add render mesh interpolation from simulation mesh
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@@ -703,8 +703,10 @@ public:
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btSoftBodyWorldInfo* m_worldInfo; // World info
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tNoteArray m_notes; // Notes
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tNodeArray m_nodes; // Nodes
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tNodeArray m_renderNodes; // Nodes
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tLinkArray m_links; // Links
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tFaceArray m_faces; // Faces
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tFaceArray m_renderFaces; // Faces
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tTetraArray m_tetras; // Tetras
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tAnchorArray m_anchors; // Anchors
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tRContactArray m_rcontacts; // Rigid contacts
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@@ -719,6 +721,9 @@ public:
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btDbvt m_cdbvt; // Clusters tree
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tClusterArray m_clusters; // Clusters
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btScalar m_dampingCoefficient; // Damping Coefficient
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btAlignedObjectArray<btVector4> m_renderNodesInterpolationWeights;
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btAlignedObjectArray<btAlignedObjectArray<const btSoftBody::Node*> > m_renderNodesParents;
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btAlignedObjectArray<bool> m_clusterConnectivity; //cluster connectivity, for self-collision
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@@ -1030,6 +1035,7 @@ public:
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void initializeDmInverse();
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void updateDeformation();
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void applyForces();
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void interpolateRenderMesh();
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static void PSolve_Anchors(btSoftBody* psb, btScalar kst, btScalar ti);
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static void PSolve_RContacts(btSoftBody* psb, btScalar kst, btScalar ti);
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static void PSolve_SContacts(btSoftBody* psb, btScalar, btScalar ti);
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