constraints between bodies merge constraint simulations (this fixes problems with deactivation/sleeping)
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@@ -122,8 +122,10 @@ void CollisionDispatcher::ReleaseManifold(PersistentManifold* manifold)
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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(int numBodies, IslandCallback* callback)
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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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@@ -133,7 +135,25 @@ void CollisionDispatcher::BuildAndProcessIslands(int numBodies, IslandCallback*
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bool allSleeping = true;
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for (int i=0;i<GetNumManifolds();i++)
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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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@@ -141,25 +161,11 @@ void CollisionDispatcher::BuildAndProcessIslands(int numBodies, IslandCallback*
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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 (((colObj0) && (colObj0)->GetActivationState()== ACTIVE_TAG) ||
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((colObj1) && (colObj1)->GetActivationState() == ACTIVE_TAG))
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{
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allSleeping = false;
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}
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if (((colObj0) && (colObj0)->GetActivationState()== DISABLE_DEACTIVATION) ||
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((colObj1) && (colObj1)->GetActivationState() == DISABLE_DEACTIVATION))
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{
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allSleeping = false;
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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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@@ -167,51 +173,34 @@ void CollisionDispatcher::BuildAndProcessIslands(int numBodies, IslandCallback*
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}
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if (allSleeping)
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{
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//tag all as 'ISLAND_SLEEPING'
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for (size_t i=0;i<islandmanifold.size();i++)
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int i;
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for (i=0;i<numBodies;i++)
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{
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PersistentManifold* manifold = islandmanifold[i];
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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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if ((colObj0))
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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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colObj0->SetActivationState( ISLAND_SLEEPING );
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}
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if ((colObj1))
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{
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(colObj1)->SetActivationState( ISLAND_SLEEPING);
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}
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}
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} else
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{
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//tag all as 'ISLAND_SLEEPING'
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for (size_t i=0;i<islandmanifold.size();i++)
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int i;
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for (i=0;i<numBodies;i++)
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{
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PersistentManifold* manifold = islandmanifold[i];
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CollisionObject* body0 = (CollisionObject*)manifold->GetBody0();
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CollisionObject* body1 = (CollisionObject*)manifold->GetBody1();
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if (body0)
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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 ( body0->GetActivationState() == ISLAND_SLEEPING)
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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{
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body0->SetActivationState( WANTS_DEACTIVATION);
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colObj0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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if (body1)
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{
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if ( body1->GetActivationState() == ISLAND_SLEEPING)
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{
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body1->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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