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https://github.com/bulletphysics/bullet3
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expose the SphereTriangleDetector::collide method
cmake build tweaks: only compile BlenderSerialize if necessary
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@ -1,11 +1,15 @@
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IF (BUILD_BLEND_DEMO)
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SUBDIRS(BlenderSerialize )
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ENDIF()
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IF(INTERNAL_UPDATE_SERIALIZATION_STRUCTURES)
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# makesdna and HeaderGenerator are for advanced use only
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# makesdna can re-generate the binary DNA representing the Bullet serialization structures
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# Be very careful modifying any of this, otherwise the .bullet format becomes incompatible
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SUBDIRS ( BulletFileLoader BulletWorldImporter BlenderSerialize HeaderGenerator makesdna)
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SUBDIRS ( BulletFileLoader BulletWorldImporter HeaderGenerator makesdna)
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ELSE(INTERNAL_UPDATE_SERIALIZATION_STRUCTURES)
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@ -34,9 +34,11 @@ struct SphereTriangleDetector : public btDiscreteCollisionDetectorInterface
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virtual ~SphereTriangleDetector() {};
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bool collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold);
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private:
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bool collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold);
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bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p );
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bool facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal);
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