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Git Commits -> Revision 0020de7

Revision 0020de7 by Benoit Bolsee (master)
February 3, 2010, 21:41 (GMT)
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.

Commit Details:

Full Hash: 0020de72e45cae82561e07e284c520170e5e3ea8
SVN Revision: 26597
Parent Commit: 02d9da1
Lines Changed: +40, -35

4 Modified Paths:

/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp (+4, -2) (Diff)
/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp (+14, -10) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp (+17, -18) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.h (+5, -5) (Diff)
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