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support split impulse for deformable vs. rigid contact
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@@ -165,7 +165,7 @@ void SplitImpulse::initPhysics()
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psb->setTotalMass(1);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 0.1;
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psb->m_cfg.kDF = 1;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::SDF_RDF;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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