Contribution to add optional double precision floating point support. Define BT_USE_DOUBLE_PRECISION for all involved libraries/apps.
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@@ -55,7 +55,7 @@ protected:
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int m_islandTag1;
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int m_activationState1;
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float m_deactivationTime;
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btScalar m_deactivationTime;
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btScalar m_friction;
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btScalar m_restitution;
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@@ -67,13 +67,13 @@ protected:
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void* m_internalOwner;
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///time of impact calculation
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float m_hitFraction;
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btScalar m_hitFraction;
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///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
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float m_ccdSweptSphereRadius;
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btScalar m_ccdSweptSphereRadius;
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/// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionThreshold
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float m_ccdSquareMotionThreshold;
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btScalar m_ccdSquareMotionThreshold;
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public:
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@@ -137,11 +137,11 @@ public:
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void setActivationState(int newState);
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void setDeactivationTime(float time)
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void setDeactivationTime(btScalar time)
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{
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m_deactivationTime = time;
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}
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float getDeactivationTime() const
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btScalar getDeactivationTime() const
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{
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return m_deactivationTime;
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}
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@@ -155,19 +155,19 @@ public:
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return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
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}
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void setRestitution(float rest)
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void setRestitution(btScalar rest)
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{
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m_restitution = rest;
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}
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float getRestitution() const
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btScalar getRestitution() const
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{
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return m_restitution;
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}
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void setFriction(float frict)
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void setFriction(btScalar frict)
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{
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m_friction = frict;
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}
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float getFriction() const
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btScalar getFriction() const
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{
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return m_friction;
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}
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@@ -251,12 +251,12 @@ public:
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m_islandTag1 = tag;
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}
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const float getHitFraction() const
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const btScalar getHitFraction() const
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{
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return m_hitFraction;
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}
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void setHitFraction(float hitFraction)
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void setHitFraction(btScalar hitFraction)
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{
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m_hitFraction = hitFraction;
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}
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@@ -273,25 +273,25 @@ public:
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}
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///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
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float getCcdSweptSphereRadius() const
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btScalar getCcdSweptSphereRadius() const
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{
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return m_ccdSweptSphereRadius;
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}
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///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
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void setCcdSweptSphereRadius(float radius)
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void setCcdSweptSphereRadius(btScalar radius)
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{
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m_ccdSweptSphereRadius = radius;
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}
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float getCcdSquareMotionThreshold() const
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btScalar getCcdSquareMotionThreshold() const
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{
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return m_ccdSquareMotionThreshold;
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}
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/// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionThreshold
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void setCcdSquareMotionThreshold(float ccdSquareMotionThreshold)
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void setCcdSquareMotionThreshold(btScalar ccdSquareMotionThreshold)
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{
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m_ccdSquareMotionThreshold = ccdSquareMotionThreshold;
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}
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