use collision margin of btBvhTriangleMeshShape for convexTest.
Thanks to reltham for the contribution. http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2121&p=8454#p8454
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@@ -105,19 +105,21 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
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}
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btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld)
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btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
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{
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m_convexShape = convexShape;
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m_convexShapeFrom = convexShapeFrom;
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m_convexShapeTo = convexShapeTo;
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m_triangleToWorld = triangleToWorld;
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m_hitFraction = 1.0;
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m_triangleCollisionMargin = triangleCollisionMargin;
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}
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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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triangleShape.setMargin(m_triangleCollisionMargin);
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btVoronoiSimplexSolver simplexSolver;
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@@ -157,4 +159,4 @@ btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId,
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}
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}
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}
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}
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}
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