Reuse triangle area since we use the triangle plane as the (u, v) plane
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		@@ -190,10 +190,8 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
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		B3_ASSERT(det != 0.0f);
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							B3_ASSERT(det != 0.0f);
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		triangle->m_inv_det = 1.0f / det;
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							triangle->m_inv_det = 1.0f / det;
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		// Triangle area
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							// Area
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		b3Vec3 v1(du1, dv1, 0.0f);
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							triangle->m_alpha = 0.5f * A2;
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		b3Vec3 v2(du2, dv2, 0.0f);
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		triangle->m_alpha = 0.5f * b3Length(b3Cross(v1, v2));
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		// Create strech force
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							// Create strech force
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		b3StrechForceDef sfdef;
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							b3StrechForceDef sfdef;
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