瀏覽代碼

Removed a number of very short JPH_PROFILE_FUNCTION calls

Jorrit Rouwe 1 月之前
父節點
當前提交
21fc762daf

+ 0 - 2
Jolt/Geometry/EPAPenetrationDepth.h

@@ -103,8 +103,6 @@ public:
 	template <typename AE, typename BE>
 	EStatus				GetPenetrationDepthStepGJK(const AE &inAExcludingConvexRadius, float inConvexRadiusA, const BE &inBExcludingConvexRadius, float inConvexRadiusB, float inTolerance, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
 	{
-		JPH_PROFILE_FUNCTION();
-
 		JPH_IF_ENABLE_ASSERTS(mGJKTolerance = inTolerance;)
 
 		// Don't supply a zero ioV, we only want to get points on the hull of the Minkowsky sum and not internal points.

+ 0 - 2
Jolt/Physics/Collision/CastConvexVsTriangles.cpp

@@ -29,8 +29,6 @@ CastConvexVsTriangles::CastConvexVsTriangles(const ShapeCast &inShapeCast, const
 
 void CastConvexVsTriangles::Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Scale triangle
 	Vec3 v0 = mScale * inV0;
 	Vec3 v1 = mScale * inV1;

+ 0 - 2
Jolt/Physics/Collision/CastSphereVsTriangles.cpp

@@ -117,8 +117,6 @@ float CastSphereVsTriangles::RayCylinder(Vec3Arg inRayDirection, Vec3Arg inCylin
 
 void CastSphereVsTriangles::Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Scale triangle and make it relative to the start of the cast
 	Vec3 v0 = mScale * inV0 - mStart;
 	Vec3 v1 = mScale * inV1 - mStart;

+ 0 - 2
Jolt/Physics/Collision/CollideConvexVsTriangles.cpp

@@ -40,8 +40,6 @@ CollideConvexVsTriangles::CollideConvexVsTriangles(const ConvexShape *inShape1,
 
 void CollideConvexVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Scale triangle and transform it to the space of 1
 	Vec3 v0 = mTransform2To1 * (mScale2 * inV0);
 	Vec3 v1 = mTransform2To1 * (mScale2 * inV1);

+ 0 - 2
Jolt/Physics/Collision/CollideSphereVsTriangles.cpp

@@ -47,8 +47,6 @@ CollideSphereVsTriangles::CollideSphereVsTriangles(const SphereShape *inShape1,
 
 void CollideSphereVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Scale triangle and make it relative to the center of the sphere
 	Vec3 v0 = mScale2 * inV0 - mSphereCenterIn2;
 	Vec3 v1 = mScale2 * inV1 - mSphereCenterIn2;

+ 0 - 4
Jolt/Physics/Constraints/ContactConstraintManager.cpp

@@ -794,8 +794,6 @@ inline void ContactConstraintManager::CalculateFrictionAndNonPenetrationConstrai
 
 void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, bool &outPairHandled, bool &outConstraintCreated)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Start with nothing found and not handled
 	outConstraintCreated = false;
 	outPairHandled = false;
@@ -996,8 +994,6 @@ void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactA
 
 ContactConstraintManager::BodyPairHandle ContactConstraintManager::AddBodyPair(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Swap bodies so that body 1 id < body 2 id
 	const Body *body1, *body2;
 	if (inBody1.GetID() < inBody2.GetID())

+ 0 - 2
Jolt/Physics/IslandBuilder.cpp

@@ -97,8 +97,6 @@ uint32 IslandBuilder::GetLowestBodyIndex(uint32 inActiveBodyIndex) const
 
 void IslandBuilder::LinkBodies(uint32 inFirst, uint32 inSecond)
 {
-	JPH_PROFILE_FUNCTION();
-
 	// Both need to be active, we don't want to create an island with static objects
 	if (inFirst >= mMaxActiveBodies || inSecond >= mMaxActiveBodies)
 		return;