fixed collision bug involving meshes/compounds: always keep point with deepest penetration
increased default number of objects/overlaps in broadphase to 20k/60k
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@@ -91,7 +91,7 @@ private:
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void SortMaxUp(int axis, unsigned short edge, bool updateOverlaps = true);
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public:
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AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles = 1024, int maxOverlaps = 8192);
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AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles = 20000, int maxOverlaps = 60000);
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virtual ~AxisSweep3();
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virtual void RefreshOverlappingPairs()
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