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1 #include "ClosestNotMeRayResultCallback.h"
2 
ClosestNotMeRayResultCallback(btCollisionObject * me)3 ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback (btCollisionObject* me)
4 	: ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
5 {
6 	m_me = me;
7 }
8 
addSingleResult(btCollisionWorld::LocalRayResult & rayResult,bool normalInWorldSpace)9 btScalar ClosestNotMeRayResultCallback::addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
10 {
11 	if (rayResult.m_collisionObject == m_me)
12 		return 1.0;
13 
14 	return ClosestNotMeRayResultCallback::ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
15 }
16