private static void ApplyAnisotropicFriction(CollisionObject colObj, ref IndexedVector3 frictionDirection)
		{
			if (colObj != null && colObj.HasAnisotropicFriction())
			{
				// transform to local coordinates
                IndexedVector3 loc_lateral = frictionDirection * colObj.GetWorldTransform()._basis;
				IndexedVector3 friction_scaling = colObj.GetAnisotropicFriction();
				//apply anisotropic friction
				loc_lateral *= friction_scaling;
				// ... and transform it back to global coordinates
                frictionDirection = colObj.GetWorldTransform()._basis * loc_lateral;
			}
		}