set up deformable world and solver (does not support contact or friction yet)
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@@ -704,6 +704,7 @@ public:
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btDbvt m_fdbvt; // Faces tree
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btDbvt m_cdbvt; // Clusters tree
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tClusterArray m_clusters; // Clusters
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btScalar m_dampingCoefficient; // Damping Coefficient
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btAlignedObjectArray<bool> m_clusterConnectivity; //cluster connectivity, for self-collision
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@@ -735,6 +736,11 @@ public:
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{
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return m_worldInfo;
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}
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void setDampingCoefficient(btScalar damping_coeff)
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{
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m_dampingCoefficient = damping_coeff;
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}
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///@todo: avoid internal softbody shape hack and move collision code to collision library
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virtual void setCollisionShape(btCollisionShape* collisionShape)
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