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

@@ -24,7 +24,7 @@ IF (USE_GLUT)
CollisionInterfaceDemo.cpp
CollisionInterfaceDemo.h
main.cpp
${BULLET_PHYSICS_SOURCE_DIR}/msvc/bullet.rc
${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
)
ELSE()
ADD_EXECUTABLE(AppCollisionInterfaceDemo
@@ -65,7 +65,7 @@ ELSE (USE_GLUT)
CollisionInterfaceDemo.h
Win32CollisionInterfaceDemo.cpp
../OpenGL/Win32AppMain.cpp
${BULLET_PHYSICS_SOURCE_DIR}/msvc/bullet.rc
${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
)
ENDIF (USE_GLUT)

View File

@@ -104,7 +104,7 @@ btSimplexSolverInterface& gGjkSimplexSolver = sGjkSimplexSolver;
struct btDrawingResult : public btCollisionWorld::ContactResultCallback
{
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
{
glBegin(GL_LINES);