[DEBUG] correct missing some virtual
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@ -102,7 +102,7 @@ class ProxyShape {
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const Transform& transform, decimal mass);
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/// Destructor
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~ProxyShape();
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virtual ~ProxyShape();
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/// Return the collision shape
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const CollisionShape* getCollisionShape() const;
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@ -88,7 +88,7 @@ struct RaycastInfo {
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}
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/// Destructor
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~RaycastInfo() {
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virtual ~RaycastInfo() {
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}
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};
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@ -54,7 +54,7 @@ class TriangleMesh {
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TriangleMesh();
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/// Destructor
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~TriangleMesh();
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virtual ~TriangleMesh();
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/// Add a subpart of the mesh
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void addSubpart(TriangleVertexArray* triangleVertexArray);
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@ -87,7 +87,7 @@ class TriangleVertexArray {
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VertexDataType vertexDataType, IndexDataType indexDataType);
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/// Destructor
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~TriangleVertexArray();
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virtual ~TriangleVertexArray();
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/// Return the vertex data type
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VertexDataType getVertexDataType() const;
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@ -176,7 +176,7 @@ class BroadPhaseAlgorithm {
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BroadPhaseAlgorithm(CollisionDetection& collisionDetection);
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/// Destructor
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~BroadPhaseAlgorithm();
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virtual ~BroadPhaseAlgorithm();
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/// Add a proxy collision shape into the broad-phase collision detection
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void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb);
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@ -97,6 +97,7 @@ struct TreeNode {
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class DynamicAABBTreeOverlapCallback {
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public :
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virtual ~DynamicAABBTreeOverlapCallback() = default;
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// Called when a overlapping node has been found during the call to
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// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
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@ -111,6 +112,7 @@ class DynamicAABBTreeOverlapCallback {
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class DynamicAABBTreeRaycastCallback {
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public:
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virtual ~DynamicAABBTreeRaycastCallback() = default;
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// Called when the AABB of a leaf node is hit by a ray
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virtual decimal raycastBroadPhaseShape(int32 nodeId, const Ray& ray)=0;
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@ -194,7 +196,7 @@ class DynamicAABBTree {
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DynamicAABBTree(decimal extraAABBGap = decimal(0.0));
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/// Destructor
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~DynamicAABBTree();
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virtual ~DynamicAABBTree();
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/// Add an object into the tree (where node data are two integers)
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int addObject(const AABB& aabb, int32 data1, int32 data2);
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@ -46,6 +46,7 @@ class CollisionDetection;
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class NarrowPhaseCallback {
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public:
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virtual ~NarrowPhaseCallback() = default;
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/// Called by a narrow-phase collision algorithm when a new contact has been found
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virtual void notifyContact(OverlappingPair* overlappingPair,
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@ -41,6 +41,7 @@ namespace reactphysics3d {
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class TriangleCallback {
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public:
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virtual ~TriangleCallback() = default;
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/// Report a triangle
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virtual void testTriangle(const Vector3* trianglePoints)=0;
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