re-introduce Bullet 2.x solver, in Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.*
move b3Contact and b3RigidBody
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35
src/Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h
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35
src/Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h
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#ifndef BT_RIGID_BODY_CL
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#define BT_RIGID_BODY_CL
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#include "Bullet3Common/b3Scalar.h"
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#include "Bullet3Common/b3Matrix3x3.h"
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ATTRIBUTE_ALIGNED16(struct) b3RigidBodyCL
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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b3Vector3 m_pos;
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b3Quaternion m_quat;
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b3Vector3 m_linVel;
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b3Vector3 m_angVel;
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int m_collidableIdx;
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float m_invMass;
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float m_restituitionCoeff;
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float m_frictionCoeff;
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float getInvMass() const
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{
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return m_invMass;
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}
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};
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struct btInertiaCL
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{
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b3Matrix3x3 m_invInertiaWorld;
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b3Matrix3x3 m_initInvInertia;
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};
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#endif//BT_RIGID_BODY_CL
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