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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@@ -141,7 +141,7 @@ B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
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b3Vector3 r = target - source;
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int i;
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b3Scalar normSign = 1;
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b3Vector3 hitNormal(0,0,0);
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b3Vector3 hitNormal = b3MakeVector3(0,0,0);
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int bit=1;
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for (int j=0;j<2;j++)
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@@ -181,7 +181,7 @@ B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
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B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& halfExtents, b3Scalar margin,const b3Transform& t,b3Vector3& aabbMinOut,b3Vector3& aabbMaxOut)
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{
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b3Vector3 halfExtentsWithMargin = halfExtents+b3Vector3(margin,margin,margin);
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b3Vector3 halfExtentsWithMargin = halfExtents+b3MakeVector3(margin,margin,margin);
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b3Matrix3x3 abs_b = t.getBasis().absolute();
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b3Vector3 center = t.getOrigin();
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b3Vector3 extent = halfExtentsWithMargin.dot3( abs_b[0], abs_b[1], abs_b[2] );
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@@ -196,7 +196,7 @@ B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& localAabbMin,const b3Vecto
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//b3Assert(localAabbMin.getY() <= localAabbMax.getY());
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//b3Assert(localAabbMin.getZ() <= localAabbMax.getZ());
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b3Vector3 localHalfExtents = b3Scalar(0.5)*(localAabbMax-localAabbMin);
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localHalfExtents+=b3Vector3(margin,margin,margin);
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localHalfExtents+=b3MakeVector3(margin,margin,margin);
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b3Vector3 localCenter = b3Scalar(0.5)*(localAabbMax+localAabbMin);
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b3Matrix3x3 abs_b = trans.getBasis().absolute();
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