CollisionShapes buffering question

sandeep_slash
Posts: 48
Joined: Thu Jul 10, 2008 6:36 pm

CollisionShapes buffering question

Post by sandeep_slash »

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,
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Erwin Coumans
Site Admin
Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: CollisionShapes buffering question

Post by Erwin Coumans »

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