Created by Jean-Paul Calderone on 2011-09-06 and last modified on 2011-09-06
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39. By Jean-Paul Calderone on 2011-09-06

Catch up to trunk

38. By Cameron Gorrie on 2011-04-05

Ported over a few more methods.
Also changed reference to shape to _shape in RigidBody so that we can access it with
methods inherited from CollisionObject.

37. By Cameron Gorrie on 2011-04-04

Added a lot of the constraint hierarchy--everything needed to support the btHinge2Constraint.
Also added some more utility methods of RigidBody (i.e. getInterpolationWorldTransform),
and added support for the bullet.Matrix3x3 class (wraps btMatrix3x3).

Added getBasis() to Transform to get a Matrix3x3.

36. By Cameron Gorrie on 2011-04-02

Add a TODO for #defines.

35. By Cameron Gorrie on 2011-04-02

Working vehicle demo and initial documentation for the vehicle parts of pyBullet.

34. By Cameron Gorrie on 2011-04-01

So I can work on this elsewhere

33. By Cameron Gorrie on 2011-04-01

Everything for the Raycast vehicle has been implemented.

Added a vehicle demo to show off the results of the branch.
Next steps:
- make the vehicle demo output something in OpenGL so we can verify everything is working.

32. By Cameron Gorrie on 2011-03-30

Ignore build directories, generated cpp files, and allow setup.py to be used with ./configure/make/make install-ed bullet physics library. Also lets me import it with import bullet.bullet.

31. By Jean-Paul Calderone on 2011-03-29

Expose btRigidBody::getLinearVelocity

30. By Jean-Paul Calderone on 2011-03-28

Expose triangle mesh shape related APIs to allow more flexibility when using this shape. Also add an example that shows how this shape is used.

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