Some performance improvements and fixes related to btVector3 being aligned on SPU.
btQuantizedBvh has a version number, memory layout might be different now (due to aligned btVector3) reorganized some data members of some classes, to reduce memory footprint
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@@ -19,11 +19,7 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionShapes/btPolyhedralConvexShape.h"
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SpuContactManifoldCollisionAlgorithm::SpuContactManifoldCollisionAlgorithm()
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:m_manifoldPtr(0)
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{
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}
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void SpuContactManifoldCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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@@ -40,6 +36,9 @@ btScalar SpuContactManifoldCollisionAlgorithm::calculateTimeOfImpact(btCollision
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#ifndef __SPU__
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SpuContactManifoldCollisionAlgorithm::SpuContactManifoldCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1)
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:btCollisionAlgorithm(ci)
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#ifdef USE_SEPDISTANCE_UTIL
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,m_sepDistance(body0->getCollisionShape()->getAngularMotionDisc(),body1->getCollisionShape()->getAngularMotionDisc())
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#endif //USE_SEPDISTANCE_UTIL
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{
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m_manifoldPtr = m_dispatcher->getNewManifold(body0,body1);
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m_shapeType0 = body0->getCollisionShape()->getShapeType();
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