btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
{
	idDebug = 0;
	for(int i = 0; i < 4;i++){
		debugAngularVelocity[i] = btVector3(0,0,0);
        debugRelVector[i] = btVector3(0,0,0);
	}


	debugLinearVelocity = btVector3(0,0,0);
	btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
	setupRigidBody(cinfo);
}
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btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
{
	btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
	setupRigidBody(cinfo);
}
btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
	setupRigidBody(constructionInfo);
}
 void SceneTerrain::setupInteractiveBody(RigidBody *rigidBody)
 {
     setupRigidBody(rigidBody);
     setupAIObject(rigidBody);
 }