Use a particle versus triangle contact constraint which is, numerically, more stable
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@ -53,7 +53,7 @@ private:
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float32 m_normalImpulse;
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bool m_front;
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float32 w2, w3, w4;
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bool m_active;
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@ -92,11 +92,10 @@ struct b3ClothSolverTriangleContactVelocityConstraint
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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float32 wB, wC, wD;
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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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b3Vec3 normal;
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float32 normalMass;
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float32 normalImpulse;
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@ -116,7 +115,7 @@ struct b3ClothSolverTriangleContactPositionConstraint
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float32 invMassD;
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float32 triangleRadius;
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bool front;
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float32 wB, wC, wD;
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};
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struct b3ClothContactSolverDef
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