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.
This commit is contained in:
erwin.coumans
2012-06-07 00:56:30 +00:00
parent 777b92a2ad
commit 73b217fb07
323 changed files with 30730 additions and 13635 deletions

View File

@@ -167,7 +167,7 @@ void CollisionDemo::displayCallback(void) {
convexConvex.getClosestPoints(input, gjkOutput, 0);
}
btScalar m[16];
ATTRIBUTE_ALIGNED16(btScalar) m[16];
int i;
//m_ele = 21.2;
@@ -257,7 +257,7 @@ void CollisionDemo::displayCallback(void) {
if (mystate!=2 || i==myiter)
{
btScalar m[16];
ATTRIBUTE_ALIGNED16(btScalar) m[16];
input.m_transformA.getOpenGLMatrix( m );
//m_shapeDrawer->drawOpenGL(m,shapePtr[0],btVector3(108./255.,131./255.,158./255),btIDebugDraw::DBG_FastWireframe,worldBoundsMin,worldBoundsMax);