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Revert C++ code changes to make the PR small
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@ -268,7 +268,7 @@ btMultiBody* createInvertedPendulumMultiBody(btMultiBodyDynamicsWorld* world, GU
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btVector3 posr = local_origin[i+1];
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btVector3 posr = local_origin[i+1];
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// float pos[4]={posr.x(),posr.y(),posr.z(),1};
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// float pos[4]={posr.x(),posr.y(),posr.z(),1};
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const btScalar quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
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float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
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btCollisionShape* shape =0;
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btCollisionShape* shape =0;
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if (i==0)
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if (i==0)
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@ -320,7 +320,7 @@ void MultiBodyConstraintFeedbackSetup::initPhysics()
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btVector3 posr = local_origin[i+1];
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btVector3 posr = local_origin[i+1];
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// float pos[4]={posr.x(),posr.y(),posr.z(),1};
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// float pos[4]={posr.x(),posr.y(),posr.z(),1};
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const btScalar quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
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float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
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btCollisionShape* shape =0;
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btCollisionShape* shape =0;
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if (i==0)
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if (i==0)
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