Files
bullet3/Extras/BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.h
ejcoumans 87df3d0f32 Based on feedback from another professional game company, there are several improvements, including some API change...
Some dynamic memory allocations have been replace by pool allocation or stack allocations.
quantized aabb versus quantized aabb overlap check is made branch-free (helps a lot on consoles PS3/XBox 360)
Collision algorithms are now created through a new btDefaultCollisionConfiguration, to decouple dependency (this is the API change):
Example:
	btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new	btCollisionDispatcher(collisionConfiguration);
2007-09-08 05:40:01 +00:00

84 lines
3.0 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SPU_CONTACTMANIFOLD_COLLISION_ALGORITHM_H
#define SPU_CONTACTMANIFOLD_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
class btPersistentManifold;
/// SpuContactManifoldCollisionAlgorithm provides contact manifold and should be processed on SPU.
ATTRIBUTE_ALIGNED16(class) SpuContactManifoldCollisionAlgorithm : public btCollisionAlgorithm
{
btPersistentManifold* m_manifoldPtr;
int m_shapeType0;
int m_shapeType1;
float m_collisionMargin0;
float m_collisionMargin1;
public:
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
SpuContactManifoldCollisionAlgorithm();
SpuContactManifoldCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1);
virtual ~SpuContactManifoldCollisionAlgorithm();
btPersistentManifold* getContactManifoldPtr()
{
return m_manifoldPtr;
}
int getShapeType0() const
{
return m_shapeType0;
}
int getShapeType1() const
{
return m_shapeType1;
}
float getCollisionMargin0() const
{
return m_collisionMargin0;
}
float getCollisionMargin1() const
{
return m_collisionMargin1;
}
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(SpuContactManifoldCollisionAlgorithm));
return new(mem) SpuContactManifoldCollisionAlgorithm(ci,body0,body1);
}
};
};
#endif //SPU_CONTACTMANIFOLD_COLLISION_ALGORITHM_H