example Collision: catch case where no collision world is created
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@@ -245,7 +245,10 @@ public:
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numNearCallbacks = 0;
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{
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BT_PROFILE("plWorldCollide");
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plWorldCollide(m_collisionSdkHandle,m_collisionWorldHandle,myNearCallback, myUserPtr);
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if (m_collisionSdkHandle && m_collisionWorldHandle)
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{
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plWorldCollide(m_collisionSdkHandle,m_collisionWorldHandle,myNearCallback, myUserPtr);
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}
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}
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#if 0
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@@ -3,6 +3,7 @@
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3ConvexPolyhedronData.h"
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#include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
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//convert the opaque pointer to int
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struct RTB3_ColliderOpaque2Int
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@@ -48,6 +49,8 @@ struct RTB3CollisionWorld
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b3AlignedObjectArray<b3Collidable> m_collidables;
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b3AlignedObjectArray<b3GpuChildShape> m_childShapes;
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b3AlignedObjectArray<b3Aabb> m_localSpaceAabbs;
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b3AlignedObjectArray<b3Aabb> m_worldSpaceAabbs;
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b3AlignedObjectArray<b3GpuFace> m_planeFaces;
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b3AlignedObjectArray<b3CompoundOverlappingPair> m_compoundOverlappingPairs;
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int m_nextFreeShapeIndex;
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