updated Bullet sequential impulse constraint solver, so it matches 100% ODE PGS quickstep solver innerloop, mainly by renaming variables...
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@@ -19,6 +19,7 @@ subject to the following restrictions:
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class btRigidBody;
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "btJacobianEntry.h"
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//#define NO_FRICTION_TANGENTIALS 1
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@@ -27,6 +28,11 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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#ifdef _USE_JACOBIAN
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btJacobianEntry m_jac;
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#endif
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btVector3 m_relpos1CrossNormal;
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btVector3 m_contactNormal;
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@@ -34,10 +40,10 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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btVector3 m_angularComponentA;
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btVector3 m_angularComponentB;
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mutable btScalar m_appliedPushImpulse;
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mutable btScalar m_appliedPushImpulse;
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mutable btScalar m_appliedImpulse;
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int m_solverBodyIdA;
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int m_solverBodyIdB;
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@@ -51,8 +57,10 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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int m_constraintType;
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int m_frictionIndex;
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void* m_originalContactPoint;
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int m_unusedPadding[1];
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btScalar m_rhs;
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btScalar m_cfm;
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btScalar m_lowerLimit;
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btScalar m_upperLimit;
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enum btSolverConstraintType
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{
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