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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@@ -26,7 +26,8 @@ subject to the following restrictions:
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class btIDebugDraw;
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class btOverlappingPairCache;
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class btPoolAllocator;
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class btCollisionConfiguration;
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#include "btCollisionCreateFunc.h"
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@@ -51,21 +52,15 @@ class btCollisionDispatcher : public btDispatcher
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btNearCallback m_nearCallback;
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btPoolAllocator* m_collisionAlgorithmPoolAllocator;
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btPoolAllocator* m_persistentManifoldPoolAllocator;
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btCollisionAlgorithmCreateFunc* m_doubleDispatch[MAX_BROADPHASE_COLLISION_TYPES][MAX_BROADPHASE_COLLISION_TYPES];
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btCollisionAlgorithmCreateFunc* internalFindCreateFunc(int proxyType0,int proxyType1);
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//default CreationFunctions, filling the m_doubleDispatch table
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btCollisionAlgorithmCreateFunc* m_convexConvexCreateFunc;
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btCollisionAlgorithmCreateFunc* m_convexConcaveCreateFunc;
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btCollisionAlgorithmCreateFunc* m_swappedConvexConcaveCreateFunc;
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btCollisionAlgorithmCreateFunc* m_compoundCreateFunc;
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btCollisionAlgorithmCreateFunc* m_swappedCompoundCreateFunc;
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btCollisionAlgorithmCreateFunc* m_emptyCreateFunc;
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btCollisionConfiguration* m_collisionConfiguration;
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#ifndef USE_DISPATCH_REGISTRY_ARRAY
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0);
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#endif //USE_DISPATCH_REGISTRY_ARRAY
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public:
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@@ -92,11 +87,7 @@ public:
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return m_manifoldsPtr[index];
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}
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///the default constructor creates/register default collision algorithms, for convex, compound and concave shape support
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btCollisionDispatcher ();
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///a special constructor that doesn't create/register the default collision algorithms
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btCollisionDispatcher(bool noDefaultAlgorithms);
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btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration);
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virtual ~btCollisionDispatcher();
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@@ -114,7 +105,7 @@ public:
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virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher);
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void setNearCallback(btNearCallback nearCallback)
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{
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@@ -129,6 +120,11 @@ public:
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//by default, Bullet will use this near callback
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static void defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, btDispatcherInfo& dispatchInfo);
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virtual void* allocateCollisionAlgorithm(int size);
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virtual void freeCollisionAlgorithm(void* ptr);
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};
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#endif //COLLISION__DISPATCHER_H
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