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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@@ -38,17 +38,17 @@ class btSimplexSolverInterface;
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/// btHfFluidBuoyantShapeCollisionAlgorithm provides collision detection between btHfFluidBuoyantConvexShape and btHfFluidBuoyantConvexShape
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class btHfFluidBuoyantShapeCollisionAlgorithm : public btCollisionAlgorithm
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{
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btCollisionObject* m_collisionObject0;
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btCollisionObject* m_collisionObject1;
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const btCollisionObject* m_collisionObject0;
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const btCollisionObject* m_collisionObject1;
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btConvexConvexAlgorithm m_convexConvexAlgorithm;
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public:
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btHfFluidBuoyantShapeCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver);
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btHfFluidBuoyantShapeCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap, btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver);
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virtual ~btHfFluidBuoyantShapeCollisionAlgorithm();
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virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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@@ -70,15 +70,15 @@ public:
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}
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virtual ~CreateFunc() {}
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virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
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virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
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{
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void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btHfFluidBuoyantShapeCollisionAlgorithm));
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if (!m_swapped)
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{
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0,body1, m_simplexSolver, m_pdSolver);
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0Wrap,body1Wrap, m_simplexSolver, m_pdSolver);
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} else
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{
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0,body1, m_simplexSolver, m_pdSolver);
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0Wrap,body1Wrap, m_simplexSolver, m_pdSolver);
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}
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}
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};
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