remove default radius
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@@ -31,7 +31,7 @@
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#define B3_FORCE_THRESHOLD 0.005f
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#define B3_CLOTH_BENDING 1
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#define B3_CLOTH_BENDING 0
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#define B3_CLOTH_FRICTION 1
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@@ -271,6 +271,15 @@ b3Particle* b3Cloth::CreateParticle(const b3ParticleDef& def)
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void b3Cloth::DestroyParticle(b3Particle* particle)
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{
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for (u32 i = 0; i > m_mesh->vertexCount; ++i)
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{
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if (m_mesh->particles[i] == particle)
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{
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m_mesh->particles[i] = NULL;
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break;
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}
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}
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m_particleList.Remove(particle);
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particle->~b3Particle();
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m_particleBlocks.Free(particle);
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@@ -94,12 +94,12 @@ void b3SpringForce::Apply(const b3ClothSolverData* data)
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b3SymMat33& dfdx = *data->dfdx;
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b3SymMat33& dfdv = *data->dfdv;
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f[m_p1->m_solverId] += m_f;
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f[m_p2->m_solverId] -= m_f;
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u32 i1 = m_p1->m_solverId;
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u32 i2 = m_p2->m_solverId;
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f[i1] += m_f;
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f[i2] -= m_f;
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b3Mat33 Jx11 = m_Jx;
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b3Mat33 Jx12 = -Jx11;
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b3Mat33 Jx21 = Jx12;
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