Improve bullet performances

pull/21/head
gugus 14 years ago
parent 4367b93e64
commit 1bf7c4e53d

@ -88,8 +88,7 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
resourceName = cShape->getName();
cShape->collide = false;
currentShape = new btCompoundShape();
cShape->Shape = currentShape;
mTriMesh = new btTriangleMesh();
if (!vfs) vfs = new OgreVFS(resourceGroup);
@ -135,6 +134,9 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
{
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
}
currentShape = new btBvhTriangleMeshShape(mTriMesh,true);
cShape->Shape = currentShape;
}
bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
@ -247,7 +249,6 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags
bool raycastingOnly)
{
assert(shape != NULL);
btCollisionShape* NodeShape;
// Interpret flags
bool hidden = (flags & 0x01) != 0; // Not displayed
@ -289,7 +290,6 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags
/* Do in-place transformation.the only needed transfo is the scale. (maybe not in fact)
*/
btTriangleMesh *mTriMesh = new btTriangleMesh();
Nif::NiTriShapeData *data = shape->data.getPtr();
@ -303,8 +303,6 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags
btVector3 b3(vertices[triangles[i+2]*3]*parentScale,vertices[triangles[i+2]*3+1]*parentScale,vertices[triangles[i+2]*3+2]*parentScale);
mTriMesh->addTriangle(b1,b2,b3);
}
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
currentShape->addChildShape(tr,NodeShape);
}
void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)

@ -125,7 +125,8 @@ private:
std::string resourceGroup;
BulletShape* cShape;//current shape
btCompoundShape* currentShape;//the shape curently under construction
btTriangleMesh *mTriMesh;
btBvhTriangleMeshShape* currentShape;//the shape curently under construction
};
}

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