Contribution to add optional double precision floating point support. Define BT_USE_DOUBLE_PRECISION for all involved libraries/apps.
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@@ -89,7 +89,7 @@ void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,bt
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}
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}
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float btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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btScalar btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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@@ -106,7 +106,7 @@ float btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* bod
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//then use each overlapping node AABB against Tree0
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//and vise versa.
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float hitFraction = 1.f;
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btScalar hitFraction = btScalar(1.);
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int numChildren = m_childCollisionAlgorithms.size();
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int i;
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@@ -124,7 +124,7 @@ float btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* bod
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colObj->setWorldTransform( newChildWorldTrans );
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colObj->setCollisionShape( childShape );
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float frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut);
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btScalar frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut);
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if (frac<hitFraction)
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{
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hitFraction = frac;
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