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some more changes on ubode
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@@ -672,6 +672,7 @@ inline_ void iceStore3f(float *res, __m128 ma)
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ma = _mm_sub_ps(t3, t4);
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iceStore3f(&x, ma);
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return *this;
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}
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#else
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inline_ Point& Cross(const Point& a, const Point& b)
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@@ -121,7 +121,7 @@ void dClosestLineSegmentPoints (const dVector3 a1, const dVector3 a2,
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dSubtractVectors3r4(a1b1, b1, a1);
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da1 = dCalcVectorDot3(a1a2, a1b1);
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dSubtractVectorCross3r4(b1b2, b2, b1);
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dSubtractVectors3r4(b1b2, b2, b1);
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db1 = dCalcVectorDot3(b1b2, a1b1);
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if (da1 <= 0 && db1 >= 0)
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{
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@@ -747,8 +747,7 @@ int dxOSTerrain::dCollideOSTerrainZone( const int minX, const int maxX, const in
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// maximum contact point...
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// or in complex mesh case (trimesh and convex)
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// need some test or insights on this before enabling this.
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const bool isContactNumPointsLimited =
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true;
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const bool isContactNumPointsLimited = true;
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bool needFurtherPasses = (o2->type == dTriMeshClass);
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//compute Ratio between Triangle size and O2 aabb size
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@@ -1444,7 +1443,7 @@ int dxOSTerrain::dCollideOSTerrainSphere(const int minX, const int maxX, const i
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}
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depth = 1e30;
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if (!topColide)
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{
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if (!lastHbotColide)
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