updated Bullet sequential impulse constraint solver, so it matches 100% ODE PGS quickstep solver innerloop, mainly by renaming variables...
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@@ -40,9 +40,6 @@ private:
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int m_CurJoint;
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int m_CurTypedJoint;
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float m_cfm;
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float m_erp;
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btSorLcpSolver m_SorLcpSolver;
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btAlignedObjectArray<btOdeSolverBody*> m_odeBodies;
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@@ -74,19 +71,7 @@ public:
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virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* dispatcher);
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///setConstraintForceMixing, the cfm adds some positive value to the main diagonal
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///This can improve convergence (make matrix positive semidefinite), but it can make the simulation look more 'springy'
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void setConstraintForceMixing(float cfm) {
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m_cfm = cfm;
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}
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///setErrorReductionParamter sets the maximum amount of error reduction
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///which limits energy addition during penetration depth recovery
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void setErrorReductionParamter(float erp)
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{
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m_erp = erp;
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}
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///clear internal cached data and reset random seed
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void reset()
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{
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