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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@@ -18,6 +18,7 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "btGjkEpaPenetrationDepthSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpa.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h"
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bool btGjkEpaPenetrationDepthSolver::calcPenDepth( btSimplexSolverInterface& simplexSolver,
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const btConvexShape* pConvexA, const btConvexShape* pConvexB,
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@@ -32,10 +33,20 @@ bool btGjkEpaPenetrationDepthSolver::calcPenDepth( btSimplexSolverInterface& sim
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const btScalar radialmargin(btScalar(0.));
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//#define USE_ORIGINAL_GJK 1
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#ifdef USE_ORIGINAL_GJK
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btGjkEpaSolver::sResults results;
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if(btGjkEpaSolver::Collide( pConvexA,transformA,
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pConvexB,transformB,
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radialmargin,stackAlloc,results))
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#else
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btVector3 guessVector(transformA.getOrigin()-transformB.getOrigin());
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btGjkEpaSolver2::sResults results;
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if(btGjkEpaSolver2::Penetration(pConvexA,transformA,
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pConvexB,transformB,
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guessVector,results))
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#endif
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{
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// debugDraw->drawLine(results.witnesses[1],results.witnesses[1]+results.normal,btVector3(255,0,0));
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//resultOut->addContactPoint(results.normal,results.witnesses[1],-results.depth);
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@@ -20,6 +20,7 @@ subject to the following restrictions:
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "btRaycastCallback.h"
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btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to)
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@@ -122,7 +123,7 @@ btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId,
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triangleShape.setMargin(m_triangleCollisionMargin);
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btVoronoiSimplexSolver simplexSolver;
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btGjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver;
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//#define USE_SUBSIMPLEX_CONVEX_CAST 1
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//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
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@@ -130,7 +131,7 @@ btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId,
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btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver);
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#else
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//btGjkConvexCast convexCaster(m_convexShape,&triangleShape,&simplexSolver);
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btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,NULL);
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btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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btConvexCast::CastResult castResult;
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