1)Added SCE Physics Effects boxBoxDistance
BulletMultiThreaded/NarrowPhaseCollision makes use of this boxBoxDistance. Cache some values in src/BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.cpp, to avoid DMA transfers 2) Added btConvexSeparatingDistanceUtil: this allows caching of separating distance/vector as early-out to avoid convex-convex collision detection. btConvexSeparatingDistanceUtil is used in src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp and can be controlled by btDispatcherInfo.m_useConvexConservativeDistanceUtil/m_convexConservativeDistanceThreshold 3) Use BulletMultiThreaded/vectormath/scalar/cpp/vectormath/scalar/cpp/vectormath_aos.h as fallback for non-PlayStation 3 Cell SPU/PPU platforms (used by boxBoxDistance). Note there are other implementations in Extras/vectormath folder, that are potentially faster for IBM Cell SDK 3.0 SPU (libspe2)
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@@ -27,12 +27,12 @@ int main(int argc,char** argv)
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GLDebugDrawer gDebugDrawer;
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// BenchmarkDemo1 benchmarkDemo;
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// BenchmarkDemo2 benchmarkDemo;
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BenchmarkDemo2 benchmarkDemo;
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// BenchmarkDemo3 benchmarkDemo;
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// BenchmarkDemo4 benchmarkDemo;
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// BenchmarkDemo5 benchmarkDemo;
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// BenchmarkDemo6 benchmarkDemo;
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BenchmarkDemo7 benchmarkDemo;
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// BenchmarkDemo7 benchmarkDemo;
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benchmarkDemo.initPhysics();
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