Fixes in raycast (against sphere), point 2 point constraint
Picking test works, holding shift in App_BasicGpuDemo_*
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@@ -20,7 +20,7 @@ class b3GpuDynamicsWorld : public btDynamicsWorld
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btAlignedObjectArray<const class btCollisionShape*> m_uniqueShapes;
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btAlignedObjectArray<int> m_uniqueShapeMapping;
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btAlignedObjectArray<btTypedConstraint*> m_constraints;
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btAlignedObjectArray<int> m_bodyUpdateRevisions;
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class b3GpuRigidBodyPipeline* m_rigidBodyPipeline;
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class b3GpuNarrowPhase* m_np;
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class b3GpuSapBroadphase* m_bp;
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@@ -29,7 +29,8 @@ class b3GpuDynamicsWorld : public btDynamicsWorld
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btVector3 m_gravity;
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bool m_cpuGpuSync;
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float m_localTime;
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class btRigidBody* m_staticBody;//used for picking and Bullet 2.x compatibility. In Bullet 3.x all constraints have explicitly 2 bodies.
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int findOrRegisterCollisionShape(const btCollisionShape* colShape);
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@@ -43,7 +44,7 @@ public:
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virtual void synchronizeMotionStates();
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void debugDrawWorld() {}
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void debugDrawWorld();
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void setGravity(const btVector3& gravity);
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