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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@@ -35,8 +35,8 @@ class btHfFluidRigidCollisionAlgorithm : public btCollisionAlgorithm
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{
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btPersistentManifold* m_manifoldPtr;
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btHfFluid* m_hfFluid;
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btCollisionObject* m_rigidCollisionObject;
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const btHfFluid* m_hfFluid;
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const btCollisionObject* m_rigidCollisionObject;
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///for rigid versus fluid (instead of fluid versus rigid), we use this swapped boolean
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bool m_isSwapped;
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@@ -48,11 +48,11 @@ class btHfFluidRigidCollisionAlgorithm : public btCollisionAlgorithm
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btScalar processFluid (const btDispatcherInfo& dispatchInfo, btScalar density, btScalar floatyness);
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public:
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btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped);
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btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap, bool isSwapped);
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virtual ~btHfFluidRigidCollisionAlgorithm();
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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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@@ -64,15 +64,15 @@ public:
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struct CreateFunc :public btCollisionAlgorithmCreateFunc
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{
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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(btHfFluidRigidCollisionAlgorithm));
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if (!m_swapped)
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{
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0,body1,false);
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0Wrap,body1Wrap,false);
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} else
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{
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0,body1,true);
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0Wrap,body1Wrap,true);
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}
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}
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};
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