Added convex cast query to collision world.
Thanks to John McCutchan (JMC)
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@@ -28,7 +28,7 @@ ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
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btOptimizedBvh* m_bvh;
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bool m_useQuantizedAabbCompression;
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bool m_ownsBvh;
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bool m_ownsBvh;
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bool m_pad[11];////need padding due to alignment
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public:
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@@ -53,6 +53,7 @@ public:
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void performRaycast (btTriangleRaycastCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
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void performConvexcast (btTriangleConvexcastCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax);
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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