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https://github.com/bulletphysics/bullet3
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formatting and minor bug fix
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19ed1c952a
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@ -7483,8 +7483,7 @@ bool PhysicsServerCommandProcessor::processRequestActualStateCommand(const struc
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body->m_rootLocalInertialFrame.getRotation()[3];
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btVector3 center_of_mass(sb->getCenterOfMass());
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sb->updateTransform();
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btTransform tr = sb->getWorldTransform();
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btTransform tr = sb->getRigidTransform();
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//base position in world space, cartesian
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stateDetails->m_actualStateQ[0] = center_of_mass[0];
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stateDetails->m_actualStateQ[1] = center_of_mass[1];
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@ -1033,12 +1033,6 @@ void btSoftBody::setAngularVelocity(const btVector3& angVel)
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}
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}
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//
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void btSoftBody::updateTransform()
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{
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setWorldTransform(getRigidTransform());
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}
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//
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btTransform btSoftBody::getRigidTransform()
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{
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@ -163,17 +163,17 @@ public:
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RVSmask = 0x000f, ///Rigid versus soft mask
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SDF_RS = 0x0001, ///SDF based rigid vs soft
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CL_RS = 0x0002, ///Cluster vs convex rigid vs soft
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SDF_RD = 0x0004, ///SDF based rigid vs deformable
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SDF_RD = 0x0004, ///SDF based rigid vs deformable
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SVSmask = 0x00f0, ///Rigid versus soft mask
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VF_SS = 0x00100, ///Vertex vs face soft vs soft handling
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CL_SS = 0x00200, ///Cluster vs cluster soft vs soft handling
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CL_SELF = 0x0040, ///Cluster soft body self collision
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VF_DD = 0x0080, ///Vertex vs face soft vs soft handling
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RVDFmask = 0x0f00, /// Rigid versus deformable face mask
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SDF_RDF = 0x0100, /// SDF based Rigid vs. deformable face
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SDF_MDF = 0x0200, /// SDF based Multibody vs. deformable face
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VF_DD = 0x0080, ///Vertex vs face soft vs soft handling
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RVDFmask = 0x0f00, /// Rigid versus deformable face mask
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SDF_RDF = 0x0100, /// SDF based Rigid vs. deformable face
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SDF_MDF = 0x0200, /// SDF based Multibody vs. deformable face
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/* presets */
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Default = SDF_RS,
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END
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@ -967,8 +967,6 @@ public:
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void setLinearVelocity(const btVector3& linVel);
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/* Set the angular velocity of the center of mass */
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void setAngularVelocity(const btVector3& angVel);
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/* Update the world transform to the best fit rigid transform */
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void updateTransform();
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/* Get best fit rigid transform */
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btTransform getRigidTransform();
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/* Transform to given pose */
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