started working on some serious performance improvements. now the union find is optimized, the broadphase add/remove overlapping pair was too slow. added a stl::set to keep track of overlapping pairs. this speeds up the set find/remove. work in progress.the SimpleBroadphase is broken. will be fixed tomorrow.
Did some tests with 3000 rigidbodies, works much smoother now :)
This commit is contained in:
@@ -265,7 +265,72 @@ void CollisionDispatcher::ReleaseManifoldResult(ManifoldResult*)
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}
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void CollisionDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)
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class CollisionPairCallback : public OverlapCallback
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{
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DispatcherInfo& m_dispatchInfo;
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CollisionDispatcher* m_dispatcher;
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int m_dispatcherId;
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public:
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CollisionPairCallback(DispatcherInfo& dispatchInfo,CollisionDispatcher* dispatcher,int dispatcherId)
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:m_dispatchInfo(dispatchInfo),
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m_dispatcher(dispatcher),
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m_dispatcherId(dispatcherId)
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{
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}
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virtual bool ProcessOverlap(BroadphasePair& pair)
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{
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if (m_dispatcherId>= 0)
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{
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//dispatcher will keep algorithms persistent in the collision pair
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if (!pair.m_algorithms[m_dispatcherId])
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{
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pair.m_algorithms[m_dispatcherId] = m_dispatcher->FindAlgorithm(
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*pair.m_pProxy0,
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*pair.m_pProxy1);
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}
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if (pair.m_algorithms[m_dispatcherId])
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{
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if (m_dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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{
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pair.m_algorithms[m_dispatcherId]->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,m_dispatchInfo);
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} else
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{
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float toi = pair.m_algorithms[m_dispatcherId]->CalculateTimeOfImpact(pair.m_pProxy0,pair.m_pProxy1,m_dispatchInfo);
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if (m_dispatchInfo.m_timeOfImpact > toi)
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m_dispatchInfo.m_timeOfImpact = toi;
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}
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}
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} else
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{
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//non-persistent algorithm dispatcher
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CollisionAlgorithm* algo = m_dispatcher->FindAlgorithm(
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*pair.m_pProxy0,
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*pair.m_pProxy1);
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if (algo)
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{
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if (m_dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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{
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algo->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,m_dispatchInfo);
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} else
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{
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float toi = algo->CalculateTimeOfImpact(pair.m_pProxy0,pair.m_pProxy1,m_dispatchInfo);
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if (m_dispatchInfo.m_timeOfImpact > toi)
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m_dispatchInfo.m_timeOfImpact = toi;
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}
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}
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}
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return false;
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}
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};
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void CollisionDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
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{
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//m_blockedForChanges = true;
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@@ -273,58 +338,9 @@ void CollisionDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int nu
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int dispatcherId = GetUniqueId();
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CollisionPairCallback collisionCallback(dispatchInfo,this,dispatcherId);
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for (i=0;i<numPairs;i++)
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{
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BroadphasePair& pair = pairs[i];
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if (dispatcherId>= 0)
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{
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//dispatcher will keep algorithms persistent in the collision pair
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if (!pair.m_algorithms[dispatcherId])
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{
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pair.m_algorithms[dispatcherId] = FindAlgorithm(
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*pair.m_pProxy0,
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*pair.m_pProxy1);
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}
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if (pair.m_algorithms[dispatcherId])
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{
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if (dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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{
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pair.m_algorithms[dispatcherId]->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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} else
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{
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float toi = pair.m_algorithms[dispatcherId]->CalculateTimeOfImpact(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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if (dispatchInfo.m_timeOfImpact > toi)
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dispatchInfo.m_timeOfImpact = toi;
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}
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}
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} else
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{
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//non-persistent algorithm dispatcher
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CollisionAlgorithm* algo = FindAlgorithm(
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*pair.m_pProxy0,
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*pair.m_pProxy1);
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if (algo)
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{
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if (dispatchInfo.m_dispatchFunc == DispatcherInfo::DISPATCH_DISCRETE)
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{
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algo->ProcessCollision(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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} else
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{
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float toi = algo->CalculateTimeOfImpact(pair.m_pProxy0,pair.m_pProxy1,dispatchInfo);
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if (dispatchInfo.m_timeOfImpact > toi)
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dispatchInfo.m_timeOfImpact = toi;
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}
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}
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}
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}
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pairCache->ProcessAllOverlappingPairs(&collisionCallback);
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//m_blockedForChanges = false;
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@@ -105,7 +105,7 @@ public:
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virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual void DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo);
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);
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@@ -108,7 +108,7 @@ void CollisionWorld::PerformDiscreteCollisionDetection()
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Dispatcher* dispatcher = GetDispatcher();
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if (dispatcher)
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dispatcher->DispatchAllCollisionPairs(&m_pairCache->GetOverlappingPair(0),m_pairCache->GetNumOverlappingPairs(),dispatchInfo);
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dispatcher->DispatchAllCollisionPairs(m_pairCache,dispatchInfo);
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}
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81
Bullet/CollisionDispatch/SphereSphereCollisionAlgorithm.cpp
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81
Bullet/CollisionDispatch/SphereSphereCollisionAlgorithm.cpp
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@@ -0,0 +1,81 @@
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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.
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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:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SphereSphereCollisionAlgorithm.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "CollisionShapes/SphereShape.h"
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#include "CollisionDispatch/CollisionObject.h"
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SphereSphereCollisionAlgorithm::SphereSphereCollisionAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
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: CollisionAlgorithm(ci),
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m_ownManifold(false),
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m_manifoldPtr(mf)
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{
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if (!m_manifoldPtr && m_dispatcher->NeedsCollision(*proxy0,*proxy1))
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{
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m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
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m_ownManifold = true;
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}
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}
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SphereSphereCollisionAlgorithm::~SphereSphereCollisionAlgorithm()
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{
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if (m_ownManifold)
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{
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if (m_manifoldPtr)
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m_dispatcher->ReleaseManifold(m_manifoldPtr);
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}
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}
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void SphereSphereCollisionAlgorithm::ProcessCollision (BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo)
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{
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if (!m_manifoldPtr)
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return;
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CollisionObject* col0 = static_cast<CollisionObject*>(proxy0->m_clientObject);
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CollisionObject* col1 = static_cast<CollisionObject*>(proxy1->m_clientObject);
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SphereShape* sphere0 = (SphereShape*)col0->m_collisionShape;
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SphereShape* sphere1 = (SphereShape*)col1->m_collisionShape;
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SimdVector3 diff = col0->m_worldTransform.getOrigin()- col1->m_worldTransform.getOrigin();
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float len = diff.length();
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SimdScalar radius0 = sphere0->GetRadius();
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SimdScalar radius1 = sphere1->GetRadius();
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///iff distance positive, don't generate a new contact
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if ( len > (radius0+radius1))
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return;
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///distance (negative means penetration)
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SimdScalar dist = len - (radius0+radius1);
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SimdVector3 normalOnSurfaceB = diff / len;
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///point on A (worldspace)
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SimdVector3 pos0 = col0->m_worldTransform.getOrigin() - radius0 * normalOnSurfaceB;
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///point on B (worldspace)
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SimdVector3 pos1 = col1->m_worldTransform.getOrigin() + radius1* normalOnSurfaceB;
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/// report a contact. internally this will be kept persistent, and contact reduction is done
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ManifoldResult* resultOut = m_dispatcher->GetNewManifoldResult(col0,col1,m_manifoldPtr);
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resultOut->AddContactPoint(normalOnSurfaceB,pos1,dist);
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m_dispatcher->ReleaseManifoldResult(resultOut);
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}
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float SphereSphereCollisionAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo)
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{
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//not yet
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return 1.f;
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}
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54
Bullet/CollisionDispatch/SphereSphereCollisionAlgorithm.h
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54
Bullet/CollisionDispatch/SphereSphereCollisionAlgorithm.h
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@@ -0,0 +1,54 @@
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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.
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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:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SPHERE_SPHERE_COLLISION_ALGORITHM_H
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#define SPHERE_SPHERE_COLLISION_ALGORITHM_H
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#include "BroadphaseCollision/CollisionAlgorithm.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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#include "CollisionDispatch/CollisionCreateFunc.h"
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class PersistentManifold;
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/// SphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
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/// Other features are frame-coherency (persistent data) and collision response.
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/// Also provides the most basic sample for custom/user CollisionAlgorithm
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class SphereSphereCollisionAlgorithm : public CollisionAlgorithm
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{
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bool m_ownManifold;
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PersistentManifold* m_manifoldPtr;
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public:
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SphereSphereCollisionAlgorithm(const CollisionAlgorithmConstructionInfo& ci)
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: CollisionAlgorithm(ci) {}
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virtual void ProcessCollision (BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo);
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virtual float CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo);
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SphereSphereCollisionAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1);
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virtual ~SphereSphereCollisionAlgorithm();
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struct CreateFunc :public CollisionAlgorithmCreateFunc
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{
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virtual CollisionAlgorithm* CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo& ci, BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
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{
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return new SphereSphereCollisionAlgorithm(0,ci,proxy0,proxy1);
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}
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};
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};
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#endif //SPHERE_SPHERE_COLLISION_ALGORITHM_H
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Reference in New Issue
Block a user