use getContactBreakingThreshold in SpuContactResult.cpp
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@@ -102,12 +102,12 @@ bool ManifoldResultAddContactPoint(const btVector3& normalOnBInWorld,
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#ifdef DEBUG_SPU_COLLISION_DETECTION
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#ifdef DEBUG_SPU_COLLISION_DETECTION
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spu_printf("SPU: contactTreshold %f\n",contactTreshold);
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spu_printf("SPU: contactTreshold %f\n",contactTreshold);
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#endif //DEBUG_SPU_COLLISION_DETECTION
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#endif //DEBUG_SPU_COLLISION_DETECTION
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//if (depth > manifoldPtr->getContactBreakingThreshold())
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if (depth > manifoldPtr->getContactBreakingThreshold())
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// return false;
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if (depth > manifoldPtr->getContactProcessingThreshold())
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return false;
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return false;
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//if (depth > manifoldPtr->getContactProcessingThreshold())
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// return false;
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btVector3 pointA;
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btVector3 pointA;
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