add multibody interpolation transform so that collision detection is consistent with rigidbody
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@@ -96,7 +96,9 @@ public:
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virtual void removeMultiBodyConstraint(btMultiBodyConstraint* constraint);
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virtual void integrateTransforms(btScalar timeStep);
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void integrateMultiBodyTransforms(btScalar timeStep,bool predict = false);
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virtual void predictUnconstraintMotion(btScalar timeStep);
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virtual void debugDrawWorld();
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virtual void debugDrawMultiBodyConstraint(btMultiBodyConstraint* constraint);
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