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

@@ -300,9 +300,9 @@ static b3DbvtNode* b3TopDown(b3DynamicBvh* pdbvt,
b3NodeArray& leaves,
int bu_treshold)
{
static const b3Vector3 axis[]={b3Vector3(1,0,0),
b3Vector3(0,1,0),
b3Vector3(0,0,1)};
static const b3Vector3 axis[]={b3MakeVector3(1,0,0),
b3MakeVector3(0,1,0),
b3MakeVector3(0,0,1)};
if(leaves.size()>1)
{
if(leaves.size()>bu_treshold)
@@ -527,7 +527,7 @@ void b3DynamicBvh::update(b3DbvtNode* leaf,b3DbvtVolume& volume)
bool b3DynamicBvh::update(b3DbvtNode* leaf,b3DbvtVolume& volume,const b3Vector3& velocity,b3Scalar margin)
{
if(leaf->volume.Contain(volume)) return(false);
volume.Expand(b3Vector3(margin,margin,margin));
volume.Expand(b3MakeVector3(margin,margin,margin));
volume.SignedExpand(velocity);
update(leaf,volume);
return(true);
@@ -546,7 +546,7 @@ bool b3DynamicBvh::update(b3DbvtNode* leaf,b3DbvtVolume& volume,const b3Vector
bool b3DynamicBvh::update(b3DbvtNode* leaf,b3DbvtVolume& volume,b3Scalar margin)
{
if(leaf->volume.Contain(volume)) return(false);
volume.Expand(b3Vector3(margin,margin,margin));
volume.Expand(b3MakeVector3(margin,margin,margin));
update(leaf,volume);
return(true);
}