Do not recompute triangle normal during triangle raycasting
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@ -182,8 +182,7 @@ bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider*
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if (hitFraction < decimal(0.0) || hitFraction > ray.maxFraction) return false;
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Vector3 localHitNormal = (mPoints[1] - mPoints[0]).cross(mPoints[2] - mPoints[0]);
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if (localHitNormal.dot(pq) > decimal(0.0)) localHitNormal = -localHitNormal;
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Vector3 localHitNormal = mNormal.dot(pq) > decimal(0.0) ? mNormal : -mNormal;
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raycastInfo.body = collider->getBody();
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raycastInfo.collider = collider;
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