fixed some outstanding issues with Bullet soft bodies:
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size 2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
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@@ -609,6 +609,11 @@ public:
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btAlignedObjectArray<int> m_userIndexMapping;
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btSoftBodyWorldInfo* getWorldInfo()
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{
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return m_worldInfo;
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}
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virtual void setCollisionShape(btCollisionShape* collisionShape)
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{
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//don't do anything, due to the internal shape hack: todo: fix this
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