add multibody interpolation transform so that collision detection is consistent with rigidbody
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@@ -44,7 +44,7 @@ static btVector3 generateUnitOrthogonalVector(const btVector3& u)
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void btDeformableContactProjection::update()
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{
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///solve rigid body constraints
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m_world->getSolverInfo().m_numIterations = 10;
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m_world->getSolverInfo().m_numIterations = 1;
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m_world->btMultiBodyDynamicsWorld::solveInternalConstraints(m_world->getSolverInfo());
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// loop through constraints to set constrained values
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