Some more minor improvements for PS3 SPU version
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@@ -461,11 +461,22 @@ void btHingeConstraint::getInfo1NonVirtual(btConstraintInfo1* info)
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void btHingeConstraint::getInfo2 (btConstraintInfo2* info)
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{
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getInfo2NonVirtual(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getAngularVelocity(),m_rbB.getAngularVelocity());
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getInfo2Internal(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getAngularVelocity(),m_rbB.getAngularVelocity());
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}
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void btHingeConstraint::getInfo2NonVirtual (btConstraintInfo2* info, const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB)
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void btHingeConstraint::getInfo2NonVirtual (btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB)
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{
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///the regular (virtual) implementation getInfo2 already performs 'testLimit' during getInfo1, so we need to do it now
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testLimit(transA,transB);
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getInfo2Internal(info,transA,transB,angVelA,angVelB);
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}
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void btHingeConstraint::getInfo2Internal(btConstraintInfo2* info, const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB)
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{
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btAssert(!m_useSolveConstraintObsolete);
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int i, skip = info->rowskip;
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// transforms in world space
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@@ -474,7 +485,27 @@ void btHingeConstraint::getInfo2NonVirtual (btConstraintInfo2* info, const btTra
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// pivot point
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btVector3 pivotAInW = trA.getOrigin();
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btVector3 pivotBInW = trB.getOrigin();
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#if 0
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if (0)
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{
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for (i=0;i<6;i++)
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{
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info->m_J1linearAxis[i*skip]=0;
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info->m_J1linearAxis[i*skip+1]=0;
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info->m_J1linearAxis[i*skip+2]=0;
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info->m_J1angularAxis[i*skip]=0;
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info->m_J1angularAxis[i*skip+1]=0;
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info->m_J1angularAxis[i*skip+2]=0;
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info->m_J2angularAxis[i*skip]=0;
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info->m_J2angularAxis[i*skip+1]=0;
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info->m_J2angularAxis[i*skip+2]=0;
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info->m_constraintError[i*skip]=0.f;
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}
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}
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#endif //#if 0
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// linear (all fixed)
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info->m_J1linearAxis[0] = 1;
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info->m_J1linearAxis[skip + 1] = 1;
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@@ -483,6 +514,7 @@ void btHingeConstraint::getInfo2NonVirtual (btConstraintInfo2* info, const btTra
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btVector3 a1 = pivotAInW - transA.getOrigin();
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{
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btVector3* angular0 = (btVector3*)(info->m_J1angularAxis);
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