added brute-force triangle iteration method, to allow graphics to skip aabb traversal (useful for debugging)
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@@ -34,6 +34,9 @@ public:
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virtual ~btConcaveShape();
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const = 0;
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virtual void processAllTrianglesBruteForce(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const = 0;
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virtual btScalar getMargin() const {
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return m_collisionMargin;
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