resolve some naming conflicts between Bullet 3.x and Bullet 2.x
add BasicGpuDemo that bridges Bullet 2.x and Bullet 3.x (still preliminary/crashing/instable)
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@@ -56,9 +56,9 @@ subject to the following restrictions:
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3vMzeroMask) = {-0.0f, -0.0f, -0.0f, -0.0f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(v1110) = {1.0f, 1.0f, 1.0f, 0.0f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(vHalf) = {0.5f, 0.5f, 0.5f, 0.5f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(v1_5) = {1.5f, 1.5f, 1.5f, 1.5f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3v1110) = {1.0f, 1.0f, 1.0f, 0.0f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3vHalf) = {0.5f, 0.5f, 0.5f, 0.5f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3v1_5) = {1.5f, 1.5f, 1.5f, 1.5f};
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#endif
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@@ -216,7 +216,7 @@ public:
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#if 0 //defined(B3_USE_SSE_IN_API)
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// this code is not faster !
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__m128 vs = _mm_load_ss(&s);
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vs = _mm_div_ss(v1110, vs);
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vs = _mm_div_ss(b3v1110, vs);
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vs = b3_pshufd_ps(vs, 0x00); // (S S S S)
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mVec128 = _mm_mul_ps(mVec128, vs);
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@@ -297,7 +297,7 @@ public:
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#if 0
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vd = _mm_sqrt_ss(vd);
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vd = _mm_div_ss(v1110, vd);
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vd = _mm_div_ss(b3v1110, vd);
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vd = b3_splat_ps(vd, 0x80);
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mVec128 = _mm_mul_ps(mVec128, vd);
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#else
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@@ -306,8 +306,8 @@ public:
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y = _mm_rsqrt_ss(vd); // estimate
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// one step NR
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z = v1_5;
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vd = _mm_mul_ss(vd, vHalf); // vd * 0.5
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z = b3v1_5;
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vd = _mm_mul_ss(vd, b3vHalf); // vd * 0.5
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//x2 = vd;
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vd = _mm_mul_ss(vd, y); // vd * 0.5 * y0
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vd = _mm_mul_ss(vd, y); // vd * 0.5 * y0 * y0
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@@ -826,7 +826,7 @@ operator/(const b3Vector3& v, const b3Scalar& s)
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#if 0 //defined(B3_USE_SSE_IN_API)
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// this code is not faster !
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__m128 vs = _mm_load_ss(&s);
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vs = _mm_div_ss(v1110, vs);
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vs = _mm_div_ss(b3v1110, vs);
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vs = b3_pshufd_ps(vs, 0x00); // (S S S S)
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return b3Vector3(_mm_mul_ps(v.mVec128, vs));
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