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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@@ -140,5 +140,71 @@ public:
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};
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///The btConvexSeparatingDistanceUtil can help speed up convex collision detection
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///by conservatively updating a cached separating distance/vector instead of re-calculating the closest distance
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class btConvexSeparatingDistanceUtil
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{
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btTransform m_cachedTransformA;
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btTransform m_cachedTransformB;
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btScalar m_boundingRadiusA;
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btScalar m_boundingRadiusB;
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btVector3 m_separatingNormal;
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btScalar m_separatingDistance;
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public:
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btConvexSeparatingDistanceUtil(btScalar boundingRadiusA,btScalar boundingRadiusB)
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:m_boundingRadiusA(boundingRadiusA),
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m_boundingRadiusB(boundingRadiusB),
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m_separatingDistance(0.f)
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{
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}
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btScalar getConservativeSeparatingDistance()
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{
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return m_separatingDistance;
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}
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void updateSeparatingDistance(const btTransform& transA,const btTransform& transB)
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{
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if (m_separatingDistance>0.f)
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{
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const btTransform& fromA = m_cachedTransformA;
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const btTransform& fromB = m_cachedTransformB;
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const btTransform& toA = transA;
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const btTransform& toB = transB;
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btVector3 linVelA,angVelA,linVelB,angVelB;
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btTransformUtil::calculateVelocity(fromA,toA,btScalar(1.),linVelA,angVelA);
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btTransformUtil::calculateVelocity(fromB,toB,btScalar(1.),linVelB,angVelB);
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btScalar maxAngularProjectedVelocity = angVelA.length() * m_boundingRadiusA + angVelB.length() * m_boundingRadiusB;
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btVector3 relLinVel = (linVelB-linVelA);
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btScalar relLinVelocLength = (linVelB-linVelA).dot(m_separatingNormal);
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if (relLinVelocLength<0.f)
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{
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relLinVelocLength = 0.f;
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}
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btScalar projectedMotion = maxAngularProjectedVelocity +relLinVelocLength;
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m_separatingDistance -= projectedMotion;
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}
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m_cachedTransformA = transA;
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m_cachedTransformB = transB;
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}
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void initSeparatingDistance(const btVector3& separatingVector,btScalar separatingDistance,const btTransform& transA,const btTransform& transB)
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{
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m_separatingNormal = separatingVector;
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m_separatingDistance = separatingDistance;
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m_cachedTransformA = transA;
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m_cachedTransformB = transB;
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}
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};
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#endif //SIMD_TRANSFORM_UTIL_H
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