fix an issue in MPR collision detection (which is not used by default), only for testing in the VoronoiFracture demo
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@@ -678,8 +678,15 @@ inline float btMprVec3PointTriDist2(const btVector3 *P,
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q = btMprVec3Dot(&a, &d2);
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q = btMprVec3Dot(&a, &d2);
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r = btMprVec3Dot(&d1, &d2);
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r = btMprVec3Dot(&d1, &d2);
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s = (q * r - w * p) / (w * v - r * r);
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btScalar div = (w * v - r * r);
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if (btMprIsZero(div))
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{
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s=-1;
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} else
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{
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s = (q * r - w * p) / div;
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t = (-s * r - q) / w;
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t = (-s * r - q) / w;
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}
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if ((btMprIsZero(s) || s > 0.f)
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if ((btMprIsZero(s) || s > 0.f)
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&& (btMprEq(s, 1.f) || s < 1.f)
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&& (btMprEq(s, 1.f) || s < 1.f)
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