fix in box-box contact generation: choose better contact point location (along contact normal) when objects are swapped.
move debugDrawWorld to btCollisionWorld. improved CollisionInterfaceDemo, show how to perform a closest point query for objects that are not in the collision world. removed a bit of garbage from the debug drawer
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@@ -77,8 +77,7 @@ protected:
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virtual void saveKinematicState(btScalar timeStep);
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void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color);
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public:
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@@ -135,7 +134,6 @@ public:
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///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
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virtual void removeCollisionObject(btCollisionObject* collisionObject);
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void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
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void debugDrawConstraint(btTypedConstraint* constraint);
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