- removed STL from the Bullet library: replace std::vector by btAlignedObjectArray. Also removed the std::set for overlapping pair set, and turned it into an overlapping pair array. The SAP only adds objects, never removed. Removal is postponed for during traversal of overlapping pairs (duplicates and non-overlapping pairs are removed during that traversal).
- added heap sort and binary search/linear search to btAlignedObjectArray - fixed wrong cast, thanks Hamstray, http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=1015
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@@ -31,7 +31,6 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include <algorithm>
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btCollisionWorld::btCollisionWorld(btDispatcher* dispatcher,btOverlappingPairCache* pairCache, int stackSize)
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:m_dispatcher1(dispatcher),
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@@ -50,13 +49,10 @@ btCollisionWorld::~btCollisionWorld()
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delete m_stackAlloc;
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//clean up remaining objects
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std::vector<btCollisionObject*>::iterator i;
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for (i=m_collisionObjects.begin();
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!(i==m_collisionObjects.end()); i++)
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int i;
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for (i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* collisionObject= (*i);
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btCollisionObject* collisionObject= m_collisionObjects[i];
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btBroadphaseProxy* bp = collisionObject->getBroadphaseHandle();
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if (bp)
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@@ -89,9 +85,7 @@ void btCollisionWorld::addCollisionObject(btCollisionObject* collisionObject,sho
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{
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//check that the object isn't already added
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std::vector<btCollisionObject*>::iterator i = std::find(m_collisionObjects.begin(), m_collisionObjects.end(), collisionObject);
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assert(i == m_collisionObjects.end());
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btAssert( m_collisionObjects.findLinearSearch(collisionObject) == m_collisionObjects.size());
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m_collisionObjects.push_back(collisionObject);
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@@ -131,7 +125,7 @@ void btCollisionWorld::performDiscreteCollisionDetection()
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//update aabb (of all moved objects)
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btVector3 aabbMin,aabbMax;
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for (size_t i=0;i<m_collisionObjects.size();i++)
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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m_collisionObjects[i]->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),aabbMin,aabbMax);
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m_broadphasePairCache->setAabb(m_collisionObjects[i]->getBroadphaseHandle(),aabbMin,aabbMax);
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@@ -169,13 +163,9 @@ void btCollisionWorld::removeCollisionObject(btCollisionObject* collisionObject)
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}
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std::vector<btCollisionObject*>::iterator i = std::find(m_collisionObjects.begin(), m_collisionObjects.end(), collisionObject);
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if (!(i == m_collisionObjects.end()))
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{
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std::swap(*i, m_collisionObjects.back());
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m_collisionObjects.pop_back();
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}
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//swapremove
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m_collisionObjects.remove(collisionObject);
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}
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@@ -324,13 +314,10 @@ void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& r
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/// go over all objects, and if the ray intersects their aabb, do a ray-shape query using convexCaster (CCD)
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std::vector<btCollisionObject*>::iterator iter;
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for (iter=m_collisionObjects.begin();
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!(iter==m_collisionObjects.end()); iter++)
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int i;
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for (i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* collisionObject= (*iter);
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btCollisionObject* collisionObject= m_collisionObjects[i];
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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