/usr/src/castle-game-engine-5.2.0/x3d/octreeconf.inc is in castle-game-engine-src 5.2.0-2.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 | { Define the CONSERVE_TRIANGLE_MEMORY symbol to conserve memory consumed
by triangles, by turning off some (seldom used / needed) per-triangle
information.
This disables:
- Mailboxes for triangles (see TRIANGLE_OCTREE_USE_MAILBOX below,
and see TTriangle.Mailbox* fields).
This may cause a little worse collision speed, but it should not be
noticeable at all in interactive simulations (like walking on the model),
it's only noticeable when you render with ray-tracing (and even then,
the slowdown is not much and depends on the scene anyway).
- Per-vertex 4D texture coordinates and 3D normal vectors at triangles,
see TTriangle.TexCoord and TTriangle.Normal.
This disables ProximitySensor.hitTexCoord_changed
and ProximitySensor.hitNormal_changed events (they will never be generated).
- Face indexes stored at triangles.
This disables the "Edit -> Remove face" feature of view3dscene.
}
{ $define CONSERVE_TRIANGLE_MEMORY}
{ Define TRIANGLE_OCTREE_USE_MAILBOX to use mailboxes for TVRMLTriangleOctree.
This way we avoid checking multiple times collision of the same ray
with the same triangle. This may otherwise happen, because a triangle
may be included in many octree leaves.
How much the triangle mailbox actually helps depends greatly on
the kind of the scene,
and generally in my tests is a noticeable but not terrible advantage.
For average octree with max-depth = 10 and leaf-capacity = 20 the
speedup is 1.09 (that is, old time / new time = 1.09). }
{$ifndef CONSERVE_TRIANGLE_MEMORY}
{$define TRIANGLE_OCTREE_USE_MAILBOX}
{$endif}
{ Define SHAPE_OCTREE_USE_MAILBOX to use in TVRMLShapeOctree the
mailbox method.
This helps for TVRMLShapeOctree with a lot of shapes duplicated in leaves.
E.g. caste's gate_final.wrl speed --- more than 2 times speedup
with rayhunter using OctreeDynamicCollisions! (from 12.87 to 5.20).
Tests show that this helps for any model where shapes are duplicated > 1.
For models where shapes are not duplicated (like alien_mirror.wrl),
this makes a slight slowdown (from to 1.38 to 1.49), but I think that's
acceptable. Trivial models are fast enough anyway. And note that ray-tracers
are free to use OctreeVisibleTriangles, not based on shapes,
since the scene is static there. This is really only for interactive usage
with OctreeDynamicCollisions and such.
}
{$define SHAPE_OCTREE_USE_MAILBOX}
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