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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@@ -24,7 +24,7 @@ IF (USE_GLUT)
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CollisionInterfaceDemo.cpp
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CollisionInterfaceDemo.h
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main.cpp
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${BULLET_PHYSICS_SOURCE_DIR}/msvc/bullet.rc
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(AppCollisionInterfaceDemo
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@@ -65,7 +65,7 @@ ELSE (USE_GLUT)
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CollisionInterfaceDemo.h
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Win32CollisionInterfaceDemo.cpp
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../OpenGL/Win32AppMain.cpp
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${BULLET_PHYSICS_SOURCE_DIR}/msvc/bullet.rc
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ENDIF (USE_GLUT)
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@@ -104,7 +104,7 @@ btSimplexSolverInterface& gGjkSimplexSolver = sGjkSimplexSolver;
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struct btDrawingResult : public btCollisionWorld::ContactResultCallback
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{
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virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
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virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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{
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glBegin(GL_LINES);
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