One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -117,9 +117,9 @@ void btSimpleDynamicsWorld::updateAabbs()
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if (body->IsActive() && (!body->isStaticObject()))
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{
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btPoint3 minAabb,maxAabb;
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colObj->m_collisionShape->getAabb(colObj->m_worldTransform, minAabb,maxAabb);
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colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
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btBroadphaseInterface* bp = getBroadphase();
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bp->setAabb(body->m_broadphaseHandle,minAabb,maxAabb);
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bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb);
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}
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}
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}
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@@ -159,7 +159,7 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(float timeStep)
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
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body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
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}
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}
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}
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@@ -178,9 +178,20 @@ void btSimpleDynamicsWorld::synchronizeMotionStates()
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{
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if (body->GetActivationState() != ISLAND_SLEEPING)
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{
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body->getMotionState()->setWorldTransform(body->m_worldTransform);
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body->getMotionState()->setWorldTransform(body->getWorldTransform());
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}
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}
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}
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}
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void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
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{
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if (m_ownsConstraintSolver)
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{
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delete m_constraintSolver;
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}
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m_ownsConstraintSolver = false;
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m_constraintSolver = solver;
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}
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