Apple contribution for OSX SSE and iOS NEON optimizations unit tests, thanks to Jordan Hubbard, Ian Ollmann and Hristo Hristov.
For OSX: cd build ./premake_osx xcode4 for iOS: cd build ./ios_build.sh ./ios_run.sh Also integrated the branches/StackAllocation to make it easier to multi-thread collision detection in the near future. It avoids changing the btCollisionObject while performing collision detection. As this is a large patch, some stuff might be temporarily broken, I'll keep an eye out on issues.
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@@ -1252,21 +1252,24 @@ void BenchmarkDemo::exitPhysics()
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RagDoll* doll = m_ragdolls[i];
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delete doll;
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}
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m_ragdolls.clear();
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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if (m_dynamicsWorld)
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{
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//remove the rigidbodies from the dynamics world and delete them
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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@@ -1274,20 +1277,26 @@ void BenchmarkDemo::exitPhysics()
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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//delete dynamics world
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delete m_dynamicsWorld;
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m_dynamicsWorld=0;
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//delete solver
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delete m_solver;
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m_solver=0;
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//delete broadphase
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delete m_overlappingPairCache;
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m_overlappingPairCache=0;
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//delete dispatcher
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delete m_dispatcher;
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m_dispatcher=0;
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delete m_collisionConfiguration;
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m_collisionConfiguration=0;
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}
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