222 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			222 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/*
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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 "btMultiBodyPoint2Point.h"
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								#include "btMultiBodyLinkCollider.h"
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								#include "BulletDynamics/Dynamics/btRigidBody.h"
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								#include "LinearMath/btIDebugDraw.h"
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								#ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
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									#define BTMBP2PCONSTRAINT_DIM 3
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								#else
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									#define BTMBP2PCONSTRAINT_DIM 6
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								#endif
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								btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* body, int link, btRigidBody* bodyB, const btVector3& pivotInA, const btVector3& pivotInB)
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									:btMultiBodyConstraint(body,0,link,-1,BTMBP2PCONSTRAINT_DIM,false),
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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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								{
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								    m_data.resize(BTMBP2PCONSTRAINT_DIM);//at least store the applied impulses
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								}
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								btMultiBodyPoint2Point::btMultiBodyPoint2Point(btMultiBody* bodyA, int linkA, btMultiBody* bodyB, int linkB, const btVector3& pivotInA, const btVector3& pivotInB)
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									:btMultiBodyConstraint(bodyA,bodyB,linkA,linkB,BTMBP2PCONSTRAINT_DIM,false),
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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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								{
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								    m_data.resize(BTMBP2PCONSTRAINT_DIM);//at least store the applied impulses
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								}
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								void btMultiBodyPoint2Point::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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								btMultiBodyPoint2Point::~btMultiBodyPoint2Point()
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								{
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								}
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								int btMultiBodyPoint2Point::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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										btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
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										if (col)
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											return col->getIslandTag();
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										for (int i=0;i<m_bodyA->getNumLinks();i++)
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										{
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											if (m_bodyA->getLink(i).m_collider)
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												return m_bodyA->getLink(i).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 btMultiBodyPoint2Point::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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										btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
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										if (col)
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											return col->getIslandTag();
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										for (int i=0;i<m_bodyB->getNumLinks();i++)
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										{
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											col = m_bodyB->getLink(i).m_collider;
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											if (col)
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												return col->getIslandTag();
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										}
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									}
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									return -1;
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								}
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								void btMultiBodyPoint2Point::createConstraintRows(btMultiBodyConstraintArray& constraintRows,
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										btMultiBodyJacobianData& data,
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										const btContactSolverInfo& infoGlobal)
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								{
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								//	int i=1;
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								int numDim = BTMBP2PCONSTRAINT_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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								        //memset(&constraintRow,0xffffffff,sizeof(btMultiBodySolverConstraint));
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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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										btVector3 contactNormalOnB(0,0,0);
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								#ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
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										contactNormalOnB[i] = -1;
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								#else
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										contactNormalOnB[i%3] = -1;
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								#endif
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										 // Convert local points back to world
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										btVector3 pivotAworld = m_pivotInA;
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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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											pivotAworld = m_rigidBodyA->getCenterOfMassTransform()*m_pivotInA;
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										} else
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										{
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											if (m_bodyA)
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												pivotAworld = m_bodyA->localPosToWorld(m_linkA, m_pivotInA);
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										}
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										btVector3 pivotBworld = m_pivotInB;
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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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											pivotBworld = m_rigidBodyB->getCenterOfMassTransform()*m_pivotInB;
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										} else
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										{
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											if (m_bodyB)
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												pivotBworld = m_bodyB->localPosToWorld(m_linkB, m_pivotInB);
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										}
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										btScalar posError = i < 3 ? (pivotAworld-pivotBworld).dot(contactNormalOnB) : 0;
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								#ifndef BTMBP2PCONSTRAINT_BLOCK_ANGULAR_MOTION_TEST
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										fillMultiBodyConstraint(constraintRow, data, 0, 0, btVector3(0,0,0),
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																							contactNormalOnB, pivotAworld, pivotBworld,						//sucks but let it be this way "for the time being"
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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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								    //@todo: support the case of btMultiBody versus btRigidBody,
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								    //see btPoint2PointConstraint::getInfo2NonVirtual
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								#else
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										const btVector3 dummy(0, 0, 0);
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										btAssert(m_bodyA->isMultiDof());
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										btScalar* jac1 = jacobianA(i);
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										const btVector3 &normalAng = i >= 3 ? contactNormalOnB : dummy;
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										const btVector3 &normalLin = i < 3 ? contactNormalOnB : dummy;
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										m_bodyA->filConstraintJacobianMultiDof(m_linkA, pivotAworld, normalAng, normalLin, jac1, data.scratch_r, data.scratch_v, data.scratch_m);
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										fillMultiBodyConstraint(constraintRow, data, jac1, 0,
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																					dummy, dummy, dummy,						//sucks but let it be this way "for the time being"
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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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								#endif
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									}
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								}
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								void btMultiBodyPoint2Point::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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