diff --git a/src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp b/src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp index c608e7bb4..3ea043c64 100644 --- a/src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp +++ b/src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp @@ -985,20 +985,6 @@ void btOptimizedBvh::reportBoxCastOverlappingNodex(btNodeOverlapCallback* nodeCa } - - -btVector3 btOptimizedBvh::unQuantize(const unsigned short* vecIn) const -{ - btVector3 vecOut; - vecOut.setValue( - (btScalar)(vecIn[0]) / (m_bvhQuantization.getX()), - (btScalar)(vecIn[1]) / (m_bvhQuantization.getY()), - (btScalar)(vecIn[2]) / (m_bvhQuantization.getZ())); - vecOut += m_bvhAabbMin; - return vecOut; -} - - void btOptimizedBvh::swapLeafNodes(int i,int splitIndex) { if (m_useQuantization) diff --git a/src/BulletCollision/CollisionShapes/btOptimizedBvh.h b/src/BulletCollision/CollisionShapes/btOptimizedBvh.h index 9cffe481d..2d0b8f5b8 100644 --- a/src/BulletCollision/CollisionShapes/btOptimizedBvh.h +++ b/src/BulletCollision/CollisionShapes/btOptimizedBvh.h @@ -349,7 +349,16 @@ public: } - btVector3 unQuantize(const unsigned short* vecIn) const; + SIMD_FORCE_INLINE btVector3 unQuantize(const unsigned short* vecIn) const + { + btVector3 vecOut; + vecOut.setValue( + (btScalar)(vecIn[0]) / (m_bvhQuantization.getX()), + (btScalar)(vecIn[1]) / (m_bvhQuantization.getY()), + (btScalar)(vecIn[2]) / (m_bvhQuantization.getZ())); + vecOut += m_bvhAabbMin; + return vecOut; + } ///setTraversalMode let's you choose between stackless, recursive or stackless cache friendly tree traversal. Note this is only implemented for quantized trees. void setTraversalMode(btTraversalMode traversalMode)