add option for slightly more accurate, and slightly slower algorithm for ray versus convex, used in btCollisionWorld::rayTest.
rayResult.m_flags |= btTriangleRaycastCallback::kF_UseGjkConvexRaytest; See Demos/RaytestDemo/RaytestDemo.cpp for usage This fixes issue 146, longest outstanding from 2008.
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@@ -68,6 +68,9 @@ void RaytestDemo::castRays()
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sDebugDraw.drawLine(from,to,btVector4(0,0,0,1));
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btCollisionWorld::AllHitsRayResultCallback allResults(from,to);
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allResults.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
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//optional kF_UseGjkConvexRaytest flag enabled a slightly more accurate and slightly slower algorithm
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allResults.m_flags |= btTriangleRaycastCallback::kF_UseGjkConvexRaytest;
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m_dynamicsWorld->rayTest(from,to,allResults);
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for (int i=0;i<allResults.m_hitFractions.size();i++)
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@@ -287,13 +287,19 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans,con
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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#define USE_SUBSIMPLEX_CONVEX_CAST 1
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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#else
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//btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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btSubsimplexConvexCast subSimplexConvexCaster(castShape,convexShape,&simplexSolver);
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btGjkConvexCast gjkConvexCaster(castShape,convexShape,&simplexSolver);
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//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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bool condition = true;
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btConvexCast* convexCasterPtr = 0;
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if (resultCallback.m_flags & btTriangleRaycastCallback::kF_UseGjkConvexRaytest)
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convexCasterPtr = &gjkConvexCaster;
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else
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convexCasterPtr = &subSimplexConvexCaster;
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btConvexCast& convexCaster = *convexCasterPtr;
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if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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{
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@@ -35,7 +35,7 @@ public:
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kF_None = 0,
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kF_FilterBackfaces = 1 << 0,
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kF_KeepUnflippedNormal = 1 << 1, // Prevents returned face normal getting flipped when a ray hits a back-facing triangle
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kF_UseGjkConvexRaytest = 1 << 2, // Uses a more accurate but slightly slower ray versus convex algorithm
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kF_Terminator = 0xFFFFFFFF
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};
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unsigned int m_flags;
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