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add some btQuaternion and btVector methods:
btVector3: + [Value] btVector3 rotate([Ref] btVector3 wAxis, float angle); btQuaternion: + [Value] btQuaternion inverse(); + float getAngle(); + float getAngleShortestPath(); + float angle([Ref] btQuaternion q); + float angleShortestPath([Ref] btQuaternion q);
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