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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@@ -26,7 +26,7 @@ IF (WIN32)
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ADD_EXECUTABLE(AppConvexHullDistanceDemo
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ConvexHullDistanceDemo.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(AppConvexHullDistanceDemo
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@@ -69,7 +69,7 @@ ELSE (USE_GLUT)
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WIN32
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../OpenGL/Win32AppMain.cpp
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ConvexHullDistanceDemo.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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@@ -276,7 +276,7 @@ void clientDisplay(void) {
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//GL_ShapeDrawer::drawCoordSystem();
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btScalar m[16];
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ATTRIBUTE_ALIGNED16(btScalar) m[16];
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int i;
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#ifdef USE_GJK
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btGjkEpaPenetrationDepthSolver epa;
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@@ -309,7 +309,7 @@ void clientDisplay(void) {
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struct MyContactResultCallback : 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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glColor3f(1, 0, 0);
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