make btHashMap data protected (not private) for easier serialization
move btTriangleInfoMap.h into its own header, into the BulletCollision/CollisionShapes folder add btTriangleInfoMap pointer to btBvhTriangleMeshShape, so we don't need to use the 'userpointer' anymore preparation for serialization of btTriangleInfoMap. See also http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4603&start=30
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@@ -569,10 +569,10 @@ SIMD_FORCE_INLINE const char* btGeneric6DofConstraint::serialize(void* dataBuffe
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int i;
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for (i=0;i<3;i++)
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{
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dof->m_angularLowerLimit.m_floats[i] = m_angularLimits[i].m_loLimit;
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dof->m_angularUpperLimit.m_floats[i] = m_angularLimits[i].m_hiLimit;
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dof->m_linearLowerLimit.m_floats[i] = m_linearLimits.m_lowerLimit[i];
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dof->m_linearUpperLimit.m_floats[i] = m_linearLimits.m_upperLimit[i];
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dof->m_angularLowerLimit.m_floats[i] = float(m_angularLimits[i].m_loLimit);
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dof->m_angularUpperLimit.m_floats[i] = float(m_angularLimits[i].m_hiLimit);
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dof->m_linearLowerLimit.m_floats[i] = float(m_linearLimits.m_lowerLimit[i]);
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dof->m_linearUpperLimit.m_floats[i] = float(m_linearLimits.m_upperLimit[i]);
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}
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dof->m_useLinearReferenceFrameA = m_useLinearReferenceFrameA? 1 : 0;
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