fix kinematic objects, see Issue 652
add m_rollingFriction to btRigidBody::btRigidBodyConstructionInfo
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@@ -526,7 +526,8 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
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} else
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{
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btRigidBody* rb = btRigidBody::upcast(&body);
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if (rb && rb->getInvMass())
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//convert both active and kinematic objects (for their velocity)
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if (rb && (rb->getInvMass() || rb->isKinematicObject()))
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{
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solverBodyIdA = m_tmpSolverBodyPool.size();
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btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
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