Use a modified inverse mass to avoid some instability problems
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@ -675,7 +675,8 @@ bool b3ClothContactSolver::SolveTriangleContactPositionConstraints()
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b3Vec3 JD = b3Cross(xC - xB, N_n);
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b3Vec3 JD = b3Cross(xC - xB, N_n);
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// Compute effective mass.
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// Compute effective mass.
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float32 K = mA + mB * b3Dot(JB, JB) + mC * b3Dot(JC, JC) + mD * b3Dot(JD, JD);
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//float32 K = mA + mB * b3Dot(JB, JB) + mC * b3Dot(JC, JC) + mD * b3Dot(JD, JD);
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float32 K = mA + mB + mC + mD;
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// Compute normal impulse.
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// Compute normal impulse.
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float32 impulse = K > 0.0f ? -C / K : 0.0f;
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float32 impulse = K > 0.0f ? -C / K : 0.0f;
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