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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@@ -126,7 +126,7 @@ public:
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if (m_dispatcher->supportsDispatchPairOnSpu(proxyType0,proxyType1))
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{
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int so = sizeof(SpuContactManifoldCollisionAlgorithm);
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void* mem = m_dispatcher->allocateCollisionAlgorithm(so);
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void* mem = btAlignedAlloc(sizeof(SpuContactManifoldCollisionAlgorithm),16);//m_dispatcher->allocateCollisionAlgorithm(so);
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collisionPair.m_algorithm = new(mem) SpuContactManifoldCollisionAlgorithm(ci,colObj0,colObj1);
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collisionPair.m_userInfo = (void*) 2;
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} else
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