support diamondsubdivision (thanks Jay for contribution)
support user-defined broadphase collision filtering (thanks Marten) make sure btSimpeDynamicsWorld doesn't use cache friendly optimization in the solver (added an assert, and updated BasicDemo)
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@@ -26,7 +26,8 @@ m_heightfieldDataUnknown(heightfieldData),
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m_maxHeight(maxHeight),
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m_upAxis(upAxis),
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m_useFloatData(useFloatData),
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m_flipQuadEdges(flipQuadEdges)
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m_flipQuadEdges(flipQuadEdges),
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m_useDiamondSubdivision(false)
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{
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@@ -282,38 +283,37 @@ void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback
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}
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for(int j=startJ; j<endJ; j++)
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{
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for(int x=startX; x<endX; x++)
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{
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btVector3 vertices[3];
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if (!m_flipQuadEdges)
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if (m_flipQuadEdges || (m_useDiamondSubdivision && ((j+x) & 1)))
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{
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//first triangle
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getVertex(x,j,vertices[0]);
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getVertex(x,j+1,vertices[1]);
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getVertex(x+1,j,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//second triangle
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getVertex(x+1,j,vertices[0]);
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getVertex(x,j+1,vertices[1]);
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getVertex(x+1,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//first triangle
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getVertex(x,j,vertices[0]);
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getVertex(x+1,j,vertices[1]);
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getVertex(x+1,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//second triangle
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getVertex(x,j,vertices[0]);
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getVertex(x+1,j+1,vertices[1]);
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getVertex(x,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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} else
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{
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//first triangle
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getVertex(x,j,vertices[0]);
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getVertex(x+1,j,vertices[1]);
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getVertex(x+1,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//second triangle
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getVertex(x,j,vertices[0]);
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getVertex(x+1,j+1,vertices[1]);
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getVertex(x,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//first triangle
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getVertex(x,j,vertices[0]);
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getVertex(x,j+1,vertices[1]);
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getVertex(x+1,j,vertices[2]);
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callback->processTriangle(vertices,x,j);
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//second triangle
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getVertex(x+1,j,vertices[0]);
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getVertex(x,j+1,vertices[1]);
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getVertex(x+1,j+1,vertices[2]);
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callback->processTriangle(vertices,x,j);
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}
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}
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}
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