Some dynamic memory allocations have been replace by pool allocation or stack allocations.
quantized aabb versus quantized aabb overlap check is made branch-free (helps a lot on consoles PS3/XBox 360)
Collision algorithms are now created through a new btDefaultCollisionConfiguration, to decouple dependency (this is the API change):
Example:
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(collisionConfiguration);
improved hinge constraint: adds limits
added btAtan2Fast
quaternion helper functions
All thanks to Starbreeze Studios / Marcus Hennix, Marten Svanfeldt
Thanks tbp for more details on reproducing case.
- Fixed issue with full 32bit integers in btAxisSweep3 (define BP_USE_FIXEDPOINT_INT_32), it used only 65536 for quantization, it should use full integer space (0xffffffff)
- Added 'getForwardVector' and getCurrentSpeedKmHour utility functions to btRaycastVehicle
- Fixed local scaling issues (btConvexTriangleMeshShape, btBvhTriangleMeshShape, removed scaling from btMatrix3x3). Thanks Volker for reporting!
- Added second filename search, so that starting BspDemo and ConvexDecompositionDemo from within Visual Studio (without setting the starting path) still works
btFullAssert ( yadda_yadda ) ;
...in the btScalar.h header, it's defined as:
#define btFullAssert
...which means that the statement above becomes:
( yadda_yadda ) ;
...which means that code may actually be compiled and executed (unnecessarily) - and even when the code is something simple like:
( i > 0 && i < 3 ) ;
...the GCC tosses out a 'statement with no effect' warning - before
it optimises away the code.
The fix is:
#define btFullAssert(x)
...so that the macro still takes a parameter which is now removed
from the sources so you get:
;
...which is guaranteed not to generate code.
eg:
bulletmath_suffix="-lbulletmath"
bulletcollision_suffix="-lbulletcollision"
bulletdynamics_suffix="-lbulletdynamics"
dnl Check bulletmath library
AC_CHECK_LIB(bulletmath, btBulletMathProbe, true,
AC_MSG_ERROR([there seems to be a problem with the bulletmath library]))
LIBS="$bulletmath_suffix $LIBS"
dnl Check bulletcollision library
AC_CHECK_LIB(bulletcollision, btBulletCollisionProbe, true,
AC_MSG_ERROR([there seems to be a problem with the bulletcollision library]))
LIBS="$bulletcollision_suffix $LIBS"
dnl Check bulletdynamics library
AC_CHECK_LIB(bulletdynamics, btBulletDynamicsProbe, true,
AC_MSG_ERROR([there seems to be a problem with the bulletdynamics library]))
LIBS="$bulletdynamics_suffix $LIBS"
Same interface but less features (push_back, pop_back, clear, size, [] etc).
To prepare for SIMD/SSE code: Added #define ATTRIBUTE_ALIGNED16(a) __declspec(align(16)) a
Added btStackAlloc to Bullet (right now only used by btGjkEpa)
removed default constructors of btCollisionWorld/btDiscreteDynamicsWorld, to reduce link-time dependencies
Improved vehicle interpolation of wheels, and added Z-up axis option for the Demo
made 'getWorldTransform' const method in btMotionState
added future 'deactivationCallback'(not used yet)