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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@@ -38,7 +38,7 @@ btHeightfieldTerrainShape::btHeightfieldTerrainShape(int heightStickWidth, int h
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// legacy constructor: support only float or unsigned char,
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// and min height is zero
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PHY_ScalarType hdt = (useFloatData) ? PHY_FLOAT : PHY_UCHAR;
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btScalar minHeight = 0.0;
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btScalar minHeight = 0.0f;
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// previously, height = uchar * maxHeight / 65535.
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// So to preserve legacy behavior, heightScale = maxHeight / 65535
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@@ -135,9 +135,7 @@ void btHeightfieldTerrainShape::getAabb(const btTransform& t,btVector3& aabbMin,
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btMatrix3x3 abs_b = t.getBasis().absolute();
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btVector3 center = t.getOrigin();
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btVector3 extent = btVector3(abs_b[0].dot(halfExtents),
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abs_b[1].dot(halfExtents),
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abs_b[2].dot(halfExtents));
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btVector3 extent = halfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
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extent += btVector3(getMargin(),getMargin(),getMargin());
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aabbMin = center - extent;
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