add contact constraint as projections in CG
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@@ -17,7 +17,6 @@ subject to the following restrictions:
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#define BT_DISCRETE_DYNAMICS_WORLD_H
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#include "btDynamicsWorld.h"
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class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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@@ -26,6 +25,7 @@ class btTypedConstraint;
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class btActionInterface;
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class btPersistentManifold;
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class btIDebugDraw;
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struct InplaceSolverIslandCallback;
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#include "LinearMath/btAlignedObjectArray.h"
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@@ -76,7 +76,7 @@ protected:
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virtual void calculateSimulationIslands();
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virtual void solveConstraints(btContactSolverInfo & solverInfo);
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virtual void updateActivationState(btScalar timeStep);
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@@ -95,7 +95,7 @@ protected:
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void serializeRigidBodies(btSerializer * serializer);
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void serializeDynamicsWorldInfo(btSerializer * serializer);
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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@@ -107,6 +107,8 @@ public:
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///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
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virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
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virtual void solveConstraints(btContactSolverInfo & solverInfo);
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virtual void synchronizeMotionStates();
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///this can be useful to synchronize a single rigid body -> graphics object
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