Minor constraint refactoring, to allow SPU-side processing for PLAYSTATION 3 (added non-virtual methods)
Also comment-out some code for __SPU__ to reduce code size Added btContactConstraint (only used on PS3 SPU right now, better to use btPersistentManifold directly for contact constraints) Improved readblend utility library (see also usage in http://gamekit.googlecode.com with Irrlicht) Fix for btConvexConvexAlgorithm, potential division by zero Thanks linzner http://code.google.com/p/bullet/issues/detail?id=260
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@@ -131,9 +131,13 @@ public:
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// overrides
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virtual void buildJacobian();
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virtual void getInfo1 (btConstraintInfo1* info);
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void getInfo1NonVirtual(btConstraintInfo1* info);
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virtual void getInfo2 (btConstraintInfo2* info);
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void getInfo2NonVirtual(btConstraintInfo2* info, const btTransform& transA, const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB, btScalar rbAinvMass,btScalar rbBinvMass);
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virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep);
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@@ -215,13 +219,13 @@ public:
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void buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB);
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void solveConstraintInt(btRigidBody& rbA, btSolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB);
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// shared code used by ODE solver
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void calculateTransforms(void);
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void testLinLimits(void);
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void calculateTransforms(const btTransform& transA,const btTransform& transB);
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void testLinLimits();
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void testLinLimits2(btConstraintInfo2* info);
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void testAngLimits(void);
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void testAngLimits();
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// access for PE Solver
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btVector3 getAncorInA(void);
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btVector3 getAncorInB(void);
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btVector3 getAncorInA();
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btVector3 getAncorInB();
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};
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