forked from bartvdbraak/blender
cloth: Speed up collision detection
Noticed this while looking into something else. The change is trivial, but gives a rather nice preformance improvement, so why not. Theres's actually a lot one can do to improve collision performance if one wanted to, the triangle-triangle check alone has a lot of room for improvement.
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@ -32,6 +32,7 @@ subject to the following restrictions:
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#include "LinearMath/btTransform.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/Gimpact/btTriangleShapeEx.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
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#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
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@ -341,12 +342,12 @@ void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation)
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double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3])
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{
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btVector3 vp(p1[0], p1[1], p1[2]);
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btTriangleShape trishapeA(vp,
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btTriangleShapeEx trishapeA(vp,
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btVector3(p2[0], p2[1], p2[2]),
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btVector3(p3[0], p3[1], p3[2]));
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trishapeA.setMargin(0.000001f);
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btVector3 vq(q1[0], q1[1], q1[2]);
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btTriangleShape trishapeB(vq,
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btTriangleShapeEx trishapeB(vq,
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btVector3(q2[0], q2[1], q2[2]),
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btVector3(q3[0], q3[1], q3[2]));
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trishapeB.setMargin(0.000001f);
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