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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@@ -108,19 +108,18 @@ public:
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virtual ~btCollisionDispatcher();
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virtual btPersistentManifold* getNewManifold(void* b0,void* b1);
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virtual btPersistentManifold* getNewManifold(const btCollisionObject* b0,const btCollisionObject* b1);
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virtual void releaseManifold(btPersistentManifold* manifold);
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virtual void clearManifold(btPersistentManifold* manifold);
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btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0);
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btCollisionAlgorithm* findAlgorithm(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,btPersistentManifold* sharedManifold = 0);
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virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsCollision(const btCollisionObject* body0,const btCollisionObject* body1);
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virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsResponse(const btCollisionObject* body0,const btCollisionObject* body1);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher) ;
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