some more changes related to PS3 SPU optimizations (16-byte alignment, allowing non-virtual access to data)
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@@ -24,21 +24,30 @@ subject to the following restrictions:
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///No connectivity is needed. localGetSupportingVertex iterates linearly though all vertices.
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///on modern hardware, due to cache coherency this isn't that bad. Complex algorithms tend to trash the cash.
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///(memory is much slower then the cpu)
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class btConvexHullShape : public btPolyhedralConvexShape
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ATTRIBUTE_ALIGNED16(class) btConvexHullShape : public btPolyhedralConvexShape
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{
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btAlignedObjectArray<btPoint3> m_points;
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public:
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///this constructor optionally takes in a pointer to points. Each point is assumed to be 3 consecutive btScalar (x,y,z), the striding defines the number of bytes between each point, in memory.
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///It is easier to not pass any points in the constructor, and just add one point at a time, using addPoint.
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///btConvexHullShape make an internal copy of the points.
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btConvexHullShape(const btScalar* points=0,int numPoints=0, int stride=sizeof(btPoint3));
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void addPoint(const btPoint3& point)
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void addPoint(const btPoint3& point);
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btPoint3* getPoints()
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{
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m_points.push_back(point);
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recalcLocalAabb();
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return &m_points[0];
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}
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int getNumPoints()
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{
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return m_points.size();
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}
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virtual btVector3 localGetSupportingVertex(const btVector3& vec)const;
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virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const;
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virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const;
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