add penetration depth solver for btCollisionWorld::convexSweepTest, to handle touching/penetrating contact (useful for character controller)
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@@ -18,7 +18,7 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting
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#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting
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#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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@@ -403,7 +403,8 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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btGjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver;
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btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,&gjkEpaPenetrationSolver);
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if (convexCaster.calcTimeOfImpact(convexFromTrans,convexToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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{
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