add getClosestPoints.py example.
allow to perform a getClosestPoints query with a collisionShape and world transform (position, orientation) that isn't part of the world. (use createCollisionShape to create it)
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@@ -290,6 +290,15 @@ B3_SHARED_API void b3SetClosestDistanceFilterLinkA(b3SharedMemoryCommandHandle c
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B3_SHARED_API void b3SetClosestDistanceFilterBodyB(b3SharedMemoryCommandHandle commandHandle, int bodyUniqueIdB);
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B3_SHARED_API void b3SetClosestDistanceFilterLinkB(b3SharedMemoryCommandHandle commandHandle, int linkIndexB);
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B3_SHARED_API void b3SetClosestDistanceThreshold(b3SharedMemoryCommandHandle commandHandle, double distance);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapeA(b3SharedMemoryCommandHandle commandHandle, int collisionShapeA);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapeB(b3SharedMemoryCommandHandle commandHandle, int collisionShapeB);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapePositionA(b3SharedMemoryCommandHandle commandHandle, double collisionShapePositionA[/*3*/]);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapePositionB(b3SharedMemoryCommandHandle commandHandle, double collisionShapePositionB[/*3*/]);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapeOrientationA(b3SharedMemoryCommandHandle commandHandle, double collisionShapeOrientationA[/*4*/]);
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B3_SHARED_API void b3SetClosestDistanceFilterCollisionShapeOrientationB(b3SharedMemoryCommandHandle commandHandle, double collisionShapeOrientationB[/*4*/]);
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B3_SHARED_API void b3GetClosestPointInformation(b3PhysicsClientHandle physClient, struct b3ContactInformation* contactPointInfo);
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///get all the bodies that touch a given axis aligned bounding box specified in world space (min and max coordinates)
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