support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.
Remove constructor from b3Vector3, to make it a POD type, so it can go into a union (and more compatible with OpenCL float4) Use b3MakeVector3 instead of constructor Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h Improve PairBench a bit, show timings and #overlapping pairs. Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
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@@ -243,10 +243,10 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
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void* userPtr = (void*)userIndex;
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int collidableIndex = userIndex;
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b3Vector3 aabbMin,aabbMax;
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b3Vector3 particleRadius(rad,rad,rad);
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b3Vector3 particleRadius=b3MakeVector3(rad,rad,rad);
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aabbMin = b3Vector3(position[0],position[1],position[2])-particleRadius;
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aabbMax = b3Vector3(position[0],position[1],position[2])+particleRadius;
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aabbMin = b3MakeVector3(position[0],position[1],position[2])-particleRadius;
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aabbMax = b3MakeVector3(position[0],position[1],position[2])+particleRadius;
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m_data->m_broadphaseGPU->createProxy(aabbMin,aabbMax,collidableIndex,1,1);
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userIndex++;
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