Added multi-threaded collision detection. Original code is written for Cell SPU, but wrappers are provided to run on multi-core using Win32 Threads.
SpuLibspe2Support is on the todo list, so it can run on Cell Blade & PS3 Linux.
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#ifndef SPU_CONTACT_RESULT2_H
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#define SPU_CONTACT_RESULT2_H
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#ifndef WIN32
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#include <stdint.h>
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#endif
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#ifdef WIN32
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#include "SpuDoubleBuffer.h"
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#else
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#include "SPU_Common/SpuDefines.h"
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#include "SPU_Common/SpuDoubleBuffer.h"
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#include <spu_printf.h>
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#endif //WIN32
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btPoint3.h"
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#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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struct SpuCollisionPairInput
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{
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uint64_t m_collisionShapes[2];
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void* m_spuCollisionShapes[2];
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uint64_t m_persistentManifoldPtr;
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btVector3 m_primitiveDimensions0;
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btVector3 m_primitiveDimensions1;
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int m_shapeType0;
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int m_shapeType1;
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float m_collisionMargin0;
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float m_collisionMargin1;
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btTransform m_worldTransform0;
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btTransform m_worldTransform1;
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bool m_isSwapped;
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};
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struct SpuClosestPointInput
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{
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SpuClosestPointInput()
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:m_maximumDistanceSquared(float(1e30)),
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m_stackAlloc(0)
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{
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}
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btTransform m_transformA;
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btTransform m_transformB;
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float m_maximumDistanceSquared;
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class btStackAlloc* m_stackAlloc;
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struct SpuConvexPolyhedronVertexData* m_convexVertexData;
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};
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///SpuContactResult exports the contact points using double-buffered DMA transfers, only when needed
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///So when an existing contact point is duplicated, no transfer/refresh is performed.
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class SpuContactResult
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{
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btTransform m_rootWorldTransform0;
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btTransform m_rootWorldTransform1;
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uint64_t m_manifoldAddress;
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btPersistentManifold* m_spuManifold;
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bool m_RequiresWriteBack;
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DoubleBuffer<btPersistentManifold, 1> g_manifoldDmaExport;
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public:
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SpuContactResult();
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virtual ~SpuContactResult();
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btPersistentManifold* GetSpuManifold() const
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{
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return m_spuManifold;
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}
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virtual void setShapeIdentifiers(int partId0,int index0, int partId1,int index1);
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void setContactInfo(btPersistentManifold* spuManifold, uint64_t manifoldAddress,const btTransform& worldTrans0,const btTransform& worldTrans1);
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void writeDoubleBufferedManifold(btPersistentManifold* lsManifold, btPersistentManifold* mmManifold);
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virtual void addContactPoint(const btVector3& normalOnBInWorld,const btPoint3& pointInWorld,float depth);
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void flush();
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};
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#endif //SPU_CONTACT_RESULT2_H
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