rename HasHit method to hasHit
rename AddSingleResult to addSingleResult moved collision filtering for btCollisionWorld::rayTest and btCollisionWorld::convexSweepTest from argument to the callback needsCollision
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@@ -189,7 +189,7 @@ bool Raytracer::worldRaytest(const btVector3& rayFrom,const btVector3& rayTo,btV
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btVector3 m_hitNormalWorld;
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btVector3 m_hitPointWorld;
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virtual btScalar AddSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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//caller already does the filter on the m_closestHitFraction
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@@ -215,7 +215,7 @@ bool Raytracer::worldRaytest(const btVector3& rayFrom,const btVector3& rayTo,btV
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AllRayResultCallback resultCallback(rayFrom,rayTo);
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// btCollisionWorld::ClosestRayResultCallback resultCallback(rayFrom,rayTo);
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m_collisionWorld->rayTest(rayFrom,rayTo,resultCallback);
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if (resultCallback.HasHit())
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if (resultCallback.hasHit())
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{
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worldNormal = resultCallback.m_hitNormalWorld;
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return true;
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@@ -261,7 +261,7 @@ bool Raytracer::singleObjectRaytest(const btVector3& rayFrom,const btVector3& ra
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//reset previous result
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans, &tmpObj, shapePtr[s], transforms[s], resultCallback);
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if (resultCallback.HasHit())
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if (resultCallback.hasHit())
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{
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//float fog = 1.f - 0.1f * rayResult.m_fraction;
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resultCallback.m_hitNormalWorld.normalize();//.m_normal.normalize();
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