added brute-force triangle iteration method, to allow graphics to skip aabb traversal (useful for debugging)
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@@ -138,10 +138,9 @@ const btVector3& btTriangleMeshShape::getLocalScaling() const
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//#define DEBUG_TRIANGLE_MESH
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void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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void btTriangleMeshShape::processAllTrianglesBruteForce(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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struct FilteredCallback : public btInternalTriangleIndexCallback
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struct FilteredCallback : public btInternalTriangleIndexCallback
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{
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btTriangleCallback* m_callback;
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btVector3 m_aabbMin;
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@@ -169,7 +168,12 @@ void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const
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FilteredCallback filterCallback(callback,aabbMin,aabbMax);
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m_meshInterface->InternalProcessAllTriangles(&filterCallback,aabbMin,aabbMax);
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}
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void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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processAllTrianglesBruteForce(callback,aabbMin,aabbMax);
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}
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