some more changes related to PS3 SPU optimizations (16-byte alignment, allowing non-virtual access to data)
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@@ -119,35 +119,16 @@ void btPolyhedralConvexShape::calculateLocalInertia(btScalar mass,btVector3& ine
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}
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void btPolyhedralConvexShape::getAabb(const btTransform& trans,btVector3& aabbMin,btVector3& aabbMax) const
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{
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//lazy evaluation of local aabb
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btAssert(m_isLocalAabbValid);
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btAssert(m_localAabbMin.getX() <= m_localAabbMax.getX());
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btAssert(m_localAabbMin.getY() <= m_localAabbMax.getY());
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btAssert(m_localAabbMin.getZ() <= m_localAabbMax.getZ());
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btVector3 localHalfExtents = btScalar(0.5)*(m_localAabbMax-m_localAabbMin);
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btVector3 localCenter = btScalar(0.5)*(m_localAabbMax+m_localAabbMin);
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btMatrix3x3 abs_b = trans.getBasis().absolute();
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btPoint3 center = trans(localCenter);
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btVector3 extent = btVector3(abs_b[0].dot(localHalfExtents),
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abs_b[1].dot(localHalfExtents),
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abs_b[2].dot(localHalfExtents));
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extent += btVector3(getMargin(),getMargin(),getMargin());
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aabbMin = center - extent;
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aabbMax = center + extent;
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getNonvirtualAabb(trans,aabbMin,aabbMax,getMargin());
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}
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void btPolyhedralConvexShape::recalcLocalAabb()
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{
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m_isLocalAabbValid = true;
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