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virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
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//once a rigidbody is added to the dynamics world, it will get this gravity assigned
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//existing rigidbodies in the world get gravity assigned too, during this method
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virtual void setGravity(const btVector3& gravity) = 0;
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virtual btVector3 getGravity () const = 0;
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virtual void addRigidBody(btRigidBody* body) = 0;
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virtual void removeRigidBody(btRigidBody* body) = 0;