Add PhysicsEffects to Extras. The build is only tested on Windows and Android.
The Android/NEON optimized version of Physics Effects is thanks to Graham Rhodes and Anthony Hamilton, See Issue 587
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_LOW_LEVEL_COLLISION__DISPATCHER_H
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#define BT_LOW_LEVEL_COLLISION__DISPATCHER_H
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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struct btLowLevelBroadphase;//struct instead of class?
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struct btLowLevelData;
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///Tuning value to optimized SPU utilization
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///Too small value means Task overhead is large compared to computation (too fine granularity)
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///Too big value might render some SPUs are idle, while a few other SPUs are doing all work.
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 8
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 16
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 64
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#define SPU_BATCHSIZE_BROADPHASE_PAIRS 128
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 256
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 512
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 1024
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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class btLowLevelCollisionAlgorithm : public btCollisionAlgorithm
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{
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btPersistentManifold* m_manifold;
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public:
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btLowLevelCollisionAlgorithm()
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:m_manifold(0)
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{
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}
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btLowLevelCollisionAlgorithm(btPersistentManifold* manifold, btCollisionDispatcher* dispatcher)
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:m_manifold(manifold)
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{
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m_dispatcher = dispatcher;
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}
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virtual ~btLowLevelCollisionAlgorithm()
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{
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if (m_manifold)
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m_dispatcher->releaseManifold(m_manifold);
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}
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virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btAssert(0);
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}
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virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btAssert(0);
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return 0.f;
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}
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virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
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{
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manifoldArray.push_back(m_manifold);
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}
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};
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///btLowLevelCollisionDispatcher can use SPU to gather and calculate collision detection
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///Time of Impact, Closest Points and Penetration Depth.
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class btLowLevelCollisionDispatcher : public btCollisionDispatcher
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{
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btLowLevelData* m_lowLevelData;
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btAlignedObjectArray<btPersistentManifold> m_manifoldArray;
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btAlignedObjectArray<btLowLevelCollisionAlgorithm> m_algorithms;
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protected:
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void collision();
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public:
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btLowLevelCollisionDispatcher (btLowLevelData* lowLevelData, btCollisionConfiguration* collisionConfiguration, int maxNumManifolds);
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virtual ~btLowLevelCollisionDispatcher();
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bool supportsDispatchPairOnSpu(int proxyType0,int proxyType1);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher) ;
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virtual btPersistentManifold* getNewManifold(void* b0,void* b1)
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{
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btAssert(0);
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return 0;
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}
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virtual void releaseManifold(btPersistentManifold* manifold);
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virtual void* allocateCollisionAlgorithm(int size)
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{
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btAssert(0);
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return 0;
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}
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virtual void freeCollisionAlgorithm(void* ptr)
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{
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}
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};
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#endif //BT_LOW_LEVEL_COLLISION__DISPATCHER_H
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