LOCATION=$1
cp $LOCATION/AUTHORS .
cp $LOCATION/BulletLicense.txt .
cp $LOCATION/ChangeLog .
cp $LOCATION/LICENSE .
cp $LOCATION/README .
cp $LOCATION/VERSION .
cp $LOCATION/src/*.h src
cp $LOCATION/src/LinearMath/*.h   src/LinearMath/
cp $LOCATION/src/LinearMath/*.cpp src/LinearMath/
cp $LOCATION/src/BulletCollision/BroadphaseCollision/*.h     src/BulletCollision/BroadphaseCollision
cp $LOCATION/src/BulletCollision/BroadphaseCollision/*.cpp   src/BulletCollision/BroadphaseCollision
cp $LOCATION/src/BulletCollision/CollisionDispatch/*.h       src/BulletCollision/CollisionDispatch
cp $LOCATION/src/BulletCollision/CollisionDispatch/*.cpp     src/BulletCollision/CollisionDispatch
cp $LOCATION/src/BulletCollision/CollisionShapes/*.h         src/BulletCollision/CollisionShapes
cp $LOCATION/src/BulletCollision/CollisionShapes/*.cpp       src/BulletCollision/CollisionShapes
cp $LOCATION/src/BulletCollision/NarrowPhaseCollision/*.h    src/BulletCollision/NarrowPhaseCollision
cp $LOCATION/src/BulletCollision/NarrowPhaseCollision/*.cpp  src/BulletCollision/NarrowPhaseCollision
cp $LOCATION/src/BulletDynamics/ConstraintSolver/*.h   src/BulletDynamics/ConstraintSolver
cp $LOCATION/src/BulletDynamics/ConstraintSolver/*.cpp src/BulletDynamics/ConstraintSolver
cp $LOCATION/src/BulletDynamics/Dynamics/*.h           src/BulletDynamics/Dynamics
cp $LOCATION/src/BulletDynamics/Dynamics/*.cpp         src/BulletDynamics/Dynamics
cp $LOCATION/src/BulletDynamics/Vehicle/*.h            src/BulletDynamics/Vehicle
cp $LOCATION/src/BulletDynamics/Vehicle/*.cpp          src/BulletDynamics/Vehicle
cp $LOCATION/Demos/OpenGL/*.h Demos/OpenGL
cp $LOCATION/Demos/OpenGL/*.cpp Demos/OpenGL

echo "REMEMBER to patch this new bullet version:"
echo "1) btDiscreteDynamicsWorld.cpp: 
--- BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp (revision 4812)
+++ BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp (working copy)
@@ -262,7 +262,12 @@
                        for (int v=0;v<m_vehicles[i]->getNumWheels();v++)
                        {
                                //synchronize the wheels with the (interpolated) chassis worldtransform
+                // updateWheelTransform resets m_isInContact to false. Since
+                // this field is needed in STK, we save it here and restore
+                // its value after the call to updateWheelTransform.
+                bool contact = m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact;
                                m_vehicles[i]->updateWheelTransform(v,true);
+                m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact = contact;
                        }
                }
        }
"