Fixing trimesh precision
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@@ -34,11 +34,19 @@
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#include "bullet_types_converter.h"
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#include "collision_object_bullet.h"
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#include "rigid_body_bullet.h"
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#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
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/**
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@author AndreaCatania
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*/
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bool godotContactAddedCallback(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
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if (!colObj1Wrap->getCollisionObject()->getCollisionShape()->isCompound()) {
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btAdjustInternalEdgeContacts(cp, colObj1Wrap, colObj0Wrap, partId1, index1);
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}
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return true;
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}
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bool GodotFilterCallback::test_collision_filters(uint32_t body0_collision_layer, uint32_t body0_collision_mask, uint32_t body1_collision_layer, uint32_t body1_collision_mask) {
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return body0_collision_layer & body1_collision_mask || body1_collision_layer & body0_collision_mask;
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}
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