Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -100,8 +100,8 @@ float resolveSingleCollision(
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)
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{
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const btVector3& pos1 = contactPoint.GetPositionWorldOnA();
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const btVector3& pos2 = contactPoint.GetPositionWorldOnB();
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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const btVector3& pos2 = contactPoint.getPositionWorldOnB();
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// printf("distance=%f\n",distance);
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@@ -136,7 +136,7 @@ float resolveSingleCollision(
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btConstraintPersistentData* cpd = (btConstraintPersistentData*) contactPoint.m_userPersistentData;
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assert(cpd);
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btScalar distance = cpd->m_penetration;//contactPoint.GetDistance();
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btScalar distance = cpd->m_penetration;//contactPoint.getDistance();
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//distance = 0.f;
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@@ -174,8 +174,8 @@ float resolveSingleFriction(
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)
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{
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const btVector3& pos1 = contactPoint.GetPositionWorldOnA();
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const btVector3& pos2 = contactPoint.GetPositionWorldOnB();
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const btVector3& pos1 = contactPoint.getPositionWorldOnA();
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const btVector3& pos2 = contactPoint.getPositionWorldOnB();
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btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition();
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btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
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