Add Character control to btDiscreteDynamicsWorld (moved btCharacterControllerInterface/btKinematicCharacterController functionality from demo)
Remove ibmsdk from CcdPhysicsDemo and CollisionDemo
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@@ -26,6 +26,7 @@ class btTypedConstraint;
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class btRaycastVehicle;
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class btCharacterControllerInterface;
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class btIDebugDraw;
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#include "LinearMath/btAlignedObjectArray.h"
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@@ -53,6 +54,9 @@ protected:
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btAlignedObjectArray<btRaycastVehicle*> m_vehicles;
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btAlignedObjectArray<btCharacterControllerInterface*> m_characters;
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int m_profileTimings;
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@@ -68,6 +72,8 @@ protected:
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void updateVehicles(btScalar timeStep);
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void updateCharacters(btScalar timeStep);
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void startProfiling(btScalar timeStep);
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virtual void internalSingleStepSimulation( btScalar timeStep);
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@@ -95,13 +101,18 @@ public:
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///this can be useful to synchronize a single rigid body -> graphics object
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void synchronizeSingleMotionState(btRigidBody* body);
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void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
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virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
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void removeConstraint(btTypedConstraint* constraint);
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virtual void removeConstraint(btTypedConstraint* constraint);
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void addVehicle(btRaycastVehicle* vehicle);
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virtual void addVehicle(btRaycastVehicle* vehicle);
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void removeVehicle(btRaycastVehicle* vehicle);
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virtual void removeVehicle(btRaycastVehicle* vehicle);
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virtual void addCharacter(btCharacterControllerInterface* character);
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virtual void removeCharacter(btCharacterControllerInterface* character);
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btSimulationIslandManager* getSimulationIslandManager()
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{
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