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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@@ -24,7 +24,7 @@ subject to the following restrictions:
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B3_FORCE_INLINE b3Vector3 b3AabbSupport(const b3Vector3& halfExtents,const b3Vector3& supportDir)
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{
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return b3Vector3(supportDir.getX() < b3Scalar(0.0) ? -halfExtents.getX() : halfExtents.getX(),
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return b3MakeVector3(supportDir.getX() < b3Scalar(0.0) ? -halfExtents.getX() : halfExtents.getX(),
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supportDir.getY() < b3Scalar(0.0) ? -halfExtents.getY() : halfExtents.getY(),
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supportDir.getZ() < b3Scalar(0.0) ? -halfExtents.getZ() : halfExtents.getZ());
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}
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@@ -99,12 +99,12 @@ public:
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b3Quaternion orn1 = orn0.nearest(orn1a);
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b3Quaternion dorn = orn1 * orn0.inverse();
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angle = dorn.getAngle();
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axis = b3Vector3(dorn.getX(),dorn.getY(),dorn.getZ());
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axis = b3MakeVector3(dorn.getX(),dorn.getY(),dorn.getZ());
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axis[3] = b3Scalar(0.);
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//check for axis length
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b3Scalar len = axis.length2();
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if (len < B3_EPSILON*B3_EPSILON)
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axis = b3Vector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
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axis = b3MakeVector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
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else
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axis /= b3Sqrt(len);
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}
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@@ -128,12 +128,12 @@ public:
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dorn.normalize();
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angle = dorn.getAngle();
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axis = b3Vector3(dorn.getX(),dorn.getY(),dorn.getZ());
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axis = b3MakeVector3(dorn.getX(),dorn.getY(),dorn.getZ());
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axis[3] = b3Scalar(0.);
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//check for axis length
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b3Scalar len = axis.length2();
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if (len < B3_EPSILON*B3_EPSILON)
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axis = b3Vector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
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axis = b3MakeVector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
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else
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axis /= b3Sqrt(len);
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}
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