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@ -386,7 +386,7 @@ void b3SpringCloth::UpdateContacts()
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s1.vertex = m_x[i];
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s1.vertex = m_x[i];
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s1.radius = m_r;
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s1.radius = m_r;
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// Solve the deepest penetration
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// Find the deepest penetration
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float32 bestSeparation = 0.0f;
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float32 bestSeparation = 0.0f;
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b3Vec3 bestNormal(0.0f, 0.0f, 0.0f);
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b3Vec3 bestNormal(0.0f, 0.0f, 0.0f);
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u32 bestIndex = ~0;
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u32 bestIndex = ~0;
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@ -421,7 +421,7 @@ void b3SpringCloth::UpdateContacts()
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b3Vec3 n = bestNormal;
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b3Vec3 n = bestNormal;
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// Update contact manifold
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// Update contact manifold
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// Here the normal orientation is from the shape 2 (mass) to shape 1
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// Remember the normal orientation is from shape 2 to shape 1 (mass)
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c->j = bestIndex;
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c->j = bestIndex;
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c->n = n;
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c->n = n;
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c->lockN = true;
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c->lockN = true;
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