diff options
Diffstat (limited to 'extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp')
-rw-r--r-- | extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp index 88ee005792c..31b91467777 100644 --- a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp +++ b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp @@ -20,7 +20,7 @@ btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const : m_from(from), m_to(to), - m_hitFraction(1.f) + m_hitFraction(btScalar(1.)) { } @@ -40,19 +40,19 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, btVector3 triangleNormal; triangleNormal = v10.cross( v20 ); - const float dist = vert0.dot(triangleNormal); - float dist_a = triangleNormal.dot(m_from) ; + const btScalar dist = vert0.dot(triangleNormal); + btScalar dist_a = triangleNormal.dot(m_from) ; dist_a-= dist; - float dist_b = triangleNormal.dot(m_to); + btScalar dist_b = triangleNormal.dot(m_to); dist_b -= dist; - if ( dist_a * dist_b >= 0.0f) + if ( dist_a * dist_b >= btScalar(0.0) ) { return ; // same sign } - const float proj_length=dist_a-dist_b; - const float distance = (dist_a)/(proj_length); + const btScalar proj_length=dist_a-dist_b; + const btScalar distance = (dist_a)/(proj_length); // Now we have the intersection point on the plane, we'll see if it's inside the triangle // Add an epsilon as a tolerance for the raycast, // in case the ray hits exacly on the edge of the triangle. @@ -62,27 +62,27 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, { - float edge_tolerance =triangleNormal.length2(); - edge_tolerance *= -0.0001f; + btScalar edge_tolerance =triangleNormal.length2(); + edge_tolerance *= btScalar(-0.0001); btVector3 point; point.setInterpolate3( m_from, m_to, distance); { btVector3 v0p; v0p = vert0 - point; btVector3 v1p; v1p = vert1 - point; btVector3 cp0; cp0 = v0p.cross( v1p ); - if ( (float)(cp0.dot(triangleNormal)) >=edge_tolerance) + if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance) { btVector3 v2p; v2p = vert2 - point; btVector3 cp1; cp1 = v1p.cross( v2p); - if ( (float)(cp1.dot(triangleNormal)) >=edge_tolerance) + if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance) { btVector3 cp2; cp2 = v2p.cross(v0p); - if ( (float)(cp2.dot(triangleNormal)) >=edge_tolerance) + if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance) { if ( dist_a > 0 ) |