Replaced most STL std::vector with btAlignedObjectArray.
Same interface but less features (push_back, pop_back, clear, size, [] etc). To prepare for SIMD/SSE code: Added #define ATTRIBUTE_ALIGNED16(a) __declspec(align(16)) a
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@@ -261,7 +261,7 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(float timeStep)
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dispatchInfo.m_debugDraw = getDebugDrawer();
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///perform collision detection
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performDiscreteCollisionDetection(dispatchInfo);
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performDiscreteCollisionDetection();
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calculateSimulationIslands();
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@@ -110,16 +110,17 @@ btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisi
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#endif //OBSOLETE_MOTIONSTATE_LESS
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#define EXPERIMENTAL_JITTER_REMOVAL 1
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//#define EXPERIMENTAL_JITTER_REMOVAL 1
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#ifdef EXPERIMENTAL_JITTER_REMOVAL
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//Bullet 2.20b has experimental damping code to reduce jitter just before objects fall asleep/deactivate
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//doesn't work very well yet (value 0 disabled this damping)
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//note there this influences deactivation thresholds!
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float gClippedAngvelThresholdSqr = 0.01f;
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float gClippedLinearThresholdSqr = 0.01f;
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float gJitterVelocityDampingFactor = 1.f;
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#endif //EXPERIMENTAL_JITTER_REMOVAL
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float gJitterVelocityDampingFactor = 1.f;
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void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
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{
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@@ -46,13 +46,13 @@ int btSimpleDynamicsWorld::stepSimulation( float timeStep,int maxSubSteps, floa
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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btDispatcherInfo dispatchInfo;
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btDispatcherInfo& dispatchInfo = getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_debugDraw = getDebugDrawer();
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///perform collision detection
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performDiscreteCollisionDetection(dispatchInfo );
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performDiscreteCollisionDetection();
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///solve contact constraints
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int numManifolds = m_dispatcher1->getNumManifolds();
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