Contribution to add optional double precision floating point support. Define BT_USE_DOUBLE_PRECISION for all involved libraries/apps.

This commit is contained in:
ejcoumans
2006-12-16 05:51:30 +00:00
parent 39f223fd65
commit df9230327c
141 changed files with 1091 additions and 1042 deletions

View File

@@ -185,12 +185,12 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
RayResultCallback& resultCallback)
{
btSphereShape pointShape(0.0f);
btSphereShape pointShape(btScalar(0.0));
if (collisionShape->isConvex())
{
btConvexCast::CastResult castResult;
castResult.m_fraction = 1.f;//??
castResult.m_fraction = btScalar(1.);//??
btConvexShape* convexShape = (btConvexShape*) collisionShape;
btVoronoiSimplexSolver simplexSolver;
@@ -201,7 +201,7 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
{
//add hit
if (castResult.m_normal.length2() > 0.0001f)
if (castResult.m_normal.length2() > btScalar(0.0001))
{
castResult.m_normal.normalize();
if (castResult.m_fraction < resultCallback.m_closestHitFraction)
@@ -252,7 +252,7 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
}
virtual float reportHit(const btVector3& hitNormalLocal, float hitFraction, int partId, int triangleIndex )
virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex )
{
btCollisionWorld::LocalShapeInfo shapeInfo;
shapeInfo.m_shapePart = partId;
@@ -333,7 +333,7 @@ void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& r
btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
float hitLambda = 1.f; //could use resultCallback.m_closestHitFraction, but needs testing
btScalar hitLambda = btScalar(1.); //could use resultCallback.m_closestHitFraction, but needs testing
btVector3 hitNormal;
if (btRayAabb(rayFromWorld,rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
{