removed unused code
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@ -31,7 +31,6 @@ class b3Particle;
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class b3Force;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3ParticleDef;
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struct b3ForceDef;
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@ -186,7 +185,7 @@ private:
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// Pool of body contacts
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b3BlockPool m_bodyContactBlocks;
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// Pool of particle contacts
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b3BlockPool m_particleContactBlocks;
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@ -201,9 +200,6 @@ private:
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// List of particle contacts
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b3List2<b3ParticleContact> m_particleContactList;
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// List of triangle contacts
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b3List2<b3TriangleContact> m_triangleContactList;
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};
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inline void b3Cloth::SetGravity(const b3Vec3& gravity)
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@ -29,7 +29,6 @@ class b3Body;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3DenseVec3;
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@ -136,23 +135,6 @@ struct b3ClothSolverTriangleContactVelocityConstraint
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float32 normalImpulse;
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};
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struct b3ClothSolverTriangleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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float32 triangleRadius;
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bool front;
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};
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struct b3ClothContactSolverDef
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{
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b3StackAllocator* allocator;
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@ -165,9 +147,6 @@ struct b3ClothContactSolverDef
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u32 particleContactCount;
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b3ParticleContact** particleContacts;
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u32 triangleContactCount;
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b3TriangleContact** triangleContacts;
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};
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inline float32 b3MixFriction(float32 u1, float32 u2)
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@ -185,24 +164,17 @@ public:
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void InitializeParticleContactConstraints();
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void InitializeTriangleContactConstraints();
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void WarmStart();
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void SolveBodyContactVelocityConstraints();
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void SolveParticleContactVelocityConstraints();
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void SolveTriangleContactVelocityConstraints();
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void StoreImpulses();
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bool SolveBodyContactPositionConstraints();
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bool SolveParticleContactPositionConstraints();
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bool SolveTriangleContactPositionConstraints();
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protected:
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b3StackAllocator* m_allocator;
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@ -218,11 +190,6 @@ protected:
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b3ParticleContact** m_particleContacts;
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b3ClothSolverParticleContactVelocityConstraint* m_particleVelocityConstraints;
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b3ClothSolverParticleContactPositionConstraint* m_particlePositionConstraints;
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u32 m_triangleContactCount;
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b3TriangleContact** m_triangleContacts;
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b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
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b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
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};
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#endif
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@ -34,7 +34,6 @@ struct b3SparseSymMat33;
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class b3BodyContact;
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class b3ParticleContact;
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class b3TriangleContact;
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struct b3ClothSolverDef
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{
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@ -43,7 +42,6 @@ struct b3ClothSolverDef
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u32 forceCapacity;
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u32 bodyContactCapacity;
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u32 particleContactCapacity;
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u32 triangleContactCapacity;
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};
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struct b3ClothSolverData
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@ -79,7 +77,6 @@ public:
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void Add(b3Force* f);
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void Add(b3BodyContact* c);
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void Add(b3ParticleContact* c);
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void Add(b3TriangleContact* c);
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void Solve(float32 dt, const b3Vec3& gravity);
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private:
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@ -113,11 +110,7 @@ private:
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u32 m_particleContactCapacity;
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u32 m_particleContactCount;
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b3ParticleContact** m_particleContacts;
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u32 m_triangleContactCapacity;
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u32 m_triangleContactCount;
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b3TriangleContact** m_triangleContacts;
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b3ClothSolverData m_solverData;
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};
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@ -123,27 +123,6 @@ struct b3ParticleContactWorldPoint
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float32 separation;
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};
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// A contact between a particle and a triangle
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class b3TriangleContact
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{
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public:
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b3TriangleContact() { }
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~b3TriangleContact() { }
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b3Particle* p1;
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b3Particle* p2;
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b3Particle* p3;
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b3Particle* p4;
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bool front;
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// Contact constraint
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float32 normalImpulse;
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b3TriangleContact* m_prev;
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b3TriangleContact* m_next;
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};
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// A cloth particle.
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class b3Particle
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{
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