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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@@ -50,6 +50,7 @@ public:
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virtual ~CastResult() {};
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btVector3 m_normal;
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btVector3 m_hitPoint;
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btScalar m_fraction;
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btTransform m_hitTransformA;
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btTransform m_hitTransformB;
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