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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@@ -32,11 +32,11 @@ public:
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virtual ~btBroadphaseInterface() {}
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virtual btBroadphaseProxy* createProxy( const btVector3& aabbMin, const btVector3& aabbMax,int shapeType,void* userPtr, short int collisionFilterGroup,short int collisionFilterMask) =0;
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virtual void destroyProxy(btBroadphaseProxy* proxy)=0;
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virtual void destroyProxy(btBroadphaseProxy* proxy,btDispatcher* dispatcher)=0;
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virtual void setAabb(btBroadphaseProxy* proxy,const btVector3& aabbMin,const btVector3& aabbMax)=0;
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///calculateOverlappingPairs is optional: incremental algorithms (sweep and prune) might do it during the set aabb
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virtual void calculateOverlappingPairs()=0;
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virtual void calculateOverlappingPairs(btDispatcher* dispatcher)=0;
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virtual btOverlappingPairCache* getOverlappingPairCache()=0;
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virtual const btOverlappingPairCache* getOverlappingPairCache() const =0;
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