VectorUtil.setMin(rayAabbMinLocal, convexToLocal);
Vector3f rayAabbMaxLocal = Stack.alloc(convexFromLocal);
VectorUtil.setMax(rayAabbMaxLocal, convexToLocal);
rayAabbMinLocal.add(boxMinLocal);
rayAabbMaxLocal.add(boxMaxLocal);
triangleMesh.processAllTriangles(tccb, rayAabbMinLocal, rayAabbMaxLocal);
}
}
else {
// todo: use AABB tree or other BVH acceleration structure!
if (collisionShape.isCompound()) {