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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@@ -19,17 +19,17 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1,bool swapped)
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: btActivatingCollisionAlgorithm(ci,col0,col1),
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btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool swapped)
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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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m_swapped(swapped)
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{
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if (!m_manifoldPtr)
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{
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m_manifoldPtr = m_dispatcher->getNewManifold(col0,col1);
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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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@@ -43,16 +43,16 @@ btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm()
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}
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}
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void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* col0,btCollisionObject* col1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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void btSphereTriangleCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap,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* sphereObj = m_swapped? col1 : col0;
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btCollisionObject* triObj = m_swapped? col0 : col1;
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const btCollisionObjectWrapper* sphereObjWrap = m_swapped? col1Wrap : col0Wrap;
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const btCollisionObjectWrapper* triObjWrap = m_swapped? col0Wrap : col1Wrap;
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btSphereShape* sphere = (btSphereShape*)sphereObj->getCollisionShape();
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btTriangleShape* triangle = (btTriangleShape*)triObj->getCollisionShape();
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btSphereShape* sphere = (btSphereShape*)sphereObjWrap->getCollisionShape();
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btTriangleShape* triangle = (btTriangleShape*)triObjWrap->getCollisionShape();
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/// report a contact. internally this will be kept persistent, and contact reduction is done
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resultOut->setPersistentManifold(m_manifoldPtr);
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@@ -60,8 +60,8 @@ void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* co
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btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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input.m_maximumDistanceSquared = btScalar(BT_LARGE_FLOAT);///@todo: tighter bounds
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input.m_transformA = sphereObj->getWorldTransform();
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input.m_transformB = triObj->getWorldTransform();
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input.m_transformA = sphereObjWrap->getWorldTransform();
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input.m_transformB = triObjWrap->getWorldTransform();
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bool swapResults = m_swapped;
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