fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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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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