1)Added SCE Physics Effects boxBoxDistance
BulletMultiThreaded/NarrowPhaseCollision makes use of this boxBoxDistance. Cache some values in src/BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.cpp, to avoid DMA transfers 2) Added btConvexSeparatingDistanceUtil: this allows caching of separating distance/vector as early-out to avoid convex-convex collision detection. btConvexSeparatingDistanceUtil is used in src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp and can be controlled by btDispatcherInfo.m_useConvexConservativeDistanceUtil/m_convexConservativeDistanceThreshold 3) Use BulletMultiThreaded/vectormath/scalar/cpp/vectormath/scalar/cpp/vectormath_aos.h as fallback for non-PlayStation 3 Cell SPU/PPU platforms (used by boxBoxDistance). Note there are other implementations in Extras/vectormath folder, that are potentially faster for IBM Cell SDK 3.0 SPU (libspe2)
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@@ -23,6 +23,7 @@ subject to the following restrictions:
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "btCollisionCreateFunc.h"
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#include "btCollisionDispatcher.h"
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#include "LinearMath/btTransformUtil.h" //for btConvexSeparatingDistanceUtil
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class btConvexPenetrationDepthSolver;
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@@ -36,6 +37,9 @@ public:
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btPersistentManifold* m_manifoldPtr;
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bool m_lowLevelOfDetail;
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///cache separating vector to speedup collision detection
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btConvexSeparatingDistanceUtil m_sepDistance;
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public:
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