improved performance, and allowed custom friction and contact solver models. See CcdPhysicsDemo #define USER_DEFINED_FRICTION_MODEL
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@@ -1707,18 +1707,25 @@ PHY_IVehicle* CcdPhysicsEnvironment::getVehicleConstraint(int constraintId)
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#endif //NEW_BULLET_VEHICLE_SUPPORT
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int currentController = 0;
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int numController = 0;
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void CcdPhysicsEnvironment::UpdateAabbs(float timeStep)
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{
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std::vector<CcdPhysicsController*>::iterator i;
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BroadphaseInterface* scene = GetBroadphase();
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numController = m_controllers.size();
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currentController = 0;
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//
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// update aabbs, only for moving objects (!)
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//
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for (i=m_controllers.begin();
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!(i==m_controllers.end()); i++)
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{
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currentController++;
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CcdPhysicsController* ctrl = (*i);
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RigidBody* body = ctrl->GetRigidBody();
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@@ -234,6 +234,11 @@ protected:
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return m_islandManager;
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}
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class ConstraintSolver* GetConstraintSolver()
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{
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return m_solver;
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}
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protected:
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