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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@@ -25,54 +25,69 @@ Experimental Buoyancy fluid demo written by John McCutchan
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "btHfFluid.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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btHfFluidRigidCollisionAlgorithm::~btHfFluidRigidCollisionAlgorithm()
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{
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}
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btHfFluidRigidCollisionAlgorithm::btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped)
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btHfFluidRigidCollisionAlgorithm::btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap, bool isSwapped)
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: btCollisionAlgorithm(ci), m_isSwapped(isSwapped),
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m_convexTrianglecallback(ci.m_dispatcher1, col0, col1, !isSwapped) // we flip the isSwapped because we are hf fluid vs. convex and callback expects convex vs. concave
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m_convexTrianglecallback(ci.m_dispatcher1, col0Wrap, col1Wrap, !isSwapped) // we flip the isSwapped because we are hf fluid vs. convex and callback expects convex vs. concave
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{
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m_manifoldPtr = m_convexTrianglecallback.m_manifoldPtr;
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if (m_isSwapped)
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{
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m_hfFluid = static_cast<btHfFluid*>(col1);
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m_rigidCollisionObject = static_cast<btCollisionObject*>(col0);
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m_hfFluid = static_cast<const btHfFluid*>(col1Wrap->getCollisionObject());
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m_rigidCollisionObject = static_cast<const btCollisionObject*>(col0Wrap->getCollisionObject());
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m_manifoldPtr->setBodies(m_hfFluid,m_rigidCollisionObject);
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} else {
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m_hfFluid = static_cast<btHfFluid*>(col0);
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m_rigidCollisionObject = static_cast<btCollisionObject*>(col1);
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m_hfFluid = static_cast<const btHfFluid*>(col0Wrap->getCollisionObject());
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m_rigidCollisionObject = static_cast<const btCollisionObject*>(col1Wrap->getCollisionObject());
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m_manifoldPtr->setBodies(m_rigidCollisionObject,m_hfFluid);
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}
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}
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void btHfFluidRigidCollisionAlgorithm::processGround (const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btAssert(0);
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//needs fixing after btCollisionObjectWrapper introduction
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#if 0
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btScalar triangleMargin = m_rigidCollisionObject->getCollisionShape()->getMargin();
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resultOut->setPersistentManifold(m_manifoldPtr);
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// to perform the convex shape vs. ground terrain:
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// we pull the convex shape out of the buoyant shape and replace it temporarily
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btHfFluidBuoyantConvexShape* tmpShape = (btHfFluidBuoyantConvexShape*)m_rigidCollisionObject->getCollisionShape();
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btConvexShape* convexShape = ((btHfFluidBuoyantConvexShape*)tmpShape)->getConvexShape();
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m_rigidCollisionObject->setCollisionShape (convexShape);
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const btConvexShape* convexShape = ((const btHfFluidBuoyantConvexShape*)tmpShape)->getConvexShape();
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//m_rigidCollisionObject->setCollisionShape (convexShape);
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m_convexTrianglecallback.setTimeStepAndCounters (triangleMargin, dispatchInfo, resultOut);
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m_hfFluid->foreachGroundTriangle (&m_convexTrianglecallback, m_convexTrianglecallback.getAabbMin(),m_convexTrianglecallback.getAabbMax());
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resultOut->refreshContactPoints();
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#endif
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// restore the buoyant shape
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m_rigidCollisionObject->setCollisionShape (tmpShape);
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//m_rigidCollisionObject->setCollisionShape (tmpShape);
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}
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btScalar btHfFluidRigidCollisionAlgorithm::processFluid (const btDispatcherInfo& dispatchInfo, btScalar density, btScalar floatyness)
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{
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btAssert(0);
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//needs fixing after btCollisionObjectWrapper introduction
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#if 0
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btRigidBody* rb = btRigidBody::upcast(m_rigidCollisionObject);
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btHfFluidColumnRigidBodyCallback columnCallback (rb, dispatchInfo.m_debugDraw, density, floatyness);
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m_hfFluid->foreachFluidColumn (&columnCallback, m_convexTrianglecallback.getAabbMin(), m_convexTrianglecallback.getAabbMax());
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return columnCallback.getVolume ();
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#endif
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return 0.f;
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}
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void btHfFluidRigidCollisionAlgorithm::applyFluidFriction (btScalar mu, btScalar submerged_percentage)
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{
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btAssert(0);
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//needs fixing after btCollisionObjectWrapper introduction
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#if 0
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btRigidBody* rb = btRigidBody::upcast(m_rigidCollisionObject);
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btScalar dt = btScalar(1.0f/60.0f);
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@@ -103,10 +118,15 @@ void btHfFluidRigidCollisionAlgorithm::applyFluidFriction (btScalar mu, btScalar
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rb->applyCentralImpulse (dt * scaled_mu * -rb->getLinearVelocity());
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rb->applyTorqueImpulse (dt * scaled_mu * -rb->getAngularVelocity());
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#endif
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#endif
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}
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void btHfFluidRigidCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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void btHfFluidRigidCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btAssert(0);
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//needs fixing after btCollisionObjectWrapper introduction
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#if 0
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processGround (dispatchInfo, resultOut);
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btHfFluidBuoyantConvexShape* buoyantShape = (btHfFluidBuoyantConvexShape*)m_rigidCollisionObject->getCollisionShape();
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btRigidBody* rb = btRigidBody::upcast(m_rigidCollisionObject);
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@@ -125,6 +145,8 @@ void btHfFluidRigidCollisionAlgorithm::processCollision (btCollisionObject* body
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applyFluidFriction (mu, submerged_percentage);
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}
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}
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#endif
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}
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btScalar btHfFluidRigidCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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