reverted 'getActiveObjects', island management will be improved for Bullet 2.74 release.
The implementation was error-prone and could lead to crashes. See http://code.google.com/p/bullet/issues/detail?id=128
This commit is contained in:
@@ -117,28 +117,15 @@ void btCollisionWorld::addCollisionObject(btCollisionObject* collisionObject,sho
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}
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void btCollisionWorld::findActiveObjects()
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{
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m_activeObjects.resize(0);
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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if (colObj->isActive())
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{
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m_activeObjects.push_back(colObj);
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}
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}
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}
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void btCollisionWorld::updateAabbs()
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{
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BT_PROFILE("updateAabbs");
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btTransform predictedTrans;
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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//only update aabb of active objects
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if (colObj->isActive())
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@@ -84,10 +84,6 @@ protected:
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btAlignedObjectArray<btCollisionObject*> m_collisionObjects;
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///temporarily solution to keep track of active objects. This work-in-progress will improve when we refactor island management.
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btAlignedObjectArray<btCollisionObject*> m_activeObjects;
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btDispatcher* m_dispatcher1;
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btDispatcherInfo m_dispatchInfo;
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@@ -98,9 +94,6 @@ protected:
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btIDebugDraw* m_debugDrawer;
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protected:
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void findActiveObjects();
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public:
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@@ -142,15 +135,6 @@ public:
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virtual void updateAabbs();
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btCollisionObjectArray& getActiveObjects()
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{
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return m_activeObjects;
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}
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const btCollisionObjectArray& getActiveObjects() const
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{
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return m_activeObjects;
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}
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virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
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{
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@@ -273,18 +273,10 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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//kinematic objects don't merge islands, but wake up all connected objects
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if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
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{
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if (!colObj1->isActive())
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{
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collisionWorld->getActiveObjects().push_back(colObj1);
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}
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colObj1->activate();
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}
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if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
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{
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if (!colObj0->isActive())
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{
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collisionWorld->getActiveObjects().push_back(colObj0);
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}
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colObj0->activate();
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}
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#ifdef SPLIT_ISLANDS
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@@ -107,9 +107,9 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
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void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
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{
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for (int i=0;i<m_activeObjects.size();i++)
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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@@ -224,9 +224,9 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
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void btDiscreteDynamicsWorld::clearForces()
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{
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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@@ -240,9 +240,9 @@ void btDiscreteDynamicsWorld::clearForces()
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void btDiscreteDynamicsWorld::applyGravity()
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{
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->isActive())
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@@ -278,9 +278,9 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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BT_PROFILE("synchronizeMotionStates");
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{
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//todo: iterate over awake simulation islands!
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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@@ -344,8 +344,6 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
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if (numSimulationSubSteps)
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{
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findActiveObjects();
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saveKinematicState(fixedTimeStep);
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applyGravity();
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@@ -377,8 +375,6 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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BT_PROFILE("internalSingleStepSimulation");
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findActiveObjects();
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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@@ -421,9 +417,9 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
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{
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m_gravity = gravity;
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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@@ -830,9 +826,9 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
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{
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BT_PROFILE("integrateTransforms");
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btTransform predictedTrans;
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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@@ -881,9 +877,9 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
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void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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{
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BT_PROFILE("predictUnconstraintMotion");
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for ( int i=0;i<m_activeObjects.size();i++)
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_activeObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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