bugfix: add Ghost support for soft bodies, so that they don't collide with ghosts, and can be ghost themselves.
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@@ -2439,6 +2439,10 @@ void btSoftBody::PSolve_RContacts(btSoftBody* psb,btScalar kst,btScalar ti)
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for(int i=0,ni=psb->m_rcontacts.size();i<ni;++i)
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for(int i=0,ni=psb->m_rcontacts.size();i<ni;++i)
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{
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{
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const RContact& c=psb->m_rcontacts[i];
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const RContact& c=psb->m_rcontacts[i];
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///skip object that don't have collision response
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if (!psb->getWorldInfo()->m_dispatcher->needsResponse(psb,c.m_cti.m_body))
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continue;
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const sCti& cti=c.m_cti;
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const sCti& cti=c.m_cti;
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const btVector3 va=cti.m_body->getVelocityInLocalPoint(c.m_c1)*dt;
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const btVector3 va=cti.m_body->getVelocityInLocalPoint(c.m_c1)*dt;
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const btVector3 vb=c.m_node->m_x-c.m_node->m_q;
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const btVector3 vb=c.m_node->m_x-c.m_node->m_q;
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