Iterate only over non-static rigid bodies, instead of all collision objects
http://bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=18&t=3625 http://code.google.com/p/bullet/issues/detail?id=128 Attempt to fix issue in mesh striding, multiple-mesh-parts were broken.
This commit is contained in:
@@ -44,15 +44,13 @@ void btStridingMeshInterface::InternalProcessAllTriangles(btInternalTriangleInde
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getLockedReadOnlyVertexIndexBase(&vertexbase,numverts,type,stride,&indexbase,indexstride,numtriangles,gfxindextype,part);
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getLockedReadOnlyVertexIndexBase(&vertexbase,numverts,type,stride,&indexbase,indexstride,numtriangles,gfxindextype,part);
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numtotalphysicsverts+=numtriangles*3; //upper bound
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numtotalphysicsverts+=numtriangles*3; //upper bound
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///unlike that developers want to pass in double-precision meshes in single-precision Bullet build
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///unlike that developers want to pass in double-precision meshes in single-precision Bullet build
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///so disable this feature by default
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///so disable this feature by default
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///see patch http://code.google.com/p/bullet/issues/detail?id=213
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///see patch http://code.google.com/p/bullet/issues/detail?id=213
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#ifdef BT_USE_DOUBLE_PRECISION
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switch (type)
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switch (type)
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{
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{
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case PHY_FLOAT:
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case PHY_FLOAT:
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#endif
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{
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{
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float* graphicsbase;
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float* graphicsbase;
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@@ -95,7 +93,6 @@ void btStridingMeshInterface::InternalProcessAllTriangles(btInternalTriangleInde
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break;
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break;
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}
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}
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#ifdef BT_USE_DOUBLE_PRECISION
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case PHY_DOUBLE:
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case PHY_DOUBLE:
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{
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{
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double* graphicsbase;
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double* graphicsbase;
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@@ -140,7 +137,6 @@ void btStridingMeshInterface::InternalProcessAllTriangles(btInternalTriangleInde
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default:
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default:
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btAssert((type == PHY_FLOAT) || (type == PHY_DOUBLE));
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btAssert((type == PHY_FLOAT) || (type == PHY_DOUBLE));
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}
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}
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#endif //BT_USE_DOUBLE_PRECISION
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unLockReadOnlyVertexBase(part);
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unLockReadOnlyVertexBase(part);
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}
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}
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@@ -103,14 +103,14 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
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void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
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void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
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{
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{
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///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
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///to switch status _after_ adding kinematic objects to the world
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///fix it for Bullet 3.x release
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for (int i=0;i<m_collisionObjects.size();i++)
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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if (body && body->getActivationState() != ISLAND_SLEEPING)
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{
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if (body->getActivationState() != ISLAND_SLEEPING)
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{
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{
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if (body->isKinematicObject())
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if (body->isKinematicObject())
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{
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{
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@@ -119,7 +119,7 @@ void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
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}
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}
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}
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}
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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 btDiscreteDynamicsWorld::debugDrawWorld()
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void btDiscreteDynamicsWorld::debugDrawWorld()
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@@ -217,28 +217,23 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
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void btDiscreteDynamicsWorld::clearForces()
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void btDiscreteDynamicsWorld::clearForces()
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{
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{
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///@todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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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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{
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btRigidBody* body = m_nonStaticRigidBodies[i];
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//need to check if next line is ok
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//it might break backward compatibility (people applying forces on sleeping objects get never cleared and accumulate on wake-up
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body->clearForces();
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body->clearForces();
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}
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}
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}
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}
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}
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///apply gravity, call this once per timestep
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///apply gravity, call this once per timestep
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void btDiscreteDynamicsWorld::applyGravity()
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void btDiscreteDynamicsWorld::applyGravity()
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{
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{
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///@todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body->isActive())
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->isActive())
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{
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{
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body->applyGravity();
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body->applyGravity();
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}
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}
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@@ -271,12 +266,10 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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BT_PROFILE("synchronizeMotionStates");
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BT_PROFILE("synchronizeMotionStates");
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{
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{
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//todo: iterate over awake simulation islands!
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//todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body->isActive())
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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synchronizeSingleMotionState(body);
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synchronizeSingleMotionState(body);
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}
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}
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}
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}
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@@ -411,11 +404,10 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
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void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
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{
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{
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m_gravity = gravity;
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m_gravity = gravity;
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = m_nonStaticRigidBodies[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body->isActive())
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if (body)
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{
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{
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body->setGravity(gravity);
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body->setGravity(gravity);
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}
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}
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@@ -430,6 +422,7 @@ btVector3 btDiscreteDynamicsWorld::getGravity () const
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void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
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void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
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{
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{
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m_nonStaticRigidBodies.remove(body);
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removeCollisionObject(body);
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removeCollisionObject(body);
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}
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}
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@@ -442,6 +435,11 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
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if (body->getCollisionShape())
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if (body->getCollisionShape())
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{
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{
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if (!body->isStaticObject())
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{
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m_nonStaticRigidBodies.push_back(body);
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}
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bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
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bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
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short collisionFilterGroup = isDynamic? short(btBroadphaseProxy::DefaultFilter) : short(btBroadphaseProxy::StaticFilter);
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short collisionFilterGroup = isDynamic? short(btBroadphaseProxy::DefaultFilter) : short(btBroadphaseProxy::StaticFilter);
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short collisionFilterMask = isDynamic? short(btBroadphaseProxy::AllFilter) : short(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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short collisionFilterMask = isDynamic? short(btBroadphaseProxy::AllFilter) : short(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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@@ -459,6 +457,10 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, short group, short
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if (body->getCollisionShape())
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if (body->getCollisionShape())
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{
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{
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if (!body->isStaticObject())
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{
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m_nonStaticRigidBodies.push_back(body);
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}
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addCollisionObject(body,group,mask);
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addCollisionObject(body,group,mask);
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}
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}
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}
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}
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@@ -479,10 +481,9 @@ void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
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{
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{
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BT_PROFILE("updateActivationState");
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BT_PROFILE("updateActivationState");
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = m_nonStaticRigidBodies[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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if (body)
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{
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{
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body->updateDeactivation(timeStep);
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body->updateDeactivation(timeStep);
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@@ -828,12 +829,9 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
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{
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{
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BT_PROFILE("integrateTransforms");
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BT_PROFILE("integrateTransforms");
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btTransform predictedTrans;
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btTransform predictedTrans;
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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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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{
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btRigidBody* body = m_nonStaticRigidBodies[i];
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body->setHitFraction(1.f);
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body->setHitFraction(1.f);
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if (body->isActive() && (!body->isStaticOrKinematicObject()))
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if (body->isActive() && (!body->isStaticOrKinematicObject()))
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@@ -869,7 +867,6 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
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body->proceedToTransform( predictedTrans);
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body->proceedToTransform( predictedTrans);
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}
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}
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}
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}
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}
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}
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}
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@@ -879,15 +876,11 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
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void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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{
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{
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BT_PROFILE("predictUnconstraintMotion");
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BT_PROFILE("predictUnconstraintMotion");
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for ( int i=0;i<m_collisionObjects.size();i++)
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for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
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{
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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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{
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (!body->isStaticOrKinematicObject())
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if (!body->isStaticOrKinematicObject())
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{
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{
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body->integrateVelocities( timeStep);
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body->integrateVelocities( timeStep);
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//damping
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//damping
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body->applyDamping(timeStep);
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body->applyDamping(timeStep);
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@@ -895,7 +888,6 @@ void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
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body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
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}
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}
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}
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}
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}
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}
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}
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@@ -42,6 +42,8 @@ protected:
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btAlignedObjectArray<btTypedConstraint*> m_constraints;
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btAlignedObjectArray<btTypedConstraint*> m_constraints;
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btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
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btVector3 m_gravity;
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btVector3 m_gravity;
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//for variable timesteps
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//for variable timesteps
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