Based on feedback from another professional game company, there are several improvements, including some API change...

Some dynamic memory allocations have been replace by pool allocation or stack allocations.
quantized aabb versus quantized aabb overlap check is made branch-free (helps a lot on consoles PS3/XBox 360)
Collision algorithms are now created through a new btDefaultCollisionConfiguration, to decouple dependency (this is the API change):
Example:
	btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new	btCollisionDispatcher(collisionConfiguration);
This commit is contained in:
ejcoumans
2007-09-08 05:40:01 +00:00
parent 30b1887f40
commit 87df3d0f32
67 changed files with 1116 additions and 972 deletions

View File

@@ -26,8 +26,9 @@ subject to the following restrictions:
SpuGatheringCollisionDispatcher::SpuGatheringCollisionDispatcher(class btThreadSupportInterface* threadInterface, unsigned int maxNumOutstandingTasks)
:m_spuCollisionTaskProcess(0),
SpuGatheringCollisionDispatcher::SpuGatheringCollisionDispatcher(class btThreadSupportInterface* threadInterface, unsigned int maxNumOutstandingTasks,btCollisionConfiguration* collisionConfiguration)
:btCollisionDispatcher(collisionConfiguration),
m_spuCollisionTaskProcess(0),
m_threadInterface(threadInterface),
m_maxNumOutstandingTasks(maxNumOutstandingTasks)
{
@@ -115,7 +116,7 @@ public:
btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
btCollisionAlgorithmConstructionInfo ci;
ci.m_dispatcher = m_dispatcher;
ci.m_dispatcher1 = m_dispatcher;
ci.m_manifold = 0;
if (m_dispatcher->needsCollision(colObj0,colObj1))
@@ -124,7 +125,9 @@ public:
int proxyType1 = colObj1->getCollisionShape()->getShapeType();
if (m_dispatcher->supportsDispatchPairOnSpu(proxyType0,proxyType1))
{
collisionPair.m_algorithm = new SpuContactManifoldCollisionAlgorithm(ci,colObj0,colObj1);
int so = sizeof(SpuContactManifoldCollisionAlgorithm);
void* mem = m_dispatcher->allocateCollisionAlgorithm(so);
collisionPair.m_algorithm = new(mem) SpuContactManifoldCollisionAlgorithm(ci,colObj0,colObj1);
collisionPair.m_userInfo = (void*) 2;
} else
{
@@ -138,7 +141,7 @@ public:
}
};
void SpuGatheringCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo)
void SpuGatheringCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher)
{
if (dispatchInfo.m_enableSPU)
@@ -152,7 +155,7 @@ void SpuGatheringCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPai
{
btSpuCollisionPairCallback collisionCallback(dispatchInfo,this);
pairCache->processAllOverlappingPairs(&collisionCallback);
pairCache->processAllOverlappingPairs(&collisionCallback,dispatcher);
}
//send one big batch
@@ -203,7 +206,7 @@ void SpuGatheringCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPai
{
///PPU fallback
///!Need to make sure to clear all 'algorithms' when switching between SPU and PPU
btCollisionDispatcher::dispatchAllCollisionPairs(pairCache,dispatchInfo);
btCollisionDispatcher::dispatchAllCollisionPairs(pairCache,dispatchInfo,dispatcher);
}
}