support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.

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)
This commit is contained in:
erwincoumans
2013-08-20 03:19:59 -07:00
parent 41ba48b10d
commit 677722bba3
62 changed files with 1827 additions and 564 deletions

View File

@@ -243,10 +243,10 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
void* userPtr = (void*)userIndex;
int collidableIndex = userIndex;
b3Vector3 aabbMin,aabbMax;
b3Vector3 particleRadius(rad,rad,rad);
b3Vector3 particleRadius=b3MakeVector3(rad,rad,rad);
aabbMin = b3Vector3(position[0],position[1],position[2])-particleRadius;
aabbMax = b3Vector3(position[0],position[1],position[2])+particleRadius;
aabbMin = b3MakeVector3(position[0],position[1],position[2])-particleRadius;
aabbMax = b3MakeVector3(position[0],position[1],position[2])+particleRadius;
m_data->m_broadphaseGPU->createProxy(aabbMin,aabbMax,collidableIndex,1,1);
userIndex++;