Added convex cast query to collision world.
Thanks to John McCutchan (JMC)
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@@ -17,14 +17,15 @@ subject to the following restrictions:
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#define RAYCAST_TRI_CALLBACK_H
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#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
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#include "LinearMath/btTransform.h"
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struct btBroadphaseProxy;
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class btConvexShape;
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class btTriangleRaycastCallback: public btTriangleCallback
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{
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public:
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//input
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//input
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btVector3 m_from;
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btVector3 m_to;
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@@ -38,5 +39,21 @@ public:
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};
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class btTriangleConvexcastCallback : public btTriangleCallback
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{
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public:
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const btConvexShape* m_convexShape;
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btTransform m_convexShapeFrom;
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btTransform m_convexShapeTo;
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btTransform m_triangleToWorld;
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btScalar m_hitFraction;
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btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld);
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virtual void processTriangle (btVector3* triangle, int partId, int triangleIndex);
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virtual btScalar reportHit (const btVector3& hitNormalLocal, const btVector3& hitPointLocal, btScalar hitFraction, int partId, int triangleIndex) = 0;
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};
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#endif //RAYCAST_TRI_CALLBACK_H
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