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https://github.com/bulletphysics/bullet3
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fix a bug related to joint reaction forces (clearMultiBodyConstraintForces was clearing forces after they were computed in some cases)
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@ -136,6 +136,9 @@ btMultiBody::btMultiBody(int n_links,
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m_baseForce.setValue(0, 0, 0);
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m_baseTorque.setValue(0, 0, 0);
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clearConstraintForces();
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clearForcesAndTorques();
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}
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btMultiBody::~btMultiBody()
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@ -411,6 +411,8 @@ void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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BT_PROFILE("solveConstraints");
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clearMultiBodyConstraintForces();
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m_sortedConstraints.resize( m_constraints.size());
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int i;
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for (i=0;i<getNumConstraints();i++)
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@ -669,7 +671,7 @@ void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
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}
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}
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clearMultiBodyConstraintForces();
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m_solverMultiBodyIslandCallback->processConstraints();
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@ -182,6 +182,8 @@ btVector3 m_appliedConstraintForce; // In WORLD frame
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m_cachedRVector.setValue(0, 0, 0);
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m_appliedForce.setValue( 0, 0, 0);
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m_appliedTorque.setValue(0, 0, 0);
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m_appliedConstraintForce.setValue(0,0,0);
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m_appliedConstraintTorque.setValue(0,0,0);
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//
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m_jointPos[0] = m_jointPos[1] = m_jointPos[2] = m_jointPos[4] = m_jointPos[5] = m_jointPos[6] = 0.f;
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m_jointPos[3] = 1.f; //"quat.w"
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