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