added some comments, to clarify unit-test/brute force implementations.
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@@ -20,7 +20,7 @@ subject to the following restrictions:
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///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
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///This copes with fast moving objects that otherwise would tunnel/miss collisions.
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///Under construction, don't use yet!
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///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead.
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class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
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{
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@@ -22,11 +22,8 @@ class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics
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///It can be used for basic simulations, and as a starting point for porting Bullet
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///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
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///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
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///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
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///btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
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class btSimpleDynamicsWorld : public btDynamicsWorld
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{
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protected:
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