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Description
Noticed that Opcode (OPtimized COllision DEtection library) has a 1.3 update with the following changes:
New in Opcode 1.3: - fixed the divide by 0 bug that was happening when all centers where located on a coordinate axis (thanks to Jorrit T) - linearized "complete" vanilla AABB trees - ANSI-compliant "for" loops (for the ones porting it to Linux...) - callbacks & pointers moved to mesh interface - support for triangle & vertex strides - optimized the sphere-triangle overlap code a bit - dynamic trees (refit) - more builders - ValidateSubdivision in builders - LSS collider - primitive-bv tests can now be skipped in most volume queries - temporal coherence now also works for airborne objects - temporal coherence completed for boxes / all contacts, LSS, etc - ray-collider now uses a callback - some common "usages" have been introduced (only picking for now) - SPLIT_COMPLETE removed (now implicitely using mLimit = 1) - hybrid collision models - sweep-and-prune code added, moved from my old Z-Collide lib - it now works with meshes made of only 1 triangle (except in mesh-mesh case!)
The author states:
it should be just like previous version, only better. In particular, hybrid models can be very memory-friendly (sometimes using like 10 times less ram than the best trees from version 1.2). The possible speed hit is often invisible (if it even exists), especially using temporal coherence in "all contacts" mode. (Admittedly, this depends on your particular usage pattern / what you do on collided triangles).
Maybe, it could be updated or, at least, cherry-picked?