Use modified mass in velocity solver too
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@ -258,7 +258,8 @@ void b3ClothContactSolver::InitializeTriangleContactConstraints()
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vc->JC = b3Cross(xD - xB, N_n);
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vc->JC = b3Cross(xD - xB, N_n);
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vc->JD = b3Cross(xC - xB, N_n);
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vc->JD = b3Cross(xC - xB, N_n);
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float32 K = mA + mB * b3Dot(vc->JB, vc->JB) + mC * b3Dot(vc->JC, vc->JC) + mD * b3Dot(vc->JD, vc->JD);
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//float32 K = mA + mB * b3Dot(vc->JB, vc->JB) + mC * b3Dot(vc->JC, vc->JC) + mD * b3Dot(vc->JD, vc->JD);
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float32 K = mA + mB + mC + mD;
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vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
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vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
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vc->normalImpulse = c->m_normalImpulse;
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vc->normalImpulse = c->m_normalImpulse;
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