add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
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#ifndef CONVERT_RIGIDBODIES_2_MULTIBODY_H
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#define CONVERT_RIGIDBODIES_2_MULTIBODY_H
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struct ConvertRigidBodies2MultiBody
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{
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btAlignedObjectArray<btRigidBody*> m_bodies;
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btAlignedObjectArray<btTypedConstraint*> m_constraints;
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virtual void addRigidBody(btRigidBody* body);
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virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
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virtual btMultiBody* convertToMultiBody();
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};
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#endif //CONVERT_RIGIDBODIES_2_MULTIBODY_H
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