added hierarchical profiling (needs more cleanup)
avoid dynamic allocations in btRaycastVehicle
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@@ -138,6 +138,8 @@ public:
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void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
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void debugDrawWorld();
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virtual void setConstraintSolver(btConstraintSolver* solver);
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virtual btConstraintSolver* getConstraintSolver();
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