Refactored SpuGatheringCollisionTask to use code in SpuCollisionShapes.
More work on SpuBatchRaycaster. It is working now on the PS3 and Windows.
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@@ -15,7 +15,7 @@ subject to the following restrictions:
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#include "SpuGjkPairDetector.h"
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#include "SpuConvexPenetrationDepthSolver.h"
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#include "SpuLocalSupport.h"
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#include "SpuCollisionShapes.h"
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@@ -106,8 +106,8 @@ void SpuGjkPairDetector::getClosestPoints(const SpuClosestPointInput& input,SpuC
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// btVector3 pInA = m_minkowskiA->localGetSupportingVertexWithoutMargin(seperatingAxisInA);
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// btVector3 qInB = m_minkowskiB->localGetSupportingVertexWithoutMargin(seperatingAxisInB);
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btVector3 pInA = localGetSupportingVertexWithoutMargin(m_shapeTypeA, m_minkowskiA, seperatingAxisInA,input.m_convexVertexData);//, &featureIndexA);
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btVector3 qInB = localGetSupportingVertexWithoutMargin(m_shapeTypeB, m_minkowskiB, seperatingAxisInB,input.m_convexVertexData);//, &featureIndexB);
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btVector3 pInA = localGetSupportingVertexWithoutMargin(m_shapeTypeA, m_minkowskiA, seperatingAxisInA,input.m_convexVertexData[0]);//, &featureIndexA);
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btVector3 qInB = localGetSupportingVertexWithoutMargin(m_shapeTypeB, m_minkowskiB, seperatingAxisInB,input.m_convexVertexData[1]);//, &featureIndexB);
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btPoint3 pWorld = localTransA(pInA);
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@@ -250,7 +250,7 @@ void SpuGjkPairDetector::getClosestPoints(const SpuClosestPointInput& input,SpuC
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marginA, marginB,
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localTransA,localTransB,
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m_cachedSeparatingAxis, tmpPointOnA, tmpPointOnB,
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0,input.m_stackAlloc,input.m_convexVertexData
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0,input.m_stackAlloc,input.m_convexVertexData[0], input.m_convexVertexData[1]
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);
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if (isValid2)
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