Refactoring: another huge number of changes, renamed methods to start with lower-case.
This commit is contained in:
@@ -18,23 +18,23 @@ btSimulationIslandManager::~btSimulationIslandManager()
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}
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void btSimulationIslandManager::InitUnionFind(int n)
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void btSimulationIslandManager::initUnionFind(int n)
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{
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m_unionFind.reset(n);
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}
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void btSimulationIslandManager::FindUnions(btDispatcher* dispatcher)
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void btSimulationIslandManager::findUnions(btDispatcher* dispatcher)
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{
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{
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for (int i=0;i<dispatcher->GetNumManifolds();i++)
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for (int i=0;i<dispatcher->getNumManifolds();i++)
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{
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const btPersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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const btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
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//static objects (invmass 0.f) don't merge !
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const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->GetBody0());
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const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->GetBody1());
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const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
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const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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@@ -48,18 +48,18 @@ void btSimulationIslandManager::FindUnions(btDispatcher* dispatcher)
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}
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void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
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void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
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{
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InitUnionFind(colWorld->GetCollisionObjectArray().size());
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initUnionFind(colWorld->getCollisionObjectArray().size());
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// put the index into m_controllers into m_tag
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{
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std::vector<btCollisionObject*>::iterator i;
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int index = 0;
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for (i=colWorld->GetCollisionObjectArray().begin();
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!(i==colWorld->GetCollisionObjectArray().end()); i++)
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for (i=colWorld->getCollisionObjectArray().begin();
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!(i==colWorld->getCollisionObjectArray().end()); i++)
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{
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btCollisionObject* collisionObject= (*i);
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@@ -71,7 +71,7 @@ void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld
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}
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// do the union find
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FindUnions(dispatcher);
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findUnions(dispatcher);
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@@ -80,7 +80,7 @@ void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld
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void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* colWorld)
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void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
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{
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// put the islandId ('find' value) into m_tag
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{
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@@ -89,8 +89,8 @@ void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* col
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std::vector<btCollisionObject*>::iterator i;
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int index = 0;
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for (i=colWorld->GetCollisionObjectArray().begin();
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!(i==colWorld->GetCollisionObjectArray().end()); i++)
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for (i=colWorld->getCollisionObjectArray().begin();
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!(i==colWorld->getCollisionObjectArray().end()); i++)
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{
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btCollisionObject* collisionObject= (*i);
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@@ -109,8 +109,8 @@ void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* col
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inline int getIslandId(const btPersistentManifold* lhs)
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{
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int islandId;
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const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->GetBody0());
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const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->GetBody1());
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const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
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const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
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islandId= rcolObj0->m_islandTag1>=0?rcolObj0->m_islandTag1:rcolObj1->m_islandTag1;
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return islandId;
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@@ -128,21 +128,21 @@ bool btPersistentManifoldSortPredicate(const btPersistentManifold* lhs, const bt
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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//we are going to sort the unionfind array, and store the element id in the size
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//afterwards, we clean unionfind, to make sure no-one uses it anymore
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GetUnionFind().sortIslands();
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int numElem = GetUnionFind().getNumElements();
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getUnionFind().sortIslands();
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int numElem = getUnionFind().getNumElements();
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int endIslandIndex=1;
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//update the sleeping state for bodies, if all are sleeping
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for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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{
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int islandId = GetUnionFind().getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (GetUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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}
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@@ -153,7 +153,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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@@ -180,7 +180,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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{
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@@ -200,7 +200,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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@@ -223,22 +223,22 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
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std::vector<btPersistentManifold*> islandmanifold;
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int i;
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int maxNumManifolds = dispatcher->GetNumManifolds();
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int maxNumManifolds = dispatcher->getNumManifolds();
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islandmanifold.reserve(maxNumManifolds);
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for (i=0;i<maxNumManifolds ;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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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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//todo: check sleeping conditions!
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if (((colObj0) && colObj0->GetActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->GetActivationState() != ISLAND_SLEEPING))
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{
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//filtering for response
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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if (dispatcher->needsResponse(*colObj0,*colObj1))
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islandmanifold.push_back(manifold);
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}
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}
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