Use proper rotation for computing local aabb for convex cast shape.
Propagate hit point from convex caster to world callback [work in progress].
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@@ -174,6 +174,7 @@ bool btContinuousConvexCollision::calcTimeOfImpact(
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result.m_fraction = lastLambda;
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n = pointCollector.m_normalOnBInWorld;
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result.m_normal=n;//.setValue(1,1,1);// = n;
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result.m_hitPoint = pointCollector.m_pointInWorld;
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return true;
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}
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c = pointCollector.m_pointInWorld;
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@@ -189,6 +190,7 @@ bool btContinuousConvexCollision::calcTimeOfImpact(
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result.m_fraction = lambda;
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result.m_normal = n;
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result.m_hitPoint = c;
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return true;
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}
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