processed a lot of feedback: added 'realtime' simulation with fixed substeps (and clamping maximum number of substeps), this means that when stepSimulation is called with smaller timesteps then 'fixed substep' the motionstate is interpolated.
renamed m_ccdSweptSphereRadius, enabled wireframe debugDrawObject (using debugDrawer)
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@@ -38,6 +38,7 @@ subject to the following restrictions:
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btQuickProf.h"
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class btCollisionShape;
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class btDynamicsWorld;
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@@ -50,6 +51,8 @@ class DemoApplication
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protected:
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hidden::Clock m_clock;
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///this is the most important class
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btDynamicsWorld* m_dynamicsWorld;
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@@ -134,7 +137,7 @@ public:
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virtual void clientMoveAndDisplay() = 0;
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virtual void clientResetScene() =0 ;
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virtual void clientResetScene();
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///Demo functions
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void shootBox(const btVector3& destination);
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