work-in-progress Bullet 3.x GPU raytest
work-in-progress P2P constraint for b3GpuDynamicsWorld
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@@ -15,9 +15,9 @@ subject to the following restrictions:
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 25
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#define ARRAY_SIZE_Y 20
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#define ARRAY_SIZE_Z 25
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#define ARRAY_SIZE_X 1//25
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#define ARRAY_SIZE_Y 20//20
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#define ARRAY_SIZE_Z 1//25
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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@@ -283,8 +283,9 @@ void BasicGpuDemo::initPhysics()
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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//btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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btCollisionShape* colShape = new btSphereShape(btScalar(SCALING*1.f));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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@@ -76,7 +76,7 @@ GpuDemo::CreateFunc* allDemos[]=
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// GpuConvexScene::MyCreateFunc,
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//ConcaveSphereScene::MyCreateFunc,
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//GpuRaytraceScene::MyCreateFunc,
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@@ -108,7 +108,7 @@ GpuDemo::CreateFunc* allDemos[]=
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PairBench::MyCreateFunc,
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GpuRaytraceScene::MyCreateFunc,
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//GpuRigidBodyDemo::MyCreateFunc,
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//BroadphaseBenchmark::CreateFunc,
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@@ -235,8 +235,8 @@ GpuRaytraceScene::GpuRaytraceScene()
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m_raytraceData = new GpuRaytraceInternalData;
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m_raytraceData->m_texId = new GLuint;
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m_raytraceData->textureWidth = 256;//1024;
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m_raytraceData->textureHeight = 256;
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m_raytraceData->textureWidth = 1024;//1024;
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m_raytraceData->textureHeight = 1024;
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//create new texture
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glGenTextures(1, m_raytraceData->m_texId);
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@@ -354,7 +354,7 @@ b3AlignedObjectArray<b3RayInfo> rays;
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void GpuRaytraceScene::renderScene()
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{
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GpuBoxPlaneScene::renderScene();
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//GpuBoxPlaneScene::renderScene();
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B3_PROFILE("raytrace");
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//raytrace into the texels
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@@ -458,7 +458,10 @@ void GpuRaytraceScene::renderScene()
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}
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m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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//m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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m_raycaster->castRays(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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{
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B3_PROFILE("write texels");
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