Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -41,8 +41,8 @@ ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
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bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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{
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// Make sure the broadphase / overlapping AABB paircache is up-to-date
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btOverlappingPairCache* scene = m_collisionWorld->GetPairCache();
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scene->RefreshOverlappingPairs();
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btOverlappingPairCache* scene = m_collisionWorld->getPairCache();
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scene->refreshOverlappingPairs();
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// Find the connected sets that can be simulated in parallel
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// Using union find
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@@ -51,7 +51,7 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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btProfiler::beginBlock("IslandUnionFind");
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#endif //USE_QUICKPROF
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GetSimulationIslandManager()->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());
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getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
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{
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int i;
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@@ -60,8 +60,8 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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{
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btTypedConstraint* constraint = m_constraints[i];
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const btRigidBody* colObj0 = &constraint->GetRigidBodyA();
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const btRigidBody* colObj1 = &constraint->GetRigidBodyB();
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const btRigidBody* colObj0 = &constraint->getRigidBodyA();
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const btRigidBody* colObj1 = &constraint->getRigidBodyB();
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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@@ -69,7 +69,7 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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if (colObj0->IsActive() || colObj1->IsActive())
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{
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GetSimulationIslandManager()->GetUnionFind().unite((colObj0)->m_islandTag1,
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getSimulationIslandManager()->getUnionFind().unite((colObj0)->m_islandTag1,
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(colObj1)->m_islandTag1);
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}
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}
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@@ -77,7 +77,7 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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}
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//Store the island id in each body
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GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld());
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getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
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#ifdef USE_QUICKPROF
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btProfiler::endBlock("IslandUnionFind");
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@@ -98,14 +98,14 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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for (k=0;k<GetNumControllers();k++)
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{
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CcdPhysicsController* ctrl = m_controllers[k];
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int tag = ctrl->GetRigidBody()->m_islandTag1;
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int tag = ctrl->getRigidBody()->m_islandTag1;
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if (tag>=0)
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{
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simulationIslands[tag].m_controllers.push_back(ctrl);
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}
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}
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btDispatcher* dispatcher = GetCollisionWorld()->GetDispatcher();
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btDispatcher* dispatcher = getCollisionWorld()->getDispatcher();
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//this is a brute force approach, will rethink later about more subtle ways
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@@ -137,32 +137,32 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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for (unsigned int ui=0;ui<m_constraints.size();ui++)
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{
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btTypedConstraint& constraint = *m_constraints[ui];
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if (constraint.GetRigidBodyA().m_islandTag1 > constraint.GetRigidBodyB().m_islandTag1)
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if (constraint.getRigidBodyA().m_islandTag1 > constraint.getRigidBodyB().m_islandTag1)
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{
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simulationIslands[constraint.GetRigidBodyA().m_islandTag1].m_constraintIndices.push_back(ui);
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simulationIslands[constraint.getRigidBodyA().m_islandTag1].m_constraintIndices.push_back(ui);
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} else
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{
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simulationIslands[constraint.GetRigidBodyB().m_islandTag1].m_constraintIndices.push_back(ui);
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simulationIslands[constraint.getRigidBodyB().m_islandTag1].m_constraintIndices.push_back(ui);
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}
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}
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//add all overlapping pairs for each island
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for (i=0;i<dispatcher->GetNumManifolds();i++)
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for (i=0;i<dispatcher->getNumManifolds();i++)
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{
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btPersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
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//filtering for response
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btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->GetBody0());
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btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->GetBody1());
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btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0());
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btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1());
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{
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int islandTag = colObj0->m_islandTag1;
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if (colObj1->m_islandTag1 > islandTag)
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islandTag = colObj1->m_islandTag1;
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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if (dispatcher->needsResponse(*colObj0,*colObj1))
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simulationIslands[islandTag].m_manifolds.push_back(manifold);
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}
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@@ -191,7 +191,7 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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if (simulationIslands[k].m_controllers.size())
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{
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assert(0);//seems to be wrong, passing ALL overlapping pairs
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simulationIslands[k].Simulate(m_debugDrawer,m_numIterations, constraintBase ,&scene->GetOverlappingPair(0),dispatcher,GetBroadphase(),m_solver,timeStep);
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simulationIslands[k].Simulate(m_debugDrawer,m_numIterations, constraintBase ,&scene->GetOverlappingPair(0),dispatcher,getBroadphase(),m_solver,timeStep);
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}
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}
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*/
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