quickstep improvements, thanks to Remotion
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1557
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@@ -80,7 +80,9 @@
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// compute iMJ = inv(M)*J'
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static void compute_invM_JT (int m, dRealMutablePtr J, dRealMutablePtr iMJ, int *jb,
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OdeSolverBody* const *body, dRealPtr invI)
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//OdeSolverBody* const *body,
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const btAlignedObjectArray<OdeSolverBody*> &body,
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dRealPtr invI)
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{
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int i,j;
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dRealMutablePtr iMJ_ptr = iMJ;
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@@ -238,7 +240,9 @@ int dRandInt2 (int n)
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}
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static void SOR_LCP (int m, int nb, dRealMutablePtr J, int *jb, OdeSolverBody * const *body,
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static void SOR_LCP (int m, int nb, dRealMutablePtr J, int *jb,
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//OdeSolverBody * const *body,
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const btAlignedObjectArray<OdeSolverBody*> &body,
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dRealPtr invI, dRealMutablePtr lambda, dRealMutablePtr invMforce, dRealMutablePtr rhs,
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dRealMutablePtr lo, dRealMutablePtr hi, dRealPtr cfm, int *findex,
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int numiter,float overRelax)
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@@ -454,13 +458,20 @@ static void SOR_LCP (int m, int nb, dRealMutablePtr J, int *jb, OdeSolverBody *
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}
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/*
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void SolveInternal1 (float global_cfm,
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float global_erp,
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OdeSolverBody* const *body, int nb,
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BU_Joint **joint,
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int nj,
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const btContactSolverInfo& solverInfo)
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*/
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void SolveInternal1 (
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float global_cfm,
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float global_erp,
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const btAlignedObjectArray<OdeSolverBody*> &body, int nb,
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btAlignedObjectArray<BU_Joint*> &joint,
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int nj, const btContactSolverInfo& solverInfo)
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{
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int numIter = solverInfo.m_numIterations;
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