Move collider shape raycasting utilities to the PhysicsColliderActor class
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@@ -2630,6 +2630,7 @@ bool PhysicsBackend::RayCastShape(void* shape, const Vector3& position, const Qu
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PxRaycastHit hit;
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if (PxGeometryQuery::raycast(C2P(origin - sceneOrigin), C2P(direction), shapePhysX->getGeometry(), trans, maxDistance, SCENE_QUERY_FLAGS, 1, &hit) == 0)
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return false;
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hit.shape = shapePhysX;
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P2C(hit, hitInfo);
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hitInfo.Point += sceneOrigin;
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return true;
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