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Git Commits -> Revision 4a07876

Revision 4a07876 by Campbell Barton (master)
March 23, 2009, 06:00 (GMT)
Speedup for bullet physics mesh conversion
Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.

Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()

YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.

- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.

Commit Details:

Full Hash: 4a078765623b72641164a25291e925bb4e64bcba
SVN Revision: 19379
Parent Commit: bd13f30
Lines Changed: +189, -109

4 Modified Paths:

/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp (+3, -0) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp (+172, -108) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.h (+4, -1) (Diff)
/source/gameengine/Rasterizer/RAS_MeshObject.h (+10, -0) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021