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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@@ -18,17 +18,17 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "btBoxBoxDetector.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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#define USE_PERSISTENT_CONTACTS 1
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btBoxBoxCollisionAlgorithm::btBoxBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* obj0,btCollisionObject* obj1)
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: btActivatingCollisionAlgorithm(ci,obj0,obj1),
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btBoxBoxCollisionAlgorithm::btBoxBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
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: btActivatingCollisionAlgorithm(ci,body0Wrap,body1Wrap),
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m_ownManifold(false),
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m_manifoldPtr(mf)
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{
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if (!m_manifoldPtr && m_dispatcher->needsCollision(obj0,obj1))
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if (!m_manifoldPtr && m_dispatcher->needsCollision(body0Wrap->getCollisionObject(),body1Wrap->getCollisionObject()))
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{
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m_manifoldPtr = m_dispatcher->getNewManifold(obj0,obj1);
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m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(),body1Wrap->getCollisionObject());
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m_ownManifold = true;
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}
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}
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@@ -42,15 +42,14 @@ btBoxBoxCollisionAlgorithm::~btBoxBoxCollisionAlgorithm()
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}
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}
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void btBoxBoxCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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void btBoxBoxCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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if (!m_manifoldPtr)
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return;
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btCollisionObject* col0 = body0;
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btCollisionObject* col1 = body1;
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btBoxShape* box0 = (btBoxShape*)col0->getCollisionShape();
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btBoxShape* box1 = (btBoxShape*)col1->getCollisionShape();
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const btBoxShape* box0 = (btBoxShape*)body0Wrap->getCollisionShape();
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const btBoxShape* box1 = (btBoxShape*)body1Wrap->getCollisionShape();
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@@ -62,8 +61,8 @@ void btBoxBoxCollisionAlgorithm::processCollision (btCollisionObject* body0,btCo
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btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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input.m_maximumDistanceSquared = BT_LARGE_FLOAT;
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input.m_transformA = body0->getWorldTransform();
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input.m_transformB = body1->getWorldTransform();
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input.m_transformA = body0Wrap->getWorldTransform();
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input.m_transformB = body1Wrap->getWorldTransform();
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btBoxBoxDetector detector(box0,box1);
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detector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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