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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@@ -29,7 +29,7 @@ subject to the following restrictions:
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btConvexConcaveCollisionAlgorithm::btConvexConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
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: btCollisionAlgorithm(ci),
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m_isSwapped(isSwapped),
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m_btConvexTriangleCallback(ci.m_dispatcher,body0,body1,isSwapped)
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m_btConvexTriangleCallback(ci.m_dispatcher1,body0,body1,isSwapped)
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{
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}
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@@ -79,7 +79,7 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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//aabb filter is already applied!
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btCollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = m_dispatcher;
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ci.m_dispatcher1 = m_dispatcher;
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btCollisionObject* ob = static_cast<btCollisionObject*>(m_triBody);
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@@ -115,7 +115,7 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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ob->setCollisionShape( &tm );
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
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///this should use the btDispatcher, so the actual registered algorithm is used
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// btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);
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@@ -123,7 +123,8 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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// cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
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// cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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delete colAlgo;
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colAlgo->~btCollisionAlgorithm();
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ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);
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ob->setCollisionShape( tmpShape );
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}
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