blender/source/gameengine/Physics
Benoit Bolsee 0020de72e4 BGE: Optimize Soft body conversion: don't create BVH structure.
A btBvhTriangleMeshShape object is created when converting
a mesh to physics, also in case of Soft body although the
soft body will not use it (it only uses the mesh interface).

This patch keeps this system for compatibility with the
KX converter but avoids the creation of the BVH structure,
which consumes a lots of CPU. This should speed up
significantly the conversion of large mesh to softbody.

A secondary optimization is that the sharing of shapeInfo
is extended to rigid body using gImpact. Before it was
only active between static body and soft body.
2010-02-03 21:41:03 +00:00
..
Bullet BGE: Optimize Soft body conversion: don't create BVH structure. 2010-02-03 21:41:03 +00:00
common BGE: Add option to return UV coordinates aofthe hit point to KX_GameObject::rayCast(). Details in PyDoc. 2009-12-04 11:27:40 +00:00
Dummy white space commit. (2 spaces -> tab). 2009-09-06 01:51:23 +00:00
Makefile Spring Cleaning 2009-06-21 16:18:38 +00:00