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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@@ -132,8 +132,8 @@ void DoublePrecisionDemo::displayCallback(void)
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for (i=0;i<numManifolds;i++)
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{
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btPersistentManifold* contactManifold = collisionWorld->getDispatcher()->getManifoldByIndexInternal(i);
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btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
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btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
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const btCollisionObject* obA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
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const btCollisionObject* obB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
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contactManifold->refreshContactPoints(obA->getWorldTransform(),obB->getWorldTransform());
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int numContacts = contactManifold->getNumContacts();
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