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:
@@ -1,81 +0,0 @@
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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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@@ -1,54 +0,0 @@
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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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@@ -27,6 +27,8 @@ subject to the following restrictions:
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#include "ConstraintSolver/SequentialImpulseConstraintSolver.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "BroadphaseCollision/SimpleBroadphase.h"
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#include "BroadphaseCollision/AxisSweep3.h"
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#include "CollisionShapes/TriangleMeshShape.h"
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#include "CollisionShapes/TriangleIndexVertexArray.h"
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#include "CollisionShapes/BvhTriangleMeshShape.h"
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@@ -39,7 +41,7 @@ subject to the following restrictions:
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#include "GlutStuff.h"
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//The user defined collision algorithm
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#include "SphereSphereCollisionAlgorithm.h"
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#include "CollisionDispatch/SphereSphereCollisionAlgorithm.h"
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GLDebugDrawer debugDrawer;
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@@ -139,7 +141,8 @@ void UserCollisionAlgorithm::initPhysics()
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CollisionDispatcher* dispatcher = new CollisionDispatcher();
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OverlappingPairCache* broadphase = new SimpleBroadphase();
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SimdVector3 maxAabb(10000,10000,10000);
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OverlappingPairCache* broadphase = new AxisSweep3(-maxAabb,maxAabb);//SimpleBroadphase();
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dispatcher->RegisterCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new SphereSphereCollisionAlgorithm::CreateFunc);
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