merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.
Still need to verify to make sure no unwanted renaming is introduced.
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@@ -16,7 +16,7 @@ subject to the following restrictions:
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#include "btRaycastCallback.h"
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TriangleRaycastCallback::TriangleRaycastCallback(const SimdVector3& from,const SimdVector3& to)
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btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to)
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:
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m_from(from),
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m_to(to),
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@@ -27,18 +27,18 @@ TriangleRaycastCallback::TriangleRaycastCallback(const SimdVector3& from,const S
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void TriangleRaycastCallback::ProcessTriangle(SimdVector3* triangle,int partId, int triangleIndex)
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void btTriangleRaycastCallback::ProcessTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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const SimdVector3 &vert0=triangle[0];
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const SimdVector3 &vert1=triangle[1];
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const SimdVector3 &vert2=triangle[2];
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const btVector3 &vert0=triangle[0];
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const btVector3 &vert1=triangle[1];
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const btVector3 &vert2=triangle[2];
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SimdVector3 v10; v10 = vert1 - vert0 ;
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SimdVector3 v20; v20 = vert2 - vert0 ;
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btVector3 v10; v10 = vert1 - vert0 ;
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btVector3 v20; v20 = vert2 - vert0 ;
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SimdVector3 triangleNormal; triangleNormal = v10.cross( v20 );
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btVector3 triangleNormal; triangleNormal = v10.cross( v20 );
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const float dist = vert0.dot(triangleNormal);
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float dist_a = triangleNormal.dot(m_from) ;
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@@ -64,22 +64,22 @@ void TriangleRaycastCallback::ProcessTriangle(SimdVector3* triangle,int partId,
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float edge_tolerance =triangleNormal.length2();
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edge_tolerance *= -0.0001f;
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SimdVector3 point; point.setInterpolate3( m_from, m_to, distance);
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btVector3 point; point.setInterpolate3( m_from, m_to, distance);
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{
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SimdVector3 v0p; v0p = vert0 - point;
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SimdVector3 v1p; v1p = vert1 - point;
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SimdVector3 cp0; cp0 = v0p.cross( v1p );
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btVector3 v0p; v0p = vert0 - point;
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btVector3 v1p; v1p = vert1 - point;
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btVector3 cp0; cp0 = v0p.cross( v1p );
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if ( (float)(cp0.dot(triangleNormal)) >=edge_tolerance)
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{
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SimdVector3 v2p; v2p = vert2 - point;
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SimdVector3 cp1;
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btVector3 v2p; v2p = vert2 - point;
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btVector3 cp1;
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cp1 = v1p.cross( v2p);
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if ( (float)(cp1.dot(triangleNormal)) >=edge_tolerance)
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{
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SimdVector3 cp2;
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btVector3 cp2;
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cp2 = v2p.cross(v0p);
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if ( (float)(cp2.dot(triangleNormal)) >=edge_tolerance)
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