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);
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@@ -121,10 +121,10 @@ public:
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btAxisSweep3(const btPoint3& worldAabbMin,const btPoint3& worldAabbMax, int maxHandles = 16384, btOverlappingPairCache* pairCache=0);
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virtual ~btAxisSweep3();
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virtual void calculateOverlappingPairs();
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virtual void calculateOverlappingPairs(btDispatcher* dispatcher);
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BP_FP_INT_TYPE addHandle(const btPoint3& aabbMin,const btPoint3& aabbMax, void* pOwner,short int collisionFilterGroup,short int collisionFilterMask);
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void removeHandle(BP_FP_INT_TYPE handle);
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void removeHandle(BP_FP_INT_TYPE handle,btDispatcher* dispatcher);
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void updateHandle(BP_FP_INT_TYPE handle, const btPoint3& aabbMin,const btPoint3& aabbMax);
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inline Handle* getHandle(BP_FP_INT_TYPE index) const {return m_pHandles + index;}
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@@ -132,7 +132,7 @@ public:
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//Broadphase Interface
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virtual btBroadphaseProxy* createProxy( const btVector3& aabbMin, const btVector3& aabbMax,int shapeType,void* userPtr ,short int collisionFilterGroup,short int collisionFilterMask);
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virtual void destroyProxy(btBroadphaseProxy* proxy);
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virtual void destroyProxy(btBroadphaseProxy* proxy,btDispatcher* dispatcher);
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virtual void setAabb(btBroadphaseProxy* proxy,const btVector3& aabbMin,const btVector3& aabbMax);
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bool testAabbOverlap(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1);
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