| Package | Description |
|---|---|
| org.bytedeco.bullet.Bullet3Collision |
| Modifier and Type | Method and Description |
|---|---|
b3DynamicBvh.ICollide |
b3DynamicBvh.ICollide.getPointer(long i) |
b3DynamicBvh.ICollide |
b3DynamicBvh.ICollide.position(long position) |
| Modifier and Type | Method and Description |
|---|---|
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
void |
b3DynamicBvh.collideTT(b3DbvtNode root0,
b3DbvtNode root1,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.collideTTpersistentStack(b3DbvtNode root0,
b3DbvtNode root1,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideTU(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.collideTV(b3DbvtNode root,
b3DbvtAabbMm volume,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.enumLeaves(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.enumNodes(b3DbvtNode root,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.rayTest(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3DynamicBvh.ICollide policy)
rayTest is a re-entrant ray test, and can be called in parallel as long as the b3AlignedAlloc is thread-safe (uses locking etc)
rayTest is slower than rayTestInternal, because it builds a local stack, using memory allocations, and it recomputes signs/rayDirectionInverses each time
|
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
int[] signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntBuffer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntPointer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy)
rayTestInternal is faster than rayTest, because it uses a persistent stack (to reduce dynamic memory allocations to a minimum) and it uses precomputed signs/rayInverseDirections
rayTestInternal is used by b3DynamicBvhBroadphase to accelerate world ray casts
|
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