Implement true implicit friction cone, instead of friction pyramid, for btMultiBody vs btMultiBody and btMultiBody vs btRigidBody
See data/sphere_small_zeroinertia.urdf for an example.
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@@ -35,7 +35,8 @@ protected:
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btMultiBodyConstraintArray m_multiBodyNonContactConstraints;
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btMultiBodyConstraintArray m_multiBodyNormalContactConstraints;
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btMultiBodyConstraintArray m_multiBodyFrictionContactConstraints;
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btMultiBodyConstraintArray m_multiBodyLateralFrictionContactConstraints;
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btMultiBodyConstraintArray m_multiBodyTorsionalFrictionContactConstraints;
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btMultiBodyJacobianData m_data;
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@@ -45,6 +46,9 @@ protected:
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btScalar resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint& c);
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//solve 2 friction directions and clamp against the implicit friction cone
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btScalar resolveConeFrictionConstraintRows(const btMultiBodySolverConstraint& cA, const btMultiBodySolverConstraint& cB);
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void convertContacts(btPersistentManifold** manifoldPtr,int numManifolds, const btContactSolverInfo& infoGlobal);
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