x() -> x or getX() or [0]
y() -> y or getY() or [1] z() -> z or getZ() or [2] w() -> w or getW() or [3] make sphere-convex and sphere-compound collision work (still issues remaining)
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@@ -182,8 +182,8 @@ static __inline void solveContact(btGpuConstraint4& cs,
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btVector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
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btVector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
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#ifdef _WIN32
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btAssert(_finite(linImp0.x()));
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btAssert(_finite(linImp1.x()));
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btAssert(_finite(linImp0.getX()));
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btAssert(_finite(linImp1.getX()));
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#endif
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if (invMassA)
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@@ -304,8 +304,8 @@ static inline void solveFriction(btGpuConstraint4& cs,
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btVector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
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btVector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
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#ifdef _WIN32
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btAssert(_finite(linImp0.x()));
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btAssert(_finite(linImp1.x()));
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btAssert(_finite(linImp0.getX()));
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btAssert(_finite(linImp1.getX()));
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#endif
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if (invMassA)
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{
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