delegate cloth contacts, bugfix, optimization
This commit is contained in:
@ -294,6 +294,7 @@ private:
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friend class b3ContactManager;
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friend class b3ContactSolver;
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friend class b3ClothSolver;
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friend class b3ClothContactSolver;
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friend class b3Joint;
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friend class b3JointManager;
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@ -154,7 +154,10 @@ private:
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// Update triangle contacts.
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void UpdateTriangleContacts();
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// Update contacts
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void UpdateContacts();
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// Solve
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void Solve(float32 dt, const b3Vec3& gravity);
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@ -170,6 +173,9 @@ private:
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// Pool of particles
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b3BlockPool m_particleBlocks;
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// Pool of body contacts
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b3BlockPool m_bodyContactBlocks;
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// Pool of particle contacts
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b3BlockPool m_particleContactBlocks;
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@ -182,6 +188,9 @@ private:
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// List of forces
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b3List2<b3Force> m_forceList;
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// List of particle contacts
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b3List2<b3BodyContact> m_bodyContactList;
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// List of particle contacts
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b3List2<b3ParticleContact> m_particleContactList;
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230
include/bounce/dynamics/cloth/cloth_contact_solver.h
Normal file
230
include/bounce/dynamics/cloth/cloth_contact_solver.h
Normal file
@ -0,0 +1,230 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* 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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#ifndef B3_CLOTH_CONTACT_SOLVER_H
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#define B3_CLOTH_CONTACT_SOLVER_H
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#include <bounce/common/math/mat22.h>
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#include <bounce/common/math/mat33.h>
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class b3StackAllocator;
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class b3Particle;
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class b3Body;
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struct b3DenseVec3;
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struct b3DiagMat33;
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struct b3SparseSymMat33;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3ClothSolverBodyContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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b3Mat33 invIA;
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b3Body* bodyB;
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float32 invMassB;
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b3Mat33 invIB;
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float32 friction;
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b3Vec3 point;
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b3Vec3 rA;
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b3Vec3 rB;
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b3Vec3 normal;
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float32 normalMass;
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float32 normalImpulse;
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float32 velocityBias;
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b3Vec3 tangent1;
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b3Vec3 tangent2;
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b3Mat22 tangentMass;
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b3Vec2 tangentImpulse;
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};
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struct b3ClothSolverBodyContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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b3Mat33 invIA;
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float32 radiusA;
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b3Vec3 localCenterA;
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b3Body* bodyB;
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float32 invMassB;
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b3Mat33 invIB;
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float32 radiusB;
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b3Vec3 localCenterB;
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b3Vec3 rA;
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b3Vec3 rB;
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b3Vec3 localPointA;
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b3Vec3 localPointB;
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};
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struct b3ClothSolverParticleContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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u32 indexB;
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float32 invMassB;
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float32 friction;
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b3Vec3 point;
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b3Vec3 normal;
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float32 normalMass;
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float32 normalImpulse;
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float32 velocityBias;
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b3Vec3 tangent1;
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b3Vec3 tangent2;
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b3Mat22 tangentMass;
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b3Vec2 tangentImpulse;
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};
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struct b3ClothSolverParticleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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float32 radiusB;
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};
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struct b3ClothSolverTriangleContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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b3Vec3 JA;
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b3Vec3 JB;
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b3Vec3 JC;
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b3Vec3 JD;
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float32 normalMass;
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float32 normalImpulse;
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};
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struct b3ClothSolverTriangleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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float32 triangleRadius;
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bool front;
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};
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struct b3ClothContactSolverDef
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{
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b3StackAllocator* allocator;
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b3DenseVec3* positions;
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b3DenseVec3* velocities;
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u32 bodyContactCount;
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b3BodyContact** bodyContacts;
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u32 particleContactCount;
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b3ParticleContact** particleContacts;
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u32 triangleContactCount;
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b3TriangleContact** triangleContacts;
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};
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inline float32 b3MixFriction(float32 u1, float32 u2)
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{
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return b3Sqrt(u1 * u2);
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}
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class b3ClothContactSolver
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{
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public:
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b3ClothContactSolver(const b3ClothContactSolverDef& def);
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~b3ClothContactSolver();
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void InitializeBodyContactConstraints();
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void InitializeParticleContactConstraints();
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void InitializeTriangleContactConstraints();
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void WarmStart();
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void SolveBodyContactVelocityConstraints();
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void SolveParticleContactVelocityConstraints();
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void SolveTriangleContactVelocityConstraints();
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void StoreImpulses();
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bool SolveBodyContactPositionConstraints();
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bool SolveParticleContactPositionConstraints();
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bool SolveTriangleContactPositionConstraints();
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protected:
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b3StackAllocator* m_allocator;
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b3DenseVec3* m_positions;
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b3DenseVec3* m_velocities;
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u32 m_bodyContactCount;
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b3BodyContact** m_bodyContacts;
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b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
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b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
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u32 m_particleContactCount;
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b3ParticleContact** m_particleContacts;
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b3ClothSolverParticleContactVelocityConstraint* m_particleVelocityConstraints;
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b3ClothSolverParticleContactPositionConstraint* m_particlePositionConstraints;
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u32 m_triangleContactCount;
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b3TriangleContact** m_triangleContacts;
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b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
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b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
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};
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#endif
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@ -27,14 +27,15 @@ class b3StackAllocator;
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class b3Particle;
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class b3Body;
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class b3Force;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3DenseVec3;
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struct b3DiagMat33;
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struct b3SparseSymMat33;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3ClothSolverDef
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{
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b3StackAllocator* stack;
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@ -68,126 +69,6 @@ struct b3AccelerationConstraint
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void Apply(const b3ClothSolverData* data);
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};
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struct b3ClothSolverBodyContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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b3Mat33 invIA;
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b3Body* bodyB;
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float32 invMassB;
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b3Mat33 invIB;
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float32 friction;
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b3Vec3 point;
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b3Vec3 rA;
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b3Vec3 rB;
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b3Vec3 normal;
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float32 normalMass;
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float32 normalImpulse;
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float32 velocityBias;
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b3Vec3 tangent1;
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b3Vec3 tangent2;
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b3Mat22 tangentMass;
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b3Vec2 tangentImpulse;
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};
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struct b3ClothSolverBodyContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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b3Mat33 invIA;
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float32 radiusA;
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b3Vec3 localCenterA;
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b3Body* bodyB;
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float32 invMassB;
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b3Mat33 invIB;
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float32 radiusB;
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b3Vec3 localCenterB;
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b3Vec3 rA;
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b3Vec3 rB;
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b3Vec3 localPointA;
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b3Vec3 localPointB;
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};
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struct b3ClothSolverParticleContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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u32 indexB;
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float32 invMassB;
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float32 friction;
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b3Vec3 point;
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b3Vec3 normal;
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float32 normalMass;
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float32 normalImpulse;
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float32 velocityBias;
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b3Vec3 tangent1;
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b3Vec3 tangent2;
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b3Mat22 tangentMass;
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b3Vec2 tangentImpulse;
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};
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struct b3ClothSolverParticleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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float32 radiusB;
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};
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struct b3ClothSolverTriangleContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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b3Vec3 JA;
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b3Vec3 JB;
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b3Vec3 JC;
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b3Vec3 JD;
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float32 normalMass;
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float32 normalImpulse;
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};
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struct b3ClothSolverTriangleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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float32 triangleRadius;
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bool front;
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};
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class b3ClothSolver
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{
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public:
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@ -211,39 +92,6 @@ private:
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// Solve Ax = b.
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void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
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//
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void InitializeBodyContactConstraints();
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//
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void InitializeParticleContactConstraints();
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//
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void InitializeTriangleContactConstraints();
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//
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void WarmStart();
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//
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void SolveBodyContactVelocityConstraints();
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//
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void SolveParticleContactVelocityConstraints();
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//
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void SolveTriangleContactVelocityConstraints();
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//
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void StoreImpulses();
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//
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bool SolveBodyContactPositionConstraints();
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//
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bool SolveParticleContactPositionConstraints();
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//
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bool SolveTriangleContactPositionConstraints();
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b3StackAllocator* m_allocator;
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u32 m_particleCapacity;
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@ -257,24 +105,18 @@ private:
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u32 m_constraintCapacity;
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u32 m_constraintCount;
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b3AccelerationConstraint* m_constraints;
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u32 m_bodyContactCapacity;
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u32 m_bodyContactCount;
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b3BodyContact** m_bodyContacts;
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b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
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b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
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u32 m_particleContactCapacity;
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u32 m_particleContactCount;
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b3ParticleContact** m_particleContacts;
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b3ClothSolverParticleContactVelocityConstraint* m_particleVelocityConstraints;
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b3ClothSolverParticleContactPositionConstraint* m_particlePositionConstraints;
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u32 m_triangleContactCapacity;
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u32 m_triangleContactCount;
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b3TriangleContact** m_triangleContacts;
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b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
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b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
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b3ClothSolverData m_solverData;
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};
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@ -80,8 +80,8 @@ public:
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b3Vec3 t1, t2;
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b3Vec2 tangentImpulse;
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//
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bool active;
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b3BodyContact* m_prev;
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b3BodyContact* m_next;
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};
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struct b3BodyContactWorldPoint
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@ -198,6 +198,7 @@ private:
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friend class b3List2<b3Particle>;
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friend class b3Cloth;
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friend class b3ClothSolver;
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friend class b3ClothContactSolver;
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friend class b3Force;
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friend class b3SpringForce;
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friend class b3BendForce;
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@ -239,9 +240,6 @@ private:
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// Cloth mesh vertex index.
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u32 m_vertex;
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// Contact
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b3BodyContact m_contact;
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// Solver temp
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// Identifier
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Reference in New Issue
Block a user