For OSX:
cd build
./premake_osx xcode4
for iOS:
cd build
./ios_build.sh
./ios_run.sh
Also integrated the branches/StackAllocation to make it easier to multi-thread collision detection in the near future. It avoids changing the btCollisionObject while performing collision detection.
As this is a large patch, some stuff might be temporarily broken, I'll keep an eye out on issues.
Usage:
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_collisionConfiguration->setPlaneConvexMultipointIterations();
It is only enabled for polyhedral convex shapes, because implicit/smooth surfaces such as spheres, cylinders, capsules and cones keep on rolling forever, due to the extra off-center contact points
See issue http://code.google.com/p/bullet/issues/detail?id=20:
Note that the default number of pertubation iterations (10) and pertubation angle (0.05) can be modified through the collisionConfiguration:
btConvexPlaneCollisionAlgorithm::CreateFunc* func = (btConvexPlaneCollisionAlgorithm::CreateFunc*)collisionConfiguration->getCollisionAlgorithmCreateFunc(BOX_SHAPE_PROXYTYPE,STATIC_PLANE_PROXYTYPE);
func->m_numPertubationIterations = 0;
func = (btConvexPlaneCollisionAlgorithm::CreateFunc*)collisionConfiguration->getCollisionAlgorithmCreateFunc(STATIC_PLANE_PROXYTYPE,BOX_SHAPE_PROXYTYPE);
func->m_numPertubationIterations = 0;