Several changes to sync Bullet trunk with PlayStation 3 spubullet version
Still needs some cross-platform fixes
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@@ -667,23 +667,32 @@ SIMD_FORCE_INLINE void btUnSwapVector3Endian(btVector3& vector)
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vector = swappedVec;
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}
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SIMD_FORCE_INLINE void btPlaneSpace1 (const btVector3& n, btVector3& p, btVector3& q)
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template <class T>
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SIMD_FORCE_INLINE void btPlaneSpace1 (const T& n, T& p, T& q)
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{
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if (btFabs(n.z()) > SIMDSQRT12) {
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if (btFabs(n[2]) > SIMDSQRT12) {
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// choose p in y-z plane
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btScalar a = n[1]*n[1] + n[2]*n[2];
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btScalar k = btRecipSqrt (a);
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p.setValue(0,-n[2]*k,n[1]*k);
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p[0] = 0;
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p[1] = -n[2]*k;
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p[2] = n[1]*k;
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// set q = n x p
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q.setValue(a*k,-n[0]*p[2],n[0]*p[1]);
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q[0] = a*k;
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q[1] = -n[0]*p[2];
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q[2] = n[0]*p[1];
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}
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else {
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// choose p in x-y plane
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btScalar a = n.x()*n.x() + n.y()*n.y();
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btScalar a = n[0]*n[0] + n[1]*n[1];
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btScalar k = btRecipSqrt (a);
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p.setValue(-n.y()*k,n.x()*k,0);
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p[0] = -n[1]*k;
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p[1] = n[0]*k;
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p[2] = 0;
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// set q = n x p
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q.setValue(-n.z()*p.y(),n.z()*p.x(),a*k);
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q[0] = -n[2]*p[1];
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q[1] = n[2]*p[0];
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q[2] = a*k;
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}
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}
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