Hey,
I was wondering if this is possible in Bullet.
All I want to do is, have a number of geometries (i.e. collisionshapes) and collide them against the StaticMesh (using SPUs). I should be able to buffer all the shapes before performing collision.
I know how bullet queues up collisionobjects in SpuGatheringCollisionDispatcher::dispatchAllCollisionPairs(), but I'm not quite sure how to deal with just collisionShapes...
Thanks,
CollisionShapes buffering question
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Re: CollisionShapes buffering question
BulletMultiThreaded/SpuGatheringCollisionDispatcher only queues up overlapping pairs to be processed in parallel batches.
Each overlapping pair contains 2 pointers to the collision objects (for the world transform) and information for collision shapes (type, shape dimensions). Bullet requires world transform to position collision shapes, so only shapes is not enough.
Hope this helps,
Erwin
Each overlapping pair contains 2 pointers to the collision objects (for the world transform) and information for collision shapes (type, shape dimensions). Bullet requires world transform to position collision shapes, so only shapes is not enough.
Hope this helps,
Erwin