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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@@ -756,14 +756,14 @@ void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3&
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if (rayCallback.hasHit())
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{
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btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
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const btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
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if (body && body->hasContactResponse())
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{
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result.m_hitPointInWorld = rayCallback.m_hitPointWorld;
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result.m_hitNormalInWorld = rayCallback.m_hitNormalWorld;
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result.m_hitNormalInWorld.normalize();
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result.m_distFraction = rayCallback.m_closestHitFraction;
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return body;
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return (void*)body;
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}
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}
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return 0;
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