Use the add support for double and float triangle vertices. If it has a bad impact on performance, we can hide it behind an #ifdef for double precision vertex support.
Fix btConvexTriangleMeshShape::calculatePrincipalAxisTransform Both thanks to Ole. Use our own union to extract a scalar value from an SSE intrinsic (instead of relying on MSVC-only m128_u32 Thanks to BlindSide
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@@ -143,10 +143,19 @@ void btBvhTriangleMeshShape::performRaycast (btTriangleCallback* callback, const
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for (int j=2;j>=0;j--)
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{
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int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
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btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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if (type == PHY_FLOAT)
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{
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float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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}
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else
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{
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double* graphicsbase = (double*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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}
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}
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/* Perform ray vs. triangle collision here */
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@@ -204,9 +213,18 @@ void btBvhTriangleMeshShape::performConvexcast (btTriangleCallback* callback, co
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{
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int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
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btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
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if (type == PHY_FLOAT)
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{
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float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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}
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else
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{
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double* graphicsbase = (double*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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}
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}
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/* Perform ray vs. triangle collision here */
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@@ -281,12 +299,24 @@ void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,co
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#ifdef DEBUG_TRIANGLE_MESH
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printf("%d ,",graphicsindex);
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#endif //DEBUG_TRIANGLE_MESH
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btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
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if (type == PHY_FLOAT)
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{
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float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(
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graphicsbase[0]*meshScaling.getX(),
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graphicsbase[1]*meshScaling.getY(),
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graphicsbase[2]*meshScaling.getZ());
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}
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else
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{
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double* graphicsbase = (double*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(
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graphicsbase[0]*meshScaling.getX(),
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graphicsbase[1]*meshScaling.getY(),
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graphicsbase[2]*meshScaling.getZ());
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m_triangle[j] = btVector3(
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graphicsbase[0]*meshScaling.getX(),
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graphicsbase[1]*meshScaling.getY(),
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graphicsbase[2]*meshScaling.getZ());
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}
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#ifdef DEBUG_TRIANGLE_MESH
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printf("triangle vertices:%f,%f,%f\n",triangle[j].x(),triangle[j].y(),triangle[j].z());
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#endif //DEBUG_TRIANGLE_MESH
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