pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
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frameAworld = m_bodyA->localFrameToWorld(m_linkA, m_frameInA);
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jointAxis = m_bodyA->localDirToWorld(m_linkA, m_jointAxis);
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}
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btVector3 pivotBworld = m_pivotInB;
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btMatrix3x3 frameBworld = m_frameInB;
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if (m_rigidBodyB)
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{
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pivotBworld = m_rigidBodyB->getCenterOfMassTransform() * m_pivotInB;
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frameBworld = m_frameInB.transpose() * btMatrix3x3(m_rigidBodyB->getOrientation());
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}
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else if (m_bodyB)
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{
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pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
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frameBworld = m_bodyB->localFrameToWorld(m_linkB, m_frameInB);
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}
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btVector3 constraintAxis[2];
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for (int i = 0; i < 3; ++i)
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{
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constraintAxis[0] = frameAworld.getColumn(i).cross(jointAxis);
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if (constraintAxis[0].safeNorm() > EPSILON)
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{
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constraintAxis[0] = constraintAxis[0].normalized();
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constraintAxis[1] = jointAxis.cross(constraintAxis[0]);
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constraintAxis[1] = constraintAxis[1].normalized();
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break;
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}
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}
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btMatrix3x3 relRot = frameAworld.inverse() * frameBworld;
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btVector3 angleDiff;
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btGeneric6DofSpring2Constraint::matrixToEulerXYZ(relRot, angleDiff);
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int numDim = BTMBSLIDERCONSTRAINT_DIM;
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for (int i = 0; i < numDim; i++)
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{
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btMultiBodySolverConstraint& constraintRow = constraintRows.expandNonInitializing();
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constraintRow.m_orgConstraint = this;
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constraintRow.m_orgDofIndex = i;
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constraintRow.m_relpos1CrossNormal.setValue(0, 0, 0);
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constraintRow.m_contactNormal1.setValue(0, 0, 0);
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constraintRow.m_relpos2CrossNormal.setValue(0, 0, 0);
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constraintRow.m_contactNormal2.setValue(0, 0, 0);
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constraintRow.m_angularComponentA.setValue(0, 0, 0);
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constraintRow.m_angularComponentB.setValue(0, 0, 0);
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constraintRow.m_solverBodyIdA = data.m_fixedBodyId;
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constraintRow.m_solverBodyIdB = data.m_fixedBodyId;
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if (m_rigidBodyA)
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{
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constraintRow.m_solverBodyIdA = m_rigidBodyA->getCompanionId();
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}
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if (m_rigidBodyB)
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{
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constraintRow.m_solverBodyIdB = m_rigidBodyB->getCompanionId();
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}
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btVector3 constraintNormalLin(0, 0, 0);
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btVector3 constraintNormalAng(0, 0, 0);
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btScalar posError = 0.0;
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if (i < 2)
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{
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constraintNormalLin = constraintAxis[i];
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posError = (pivotAworld - pivotBworld).dot(constraintNormalLin);
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fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
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constraintNormalLin, pivotAworld, pivotBworld,
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posError,
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infoGlobal,
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-m_maxAppliedImpulse, m_maxAppliedImpulse);
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}
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else
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{ //i>=2
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constraintNormalAng = frameAworld.getColumn(i % 3);
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posError = angleDiff[i % 3];
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fillMultiBodyConstraint(constraintRow, data, 0, 0, constraintNormalAng,
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constraintNormalLin, pivotAworld, pivotBworld,
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posError,
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infoGlobal,
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-m_maxAppliedImpulse, m_maxAppliedImpulse, true);
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}
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}
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}
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void btMultiBodySliderConstraint::debugDraw(class btIDebugDraw* drawer)
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{
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btTransform tr;
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tr.setIdentity();
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if (m_rigidBodyA)
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{
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btVector3 pivot = m_rigidBodyA->getCenterOfMassTransform() * m_pivotInA;
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tr.setOrigin(pivot);
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drawer->drawTransform(tr, 0.1);
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}
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if (m_bodyA)
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{
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btVector3 pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
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tr.setOrigin(pivotAworld);
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drawer->drawTransform(tr, 0.1);
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}
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if (m_rigidBodyB)
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{
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// that ideally should draw the same frame
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btVector3 pivot = m_rigidBodyB->getCenterOfMassTransform() * m_pivotInB;
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tr.setOrigin(pivot);
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drawer->drawTransform(tr, 0.1);
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}
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if (m_bodyB)
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{
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btVector3 pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
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tr.setOrigin(pivotBworld);
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drawer->drawTransform(tr, 0.1);
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}
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}
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