Is there a general algorithm to solve that problem?
For a simple plane I just add all triangle edges as distance constraints. That works fine. For other meshes however, say a simple uv sphere made in Blender, the algorithm is completely broken due to extra vertices created during the export process. All the papers I've seen on cloth / soft body physics talk about how to solve the constraints but not how to generate them in the first place.
Any help would be appreciated.