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

@@ -33,7 +33,7 @@ int gEpaSeparatingAxis=0;
b3GjkPairDetector::b3GjkPairDetector(b3VoronoiSimplexSolver* simplexSolver,b3GjkEpaSolver2* penetrationDepthSolver)
:m_cachedSeparatingAxis(b3Scalar(0.),b3Scalar(-1.),b3Scalar(0.)),
:m_cachedSeparatingAxis(b3MakeVector3(b3Scalar(0.),b3Scalar(-1.),b3Scalar(0.))),
m_penetrationDepthSolver(penetrationDepthSolver),
m_simplexSolver(simplexSolver),
m_ignoreMargin(false),
@@ -159,13 +159,13 @@ bool getClosestPoints(b3GjkPairDetector* gjkDetector, const b3Transform& transA,
gjkDetector->m_cachedSeparatingDistance = 0.f;
b3Scalar distance=b3Scalar(0.);
b3Vector3 normalInB(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
b3Vector3 normalInB= b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
b3Vector3 pointOnA,pointOnB;
b3Transform localTransA = transA;
b3Transform localTransB = transB;
b3Vector3 positionOffset(0,0,0);// = (localTransA.getOrigin() + localTransB.getOrigin()) * b3Scalar(0.5);
b3Vector3 positionOffset = b3MakeVector3(0,0,0);// = (localTransA.getOrigin() + localTransB.getOrigin()) * b3Scalar(0.5);
localTransA.getOrigin() -= positionOffset;
localTransB.getOrigin() -= positionOffset;
@@ -202,7 +202,7 @@ bool getClosestPoints(b3GjkPairDetector* gjkDetector, const b3Transform& transA,
b3Scalar margin = marginA + marginB;
b3Scalar bestDeltaN = -1e30f;
b3Vector3 bestSepAxis(0,0,0);
b3Vector3 bestSepAxis= b3MakeVector3(0,0,0);
b3Vector3 bestPointOnA;
b3Vector3 bestPointOnB;