constraints work. Why? because i said so!
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@ -230,6 +230,9 @@
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<ignoreHeightmap>true</ignoreHeightmap>
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<ignoreHeightmap>true</ignoreHeightmap>
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<object>
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<object>
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<modelPath>SimpleWall.obj</modelPath>
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<modelPath>SimpleWall.obj</modelPath>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<xOffset>0.0</xOffset>
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<xOffset>0.0</xOffset>
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<yOffset>40.0</yOffset>
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<yOffset>40.0</yOffset>
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<zOffset>0.0</zOffset>
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<zOffset>0.0</zOffset>
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@ -244,11 +247,14 @@
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<ignoreHeightmap>false</ignoreHeightmap>
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<ignoreHeightmap>false</ignoreHeightmap>
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<object>
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<object>
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<modelPath>block.obj</modelPath>
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<modelPath>block.obj</modelPath>
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<xOffset>0.0</xOffset>
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<xOffset>0.0</xOffset>
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<yOffset>5.0</yOffset>
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<scale>1.5</scale>
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<mass>1.0</mass>
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<mass>2.0</mass>
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</object>
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</object>
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</composition>
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</composition>
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@ -8,7 +8,7 @@
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<yOffset>0.0</yOffset>
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<yOffset>0.0</yOffset>
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<zPos>-220.500000</zPos>
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<zPos>-220.500000</zPos>
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<idGreen>2</idGreen>
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<idGreen>2</idGreen>
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<idBlue>221</idBlue>
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<idBlue>224</idBlue>
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<typeID>20</typeID>
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<typeID>20</typeID>
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<trigger>
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<trigger>
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<name>-</name>
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<name>-</name>
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@ -37,7 +37,7 @@
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<yOffset>0.0</yOffset>
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<yOffset>0.0</yOffset>
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<zPos>-220.500000</zPos>
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<zPos>-220.500000</zPos>
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<idGreen>2</idGreen>
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<idGreen>2</idGreen>
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<idBlue>220</idBlue>
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<idBlue>223</idBlue>
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<typeID>80</typeID>
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<typeID>80</typeID>
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<trigger>
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<trigger>
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<name>-</name>
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<name>-</name>
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@ -56,6 +56,100 @@
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</trigger>
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</trigger>
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</composition>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>200.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-222.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>222</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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<positionConstraint>
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<objectNum>0</objectNum>
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<xPosition>200.5</xPosition>
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<yPosition>30.0</yPosition>
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<zPosition>-222.5</zPosition>
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<strength>20</strength>
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</positionConstraint>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>198.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-213.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>221</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>191.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>-213.500000</zPos>
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<idGreen>2</idGreen>
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<idBlue>220</idBlue>
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<typeID>200</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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<composition>
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<scale>1.0</scale>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<xRot>0.0</xRot>
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@ -25,7 +25,7 @@ void Physics::takeUpdateStep(float timeDiff)
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{
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{
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition())
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition())
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{
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{
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btVector3 dir = allPositionConstraints[i].body->getCenterOfMassPosition() - allPositionConstraints[i].position;
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btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength);
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength);
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}
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}
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}
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}
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