move post-solving body synchronize
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@ -272,16 +272,6 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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break;
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}
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}
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#endif
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// Copy state buffers back to the particles
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for (u32 i = 0; i < m_particleCount; ++i)
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{
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b3Particle* p = m_particles[i];
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p->m_position = sx[i];
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p->m_velocity = sv[i];
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}
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// Synchronize bodies
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for (u32 i = 0; i < m_contactCount; ++i)
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@ -291,9 +281,19 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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body->SynchronizeTransform();
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body->m_worldInvI = b3RotateToFrame(body->m_invI, body->m_xf.rotation);
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body->SynchronizeShapes();
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}
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#endif
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// Copy state buffers back to the particles
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for (u32 i = 0; i < m_particleCount; ++i)
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{
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b3Particle* p = m_particles[i];
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p->m_position = sx[i];
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p->m_velocity = sv[i];
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}
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}
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void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
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