reformulate friction
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@@ -43,22 +43,23 @@ struct Friction
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btAlignedObjectArray<btScalar> m_impulse;
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btAlignedObjectArray<btScalar> m_dv;
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btAlignedObjectArray<btVector3> m_direction;
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btAlignedObjectArray<btVector3> m_direction_prev;
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btAlignedObjectArray<bool> m_static_prev;
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btAlignedObjectArray<btScalar> m_impulse_prev;
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btAlignedObjectArray<btScalar> m_dv_prev;
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btAlignedObjectArray<btVector3> m_direction_prev;
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btAlignedObjectArray<bool> m_released;
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btAlignedObjectArray<btVector3> m_accumulated_impulse;
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btAlignedObjectArray<btScalar> m_accumulated_normal_impulse;
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btAlignedObjectArray<btVector3> m_accumulated_tangent_impulse;
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Friction()
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{
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m_static.push_back(false);
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m_static_prev.push_back(false);
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m_direction.push_back(btVector3(0,0,0));
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m_direction_prev.push_back(btVector3(0,0,0));
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m_direction.push_back(btVector3(0,0,0));
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m_impulse.push_back(0);
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m_impulse_prev.push_back(0);
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@@ -66,7 +67,8 @@ struct Friction
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m_dv.push_back(0);
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m_dv_prev.push_back(0);
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m_accumulated_impulse.push_back(btVector3(0,0,0));
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m_accumulated_normal_impulse.push_back(0);
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m_accumulated_tangent_impulse.push_back(btVector3(0,0,0));
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m_released.push_back(false);
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}
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};
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