virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int  triangleIndex)
		{
			(void)partId;
			(void)triangleIndex;

			m_aabbMin.setMin(triangle[0]);
			m_aabbMax.setMax(triangle[0]);
			m_aabbMin.setMin(triangle[1]);
			m_aabbMax.setMax(triangle[1]);
			m_aabbMin.setMin(triangle[2]);
			m_aabbMax.setMax(triangle[2]);
		}
void btBU_Simplex1to4::getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const
{
#if 1
	btPolyhedralConvexAabbCachingShape::getAabb(t, aabbMin, aabbMax);
#else
	aabbMin.setValue(BT_LARGE_FLOAT, BT_LARGE_FLOAT, BT_LARGE_FLOAT);
	aabbMax.setValue(-BT_LARGE_FLOAT,-BT_LARGE_FLOAT,-BT_LARGE_FLOAT);

	//just transform the vertices in worldspace, and take their AABB
	for (int i=0;i<m_numVertices;i++)
	{
		btVector3 worldVertex = t(m_vertices[i]);
		aabbMin.setMin(worldVertex);
		aabbMax.setMax(worldVertex);
	}
#endif
}