integrateSingleTransform
fix bug in registerRigidBody (could lead to random crashes, especially when performing picking/adding rigid bodies afterwards)
Remove constructor from b3Vector3, to make it a POD type, so it can go into a union (and more compatible with OpenCL float4)
Use b3MakeVector3 instead of constructor
Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h
Improve PairBench a bit, show timings and #overlapping pairs.
Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
remove duplicate data in b3Contact4 (now in btContact4Data shared between CPU/C++ and OpenCL)
OpenCL kernels use #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
Increase number of batches back to 250 (from 50), need to fix this hard coded number (see https://github.com/erwincoumans/bullet3/issues/12)
Work towards GJK/EPA, in addition to SAT/clipping (early on)
and embed the included files directly in the stringified files.
We need this, because we start sharing struct definitions and code between C/C++ and OpenCL (and potentially other languages)
preprocessor is from http://github.com/willsteel/lcpp
Will move joint setup to GPU, and then some benefit should be visible.
Don't use 64 alignment, it causes data structures size mismatch between cpu and gpu
The Bullet 3.x B3_PROFILE can be customized using b3SetCustomEnterProfileZoneFunc/b3SetCustomLeaveProfileZoneFunc defined in Bullet3Common/b3Logging,
so you can hook Bullet 3.x up to your profiler of choice.
The Demos3/BasicGpuDemo will show the Bullet 3.x timings inside the Bullet 2.x btQuickprof profiler.
add option --no_instanced_collision_shapes, this only applies to the 2 benchmark screnes at the moment
always use the user specified b3Config file, so the settings can be set at runtime, not just at compile time
adjust default constants in b3Config (needs more tweaking, ideally at run-time)
apply forces
copy linear/angular velocity every frame at the CPU side, initial velocity works now
hook up setGravity
Note: the 'stepSimulation' for GPU only simulates a single simulation frame.
implement CPU version of narrowphase convex collision, for comparison/debug purposes
start towards cpu/gpu sync, for adding/removing bodies (work in progress)