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diff --git a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
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+++ b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+//#include <stdio.h>
+
+#include "BulletCollision/CollisionShapes/btConvexShape.h"
+#include "BulletCollision/CollisionShapes/btTriangleShape.h"
+#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
+#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
+#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
+#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
+#include "btRaycastCallback.h"
+
+btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags)
+ :
+ m_from(from),
+ m_to(to),
+ //@BP Mod
+ m_flags(flags),
+ m_hitFraction(btScalar(1.))
+{
+
+}
+
+
+
+void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
+{
+ const btVector3 &vert0=triangle[0];
+ const btVector3 &vert1=triangle[1];
+ const btVector3 &vert2=triangle[2];
+
+ btVector3 v10; v10 = vert1 - vert0 ;
+ btVector3 v20; v20 = vert2 - vert0 ;
+
+ btVector3 triangleNormal; triangleNormal = v10.cross( v20 );
+
+ const btScalar dist = vert0.dot(triangleNormal);
+ btScalar dist_a = triangleNormal.dot(m_from) ;
+ dist_a-= dist;
+ btScalar dist_b = triangleNormal.dot(m_to);
+ dist_b -= dist;
+
+ if ( dist_a * dist_b >= btScalar(0.0) )
+ {
+ return ; // same sign
+ }
+
+ if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a <= btScalar(0.0)))
+ {
+ // Backface, skip check
+ return;
+ }
+
+
+ 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.
+ // It must be scaled for the triangle size.
+
+ if(distance < m_hitFraction)
+ {
+
+
+ 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 ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance)
+ {
+
+
+ btVector3 v2p; v2p = vert2 - point;
+ btVector3 cp1;
+ cp1 = v1p.cross( v2p);
+ if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance)
+ {
+ btVector3 cp2;
+ cp2 = v2p.cross(v0p);
+
+ if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)
+ {
+ //@BP Mod
+ // Triangle normal isn't normalized
+ triangleNormal.normalize();
+
+ //@BP Mod - Allow for unflipped normal when raycasting against backfaces
+ if (((m_flags & kF_KeepUnflippedNormal) == 0) && (dist_a <= btScalar(0.0)))
+ {
+ m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
+ }
+ else
+ {
+ m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
+{
+ m_convexShape = convexShape;
+ m_convexShapeFrom = convexShapeFrom;
+ m_convexShapeTo = convexShapeTo;
+ m_triangleToWorld = triangleToWorld;
+ m_hitFraction = 1.0f;
+ m_triangleCollisionMargin = triangleCollisionMargin;
+ m_allowedPenetration = 0.f;
+}
+
+void
+btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
+{
+ btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
+ triangleShape.setMargin(m_triangleCollisionMargin);
+
+ btVoronoiSimplexSolver simplexSolver;
+ btGjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver;
+
+//#define USE_SUBSIMPLEX_CONVEX_CAST 1
+//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
+#ifdef USE_SUBSIMPLEX_CONVEX_CAST
+ btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver);
+#else
+ //btGjkConvexCast convexCaster(m_convexShape,&triangleShape,&simplexSolver);
+ btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver);
+#endif //#USE_SUBSIMPLEX_CONVEX_CAST
+
+ btConvexCast::CastResult castResult;
+ castResult.m_fraction = btScalar(1.);
+ castResult.m_allowedPenetration = m_allowedPenetration;
+ if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult))
+ {
+ //add hit
+ if (castResult.m_normal.length2() > btScalar(0.0001))
+ {
+ if (castResult.m_fraction < m_hitFraction)
+ {
+/* btContinuousConvexCast's normal is already in world space */
+/*
+#ifdef USE_SUBSIMPLEX_CONVEX_CAST
+ //rotate normal into worldspace
+ castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
+#endif //USE_SUBSIMPLEX_CONVEX_CAST
+*/
+ castResult.m_normal.normalize();
+
+ reportHit (castResult.m_normal,
+ castResult.m_hitPoint,
+ castResult.m_fraction,
+ partId,
+ triangleIndex);
+ }
+ }
+ }
+}