combat friction drift in positionCorrect by changing velocity and change it back (effectively only changing position)
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@@ -878,15 +878,11 @@ struct btSoftColliders
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const btScalar ms = ima + imb;
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if (ms > 0)
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{
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psb->checkContact(m_colObj1Wrap, n.m_q, m, c.m_cti);
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const btTransform& wtr = m_rigidBody ? m_rigidBody->getWorldTransform() : m_colObj1Wrap->getCollisionObject()->getWorldTransform();
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static const btMatrix3x3 iwiStatic(0, 0, 0, 0, 0, 0, 0, 0, 0);
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const btMatrix3x3& iwi = m_rigidBody ? m_rigidBody->getInvInertiaTensorWorld() : iwiStatic;
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const btVector3 ra = n.m_x - wtr.getOrigin();
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const btVector3 va = m_rigidBody ? m_rigidBody->getVelocityInLocalPoint(ra) * psb->m_sst.sdt : btVector3(0, 0, 0);
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const btVector3 vb = n.m_x - n.m_q;
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const btVector3 vr = vb - va;
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const btScalar dn = btDot(vr, c.m_cti.m_normal);
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const btVector3 fv = vr - c.m_cti.m_normal * dn;
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const btVector3 ra = n.m_q - wtr.getOrigin();
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const btScalar fc = psb->m_cfg.kDF * m_colObj1Wrap->getCollisionObject()->getFriction();
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c.m_node = &n;
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c.m_c0 = ImpulseMatrix(psb->m_sst.sdt, ima, imb, iwi, ra);
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