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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@@ -118,7 +118,7 @@ btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape*
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void
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btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
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{
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btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
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btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
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btVoronoiSimplexSolver simplexSolver;
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@@ -148,7 +148,7 @@ btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId,
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castResult.m_normal.normalize();
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reportHit (castResult.m_normal,
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btVector3(6,6,6),
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castResult.m_hitPoint,
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castResult.m_fraction,
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partId,
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triangleIndex);
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