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

@@ -45,7 +45,7 @@ public:
* @param q Rotation from quaternion
* @param c Translation from Vector (default 0,0,0) */
explicit B3_FORCE_INLINE b3Transform(const b3Quaternion& q,
const b3Vector3& c = b3Vector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
: m_basis(q),
m_origin(c)
{}
@@ -54,7 +54,7 @@ public:
* @param b Rotation from Matrix
* @param c Translation from Vector default (0,0,0)*/
explicit B3_FORCE_INLINE b3Transform(const b3Matrix3x3& b,
const b3Vector3& c = b3Vector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
: m_basis(b),
m_origin(c)
{}