fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
This commit is contained in:
@@ -21,6 +21,7 @@ struct BroadphaseProxy;
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class RigidBody;
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struct CollisionObject;
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class ManifoldResult;
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class OverlappingPairCache;
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enum CollisionDispatcherId
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{
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@@ -80,10 +81,17 @@ public:
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virtual bool NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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virtual bool NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)=0;
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virtual ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold) =0;
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virtual void ReleaseManifoldResult(ManifoldResult*)=0;
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)=0;
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virtual int GetNumManifolds() const = 0;
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virtual PersistentManifold* GetManifoldByIndexInternal(int index) = 0;
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};
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@@ -28,34 +28,7 @@ subject to the following restrictions:
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int gNumManifold = 0;
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void CollisionDispatcher::FindUnions()
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{
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if (m_useIslands)
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{
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for (int i=0;i<GetNumManifolds();i++)
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{
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const PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
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//static objects (invmass 0.f) don't merge !
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const CollisionObject* colObj0 = static_cast<const CollisionObject*>(manifold->GetBody0());
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const CollisionObject* colObj1 = static_cast<const CollisionObject*>(manifold->GetBody1());
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if (colObj0 && colObj1 && NeedsResponse(*colObj0,*colObj1))
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{
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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{
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m_unionFind.unite((colObj0)->m_islandTag1,
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(colObj1)->m_islandTag1);
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}
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}
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}
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}
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}
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@@ -122,96 +95,6 @@ void CollisionDispatcher::ReleaseManifold(PersistentManifold* manifold)
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}
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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 CollisionDispatcher::BuildAndProcessIslands(CollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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for (int islandId=0;islandId<numBodies;islandId++)
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{
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std::vector<PersistentManifold*> islandmanifold;
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//int numSleeping = 0;
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bool allSleeping = true;
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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allSleeping = false;
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}
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if (colObj0->GetActivationState()== DISABLE_DEACTIVATION)
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{
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allSleeping = false;
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}
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}
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}
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for (i=0;i<GetNumManifolds();i++)
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{
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PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
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//filtering for response
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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{
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if (((colObj0) && (colObj0)->m_islandTag1 == (islandId)) ||
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((colObj1) && (colObj1)->m_islandTag1 == (islandId)))
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{
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if (NeedsResponse(*colObj0,*colObj1))
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islandmanifold.push_back(manifold);
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}
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}
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}
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if (allSleeping)
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{
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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colObj0->SetActivationState( ISLAND_SLEEPING );
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}
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}
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} else
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{
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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{
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colObj0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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if (islandmanifold.size())
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{
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callback->ProcessIsland(&islandmanifold[0],islandmanifold.size());
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}
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}
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}
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}
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@@ -18,7 +18,7 @@ subject to the following restrictions:
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#include "BroadphaseCollision/Dispatcher.h"
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#include "NarrowPhaseCollision/PersistentManifold.h"
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#include "CollisionDispatch/UnionFind.h"
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#include "CollisionDispatch/ManifoldResult.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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@@ -40,7 +40,7 @@ class CollisionDispatcher : public Dispatcher
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std::vector<PersistentManifold*> m_manifoldsPtr;
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UnionFind m_unionFind;
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bool m_useIslands;
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@@ -50,14 +50,9 @@ class CollisionDispatcher : public Dispatcher
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public:
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UnionFind& GetUnionFind() { return m_unionFind;}
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struct IslandCallback
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{
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virtual ~IslandCallback() {};
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virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) = 0;
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};
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int GetNumManifolds() const
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@@ -75,14 +70,6 @@ public:
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return m_manifoldsPtr[index];
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}
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void InitUnionFind(int n)
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{
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if (m_useIslands)
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m_unionFind.reset(n);
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}
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void FindUnions();
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int m_count;
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CollisionDispatcher ();
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@@ -93,8 +80,6 @@ public:
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virtual void ReleaseManifold(PersistentManifold* manifold);
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virtual void BuildAndProcessIslands(CollisionObjectArray& collisionObjects, IslandCallback* callback);
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///allows the user to get contact point callbacks
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virtual ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold);
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@@ -120,6 +105,8 @@ public:
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);
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};
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#endif //COLLISION__DISPATCHER_H
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@@ -52,61 +52,10 @@ CollisionWorld::~CollisionWorld()
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}
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void CollisionWorld::UpdateActivationState()
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{
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m_dispatcher->InitUnionFind(m_collisionObjects.size());
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// put the index into m_controllers into m_tag
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{
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std::vector<CollisionObject*>::iterator i;
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int index = 0;
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for (i=m_collisionObjects.begin();
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!(i==m_collisionObjects.end()); i++)
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{
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CollisionObject* collisionObject= (*i);
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collisionObject->m_islandTag1 = index;
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collisionObject->m_hitFraction = 1.f;
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index++;
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}
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}
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// do the union find
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m_dispatcher->FindUnions();
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}
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void CollisionWorld::StoreIslandActivationState()
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{
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// put the islandId ('find' value) into m_tag
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{
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UnionFind& unionFind = m_dispatcher->GetUnionFind();
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std::vector<CollisionObject*>::iterator i;
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int index = 0;
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for (i=m_collisionObjects.begin();
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!(i==m_collisionObjects.end()); i++)
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{
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CollisionObject* collisionObject= (*i);
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if (collisionObject->mergesSimulationIslands())
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{
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collisionObject->m_islandTag1 = unionFind.find(index);
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} else
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{
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collisionObject->m_islandTag1 = -1;
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}
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index++;
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}
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}
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}
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@@ -153,7 +102,7 @@ void CollisionWorld::PerformDiscreteCollisionDetection()
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m_pairCache->SetAabb(m_collisionObjects[i]->m_broadphaseHandle,aabbMin,aabbMax);
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}
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CollisionDispatcher* dispatcher = GetDispatcher();
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Dispatcher* dispatcher = GetDispatcher();
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if (dispatcher)
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dispatcher->DispatchAllCollisionPairs(m_pairCache,dispatchInfo);
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@@ -84,7 +84,7 @@ class CollisionWorld
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std::vector<CollisionObject*> m_collisionObjects;
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CollisionDispatcher* m_dispatcher;
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CollisionDispatcher* m_dispatcher1;
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OverlappingPairCache* m_pairCache;
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@@ -92,15 +92,13 @@ class CollisionWorld
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public:
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CollisionWorld(CollisionDispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_dispatcher(dispatcher),
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:m_dispatcher1(dispatcher),
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m_pairCache(pairCache)
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{
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}
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virtual ~CollisionWorld();
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virtual void UpdateActivationState();
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virtual void StoreIslandActivationState();
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BroadphaseInterface* GetBroadphase()
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{
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@@ -113,9 +111,9 @@ public:
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}
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CollisionDispatcher* GetDispatcher()
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Dispatcher* GetDispatcher()
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{
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return m_dispatcher;
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return m_dispatcher1;
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}
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///LocalShapeInfo gives extra information for complex shapes
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200
Bullet/CollisionDispatch/SimulationIslandManager.cpp
Normal file
200
Bullet/CollisionDispatch/SimulationIslandManager.cpp
Normal file
@@ -0,0 +1,200 @@
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#include "SimulationIslandManager.h"
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#include "BroadphaseCollision/Dispatcher.h"
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#include "NarrowPhaseCollision/PersistentManifold.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include "CollisionDispatch/CollisionWorld.h"
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SimulationIslandManager::SimulationIslandManager()
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{
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}
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void SimulationIslandManager::InitUnionFind(int n)
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{
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m_unionFind.reset(n);
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}
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void SimulationIslandManager::FindUnions(Dispatcher* 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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{
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const PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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//static objects (invmass 0.f) don't merge !
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const CollisionObject* colObj0 = static_cast<const CollisionObject*>(manifold->GetBody0());
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const CollisionObject* colObj1 = static_cast<const CollisionObject*>(manifold->GetBody1());
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if (colObj0 && colObj1 && dispatcher->NeedsResponse(*colObj0,*colObj1))
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{
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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{
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m_unionFind.unite((colObj0)->m_islandTag1,
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(colObj1)->m_islandTag1);
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}
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}
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}
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}
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}
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void SimulationIslandManager::UpdateActivationState(CollisionWorld* colWorld,Dispatcher* dispatcher)
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{
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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<CollisionObject*>::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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{
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CollisionObject* collisionObject= (*i);
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collisionObject->m_islandTag1 = index;
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collisionObject->m_hitFraction = 1.f;
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index++;
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}
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}
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// do the union find
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FindUnions(dispatcher);
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}
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void SimulationIslandManager::StoreIslandActivationState(CollisionWorld* 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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std::vector<CollisionObject*>::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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{
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CollisionObject* collisionObject= (*i);
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if (collisionObject->mergesSimulationIslands())
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{
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collisionObject->m_islandTag1 = m_unionFind.find(index);
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} else
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{
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collisionObject->m_islandTag1 = -1;
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}
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index++;
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}
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}
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}
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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 SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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for (int islandId=0;islandId<numBodies;islandId++)
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{
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std::vector<PersistentManifold*> islandmanifold;
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//int numSleeping = 0;
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bool allSleeping = true;
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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allSleeping = false;
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}
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if (colObj0->GetActivationState()== DISABLE_DEACTIVATION)
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{
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allSleeping = false;
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}
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}
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}
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for (i=0;i<dispatcher->GetNumManifolds();i++)
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{
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PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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//filtering for response
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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{
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if (((colObj0) && (colObj0)->m_islandTag1 == (islandId)) ||
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((colObj1) && (colObj1)->m_islandTag1 == (islandId)))
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{
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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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}
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if (allSleeping)
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{
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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colObj0->SetActivationState( ISLAND_SLEEPING );
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}
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}
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} else
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{
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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{
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colObj0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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if (islandmanifold.size())
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{
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callback->ProcessIsland(&islandmanifold[0],islandmanifold.size());
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}
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}
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}
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}
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58
Bullet/CollisionDispatch/SimulationIslandManager.h
Normal file
58
Bullet/CollisionDispatch/SimulationIslandManager.h
Normal file
@@ -0,0 +1,58 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
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This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef SIMULATION_ISLAND_MANAGER_H
|
||||
#define SIMULATION_ISLAND_MANAGER_H
|
||||
|
||||
#include "CollisionDispatch/UnionFind.h"
|
||||
#include "CollisionCreateFunc.h"
|
||||
|
||||
class CollisionWorld;
|
||||
class Dispatcher;
|
||||
|
||||
///SimulationIslandManager creates and handles simulation islands, using UnionFind
|
||||
class SimulationIslandManager
|
||||
{
|
||||
UnionFind m_unionFind;
|
||||
|
||||
public:
|
||||
SimulationIslandManager();
|
||||
|
||||
|
||||
void InitUnionFind(int n);
|
||||
|
||||
|
||||
UnionFind& GetUnionFind() { return m_unionFind;}
|
||||
|
||||
virtual void UpdateActivationState(CollisionWorld* colWorld,Dispatcher* dispatcher);
|
||||
virtual void StoreIslandActivationState(CollisionWorld* world);
|
||||
|
||||
|
||||
void FindUnions(Dispatcher* dispatcher);
|
||||
|
||||
|
||||
|
||||
struct IslandCallback
|
||||
{
|
||||
virtual ~IslandCallback() {};
|
||||
|
||||
virtual void ProcessIsland(class PersistentManifold** manifolds,int numManifolds) = 0;
|
||||
};
|
||||
|
||||
void BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback);
|
||||
|
||||
};
|
||||
|
||||
#endif //SIMULATION_ISLAND_MANAGER_H
|
||||
Reference in New Issue
Block a user