Added btNearCallback. This is similar to Open Dynamics Engine (ODE) dNearCallback, but important differences:
- contact points are persistent (lifetime more then one frame, for warmstarting/incremental contact point management) - continuous collision detection, time of impact Added btRigidBody::isInWorld(), returns true if btRigidBody is inside a btCollisionWorld/btDynamicsWorld derived class Added angularFactor to btRigidbody, this helps some character control (no angular impulse applied)
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@@ -35,6 +35,7 @@ btRigidBody::btRigidBody(float mass, btMotionState* motionState, btCollisionShap
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m_totalTorque(0.0f, 0.0f, 0.0f),
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m_linearVelocity(0.0f, 0.0f, 0.0f),
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m_angularVelocity(0.f,0.f,0.f),
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m_angularFactor(1.f),
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m_linearDamping(0.f),
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m_angularDamping(0.5f),
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m_optionalMotionState(motionState),
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