Irrlicht and Newton

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Syntax:
AnimatedMeshToNewtonCollisionTree:Byte Ptr(nWorld:Byte Ptr,g_map:IAnimatedMesh,g_newtonMap:Byte Ptr)


Arguments:
- nWorld is the current Newton world.
- g_map is the animated mesh to create the collision body from.
- g_newtonMap is the collision tree object pointer.

Returns: Pointer to the Newton collision body generated.