more work on parallel dispatching of simulation islands
This commit is contained in:
@@ -87,7 +87,7 @@ public:
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virtual void ReleaseManifoldResult(ManifoldResult*)=0;
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)=0;
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virtual void DispatchAllCollisionPairs(class BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)=0;
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virtual int GetNumManifolds() const = 0;
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@@ -179,7 +179,7 @@ void CollisionDispatcher::ReleaseManifoldResult(ManifoldResult*)
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}
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void CollisionDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
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void CollisionDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)
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{
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//m_blockedForChanges = true;
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@@ -187,12 +187,12 @@ void CollisionDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCa
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int dispatcherId = GetUniqueId();
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pairCache->RefreshOverlappingPairs();
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for (i=0;i<pairCache->GetNumOverlappingPairs();i++)
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for (i=0;i<numPairs;i++)
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{
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BroadphasePair& pair = pairCache->GetOverlappingPair(i);
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BroadphasePair& pair = pairs[i];
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if (dispatcherId>= 0)
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{
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@@ -103,7 +103,7 @@ public:
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virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);
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virtual void DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo);
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@@ -104,7 +104,7 @@ void CollisionWorld::PerformDiscreteCollisionDetection()
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Dispatcher* dispatcher = GetDispatcher();
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if (dispatcher)
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dispatcher->DispatchAllCollisionPairs(m_pairCache,dispatchInfo);
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dispatcher->DispatchAllCollisionPairs(&m_pairCache->GetOverlappingPair(0),m_pairCache->GetNumOverlappingPairs(),dispatchInfo);
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}
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@@ -84,14 +84,14 @@ class CollisionWorld
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std::vector<CollisionObject*> m_collisionObjects;
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CollisionDispatcher* m_dispatcher1;
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Dispatcher* m_dispatcher1;
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OverlappingPairCache* m_pairCache;
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public:
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CollisionWorld(CollisionDispatcher* dispatcher,OverlappingPairCache* pairCache)
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CollisionWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_dispatcher1(dispatcher),
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m_pairCache(pairCache)
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{
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@@ -145,8 +145,8 @@ int main(int argc,char** argv)
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SimdVector3 worldAabbMin(-30000,-30000,-30000);
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SimdVector3 worldAabbMax(30000,30000,30000);
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//BroadphaseInterface* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies,maxOverlap);
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OverlappingPairCache* broadphase = new SimpleBroadphase(maxProxies,maxOverlap);
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OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies,maxOverlap);
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//OverlappingPairCache* broadphase = new SimpleBroadphase(maxProxies,maxOverlap);
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#ifdef USE_PARALLEL_DISPATCHER
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physicsEnvironmentPtr = new ParallelPhysicsEnvironment(dispatcher2,broadphase);
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@@ -321,7 +321,7 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
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CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,OverlappingPairCache* pairCache)
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CcdPhysicsEnvironment::CcdPhysicsEnvironment(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_scalingPropagated(false),
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m_numIterations(4),
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m_numTimeSubSteps(1),
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@@ -676,7 +676,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection;
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
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scene->RefreshOverlappingPairs();
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
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#ifdef USE_QUICKPROF
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@@ -844,7 +845,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
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//pairCache->RefreshOverlappingPairs();//??
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GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
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toi = dispatchInfo.m_timeOfImpact;
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@@ -54,6 +54,8 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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//timestep subdivisions
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int m_numTimeSubSteps;
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protected:
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int m_ccdMode;
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int m_solverType;
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int m_profileTimings;
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@@ -64,7 +66,7 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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SimulationIslandManager* m_islandManager;
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public:
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CcdPhysicsEnvironment(CollisionDispatcher* dispatcher=0, OverlappingPairCache* pairCache=0);
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CcdPhysicsEnvironment(Dispatcher* dispatcher=0, OverlappingPairCache* pairCache=0);
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virtual ~CcdPhysicsEnvironment();
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@@ -200,7 +202,17 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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return m_collisionWorld;
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}
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private:
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SimulationIslandManager* GetSimulationIslandManager()
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{
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return m_islandManager;
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}
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const SimulationIslandManager* GetSimulationIslandManager() const
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{
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return m_islandManager;
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}
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protected:
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@@ -220,6 +232,7 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
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bool m_scalingPropagated;
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};
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@@ -267,8 +267,69 @@ void ParallelIslandDispatcher::ReleaseManifoldResult(ManifoldResult*)
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}
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void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
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void ParallelIslandDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)
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{
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//m_blockedForChanges = true;
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int i;
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int dispatcherId = GetUniqueId();
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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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//m_blockedForChanges = false;
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}
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@@ -118,8 +118,7 @@ public:
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virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);
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virtual void DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo);
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@@ -20,13 +20,14 @@ subject to the following restrictions:
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#include "ParallelIslandDispatcher.h"
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#include "CollisionDispatch/CollisionWorld.h"
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#include "ConstraintSolver/TypedConstraint.h"
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#include "CollisionDispatch/SimulationIslandManager.h"
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#include "SimulationIsland.h"
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ParallelPhysicsEnvironment::ParallelPhysicsEnvironment(ParallelIslandDispatcher* dispatcher, OverlappingPairCache* pairCache):
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CcdPhysicsEnvironment(0,pairCache)
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CcdPhysicsEnvironment(dispatcher,pairCache)
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{
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}
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ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
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@@ -39,13 +40,15 @@ ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
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/// Perform an integration step of duration 'timeStep'.
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bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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{
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OverlappingPairCache* scene = m_collisionWorld->GetPairCache();
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scene->RefreshOverlappingPairs();
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("CalcSimulationIslands");
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Profiler::beginBlock("IslandUnionFind");
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#endif //USE_QUICKPROF
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/*
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GetCollisionWorld()->UpdateActivationState();
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GetSimulationIslandManager()->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());
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{
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int i;
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@@ -56,367 +59,100 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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const RigidBody* colObj0 = &constraint->GetRigidBodyA();
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const RigidBody* colObj1 = &constraint->GetRigidBodyB();
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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{
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if (colObj0->IsActive() || colObj1->IsActive())
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{
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GetDispatcher()->GetUnionFind().unite((colObj0)->m_islandTag1,
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GetSimulationIslandManager()->GetUnionFind().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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GetCollisionWorld()->StoreIslandActivationState();
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*/
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GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld());
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#ifdef USE_QUICKPROF
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Profiler::endBlock("CalcSimulationIslands");
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Profiler::endBlock("IslandUnionFind");
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#endif //USE_QUICKPROF
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/*
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//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
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if (SimdFuzzyZero(timeStep))
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return true;
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if (m_debugDrawer)
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{
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gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation);
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}
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///calculate simulation islands
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("SyncMotionStates");
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Profiler::beginBlock("BuildIslands");
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#endif //USE_QUICKPROF
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std::vector<SimulationIsland> simulationIslands;
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simulationIslands.resize(GetNumControllers());
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//this is needed because scaling is not known in advance, and scaling has to propagate to the shape
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if (!m_scalingPropagated)
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int k;
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for (k=0;k<GetNumControllers();k++)
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{
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SyncMotionStates(timeStep);
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m_scalingPropagated = true;
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}
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#ifdef USE_QUICKPROF
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Profiler::endBlock("SyncMotionStates");
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Profiler::beginBlock("predictIntegratedTransform");
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#endif //USE_QUICKPROF
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{
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// std::vector<CcdPhysicsController*>::iterator i;
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int k;
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for (k=0;k<GetNumControllers();k++)
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{
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CcdPhysicsController* ctrl = m_controllers[k];
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// SimdTransform predictedTrans;
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RigidBody* body = ctrl->GetRigidBody();
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if (body->IsActive())
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int tag = ctrl->GetRigidBody()->m_islandTag1;
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if (tag>=0)
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{
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if (!body->IsStatic())
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
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}
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simulationIslands[tag].m_controllers.push_back(ctrl);
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}
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}
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Dispatcher* dispatcher = GetCollisionWorld()->GetDispatcher();
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int i;
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for (int i=0;i< scene->GetNumOverlappingPairs();i++)
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{
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BroadphasePair* pair = &scene->GetOverlappingPair(i);
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CollisionObject* col0 = static_cast<CollisionObject*>(pair->m_pProxy0->m_clientObject);
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CollisionObject* col1 = static_cast<CollisionObject*>(pair->m_pProxy1->m_clientObject);
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if (col0->m_islandTag1 > col1->m_islandTag1)
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{
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simulationIslands[col0->m_islandTag1].m_overlappingPairs.push_back(*pair);
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} else
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{
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simulationIslands[col1->m_islandTag1].m_overlappingPairs.push_back(*pair);
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}
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}
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#ifdef USE_QUICKPROF
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Profiler::endBlock("predictIntegratedTransform");
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#endif //USE_QUICKPROF
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//add all overlapping pairs for each island
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BroadphaseInterface* scene = GetBroadphase();
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for (i=0;i<dispatcher->GetNumManifolds();i++)
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{
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PersistentManifold* manifold = dispatcher->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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int islandTag = colObj0->m_islandTag1;
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if (colObj1->m_islandTag1 > islandTag)
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islandTag = colObj1->m_islandTag1;
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//
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// collision detection (?)
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//
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("DispatchAllCollisionPairs");
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#endif //USE_QUICKPROF
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int numsubstep = m_numIterations;
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DispatcherInfo dispatchInfo;
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection;
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scene->DispatchAllCollisionPairs(*GetDispatcher(),dispatchInfo);///numsubstep,g);
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#ifdef USE_QUICKPROF
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Profiler::endBlock("DispatchAllCollisionPairs");
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#endif //USE_QUICKPROF
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int numRigidBodies = m_controllers.size();
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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simulationIslands[islandTag].m_manifolds.push_back(manifold);
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}
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}
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//contacts
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("SolveConstraint");
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#endif //USE_QUICKPROF
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//solve the regular constraints (point 2 point, hinge, etc)
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for (int g=0;g<numsubstep;g++)
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//Each simulation island can be processed in parallel
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for (k=0;k<simulationIslands.size();k++)
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{
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//
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// constraint solving
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//
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int i;
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int numConstraints = m_constraints.size();
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//point to point constraints
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for (i=0;i< numConstraints ; i++ )
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if (simulationIslands[k].m_controllers.size())
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{
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TypedConstraint* constraint = m_constraints[i];
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constraint->BuildJacobian();
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constraint->SolveConstraint( timeStep );
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simulationIslands[k].Simulate(dispatcher,GetBroadphase(),m_solver,timeStep);
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}
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}
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#ifdef USE_QUICKPROF
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Profiler::endBlock("SolveConstraint");
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#endif //USE_QUICKPROF
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//solve the vehicles
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#ifdef NEW_BULLET_VEHICLE_SUPPORT
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//vehicles
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int numVehicles = m_wrapperVehicles.size();
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for (int i=0;i<numVehicles;i++)
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{
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WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
|
||||
RaycastVehicle* vehicle = wrapperVehicle->GetVehicle();
|
||||
vehicle->UpdateVehicle( timeStep);
|
||||
}
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
|
||||
|
||||
struct InplaceSolverIslandCallback : public ParallelIslandDispatcher::IslandCallback
|
||||
{
|
||||
|
||||
ContactSolverInfo& m_solverInfo;
|
||||
ConstraintSolver* m_solver;
|
||||
IDebugDraw* m_debugDrawer;
|
||||
|
||||
InplaceSolverIslandCallback(
|
||||
ContactSolverInfo& solverInfo,
|
||||
ConstraintSolver* solver,
|
||||
IDebugDraw* debugDrawer)
|
||||
:m_solverInfo(solverInfo),
|
||||
m_solver(solver),
|
||||
m_debugDrawer(debugDrawer)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds)
|
||||
{
|
||||
m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
m_solverInfo.m_friction = 0.9f;
|
||||
m_solverInfo.m_numIterations = m_numIterations;
|
||||
m_solverInfo.m_timeStep = timeStep;
|
||||
m_solverInfo.m_restitution = 0.f;//m_restitution;
|
||||
|
||||
InplaceSolverIslandCallback solverCallback(
|
||||
m_solverInfo,
|
||||
m_solver,
|
||||
m_debugDrawer);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("BuildAndProcessIslands");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
/// solve all the contact points and contact friction
|
||||
GetDispatcher()->BuildAndProcessIslands(m_collisionWorld->GetCollisionObjectArray(),&solverCallback);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("BuildAndProcessIslands");
|
||||
|
||||
Profiler::beginBlock("CallbackTriggers");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
CallbackTriggers();
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("CallbackTriggers");
|
||||
|
||||
|
||||
Profiler::beginBlock("proceedToTransform");
|
||||
|
||||
#endif //USE_QUICKPROF
|
||||
{
|
||||
|
||||
|
||||
|
||||
{
|
||||
|
||||
|
||||
|
||||
UpdateAabbs(timeStep);
|
||||
|
||||
|
||||
float toi = 1.f;
|
||||
|
||||
|
||||
|
||||
if (m_ccdMode == 3)
|
||||
{
|
||||
DispatcherInfo dispatchInfo;
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
|
||||
|
||||
scene->DispatchAllCollisionPairs( *GetDispatcher(),dispatchInfo);///numsubstep,g);
|
||||
toi = dispatchInfo.m_timeOfImpact;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// integrating solution
|
||||
//
|
||||
|
||||
{
|
||||
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
|
||||
CcdPhysicsController* ctrl = *i;
|
||||
|
||||
SimdTransform predictedTrans;
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
if (body->IsActive())
|
||||
{
|
||||
|
||||
if (!body->IsStatic())
|
||||
{
|
||||
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
|
||||
body->proceedToTransform( predictedTrans);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// disable sleeping physics objects
|
||||
//
|
||||
|
||||
std::vector<CcdPhysicsController*> m_sleepingControllers;
|
||||
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = (*i);
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
ctrl->UpdateDeactivation(timeStep);
|
||||
|
||||
|
||||
if (ctrl->wantsSleeping())
|
||||
{
|
||||
if (body->GetActivationState() == ACTIVE_TAG)
|
||||
body->SetActivationState( WANTS_DEACTIVATION );
|
||||
} else
|
||||
{
|
||||
if (body->GetActivationState() != DISABLE_DEACTIVATION)
|
||||
body->SetActivationState( ACTIVE_TAG );
|
||||
}
|
||||
|
||||
if (useIslands)
|
||||
{
|
||||
if (body->GetActivationState() == ISLAND_SLEEPING)
|
||||
{
|
||||
m_sleepingControllers.push_back(ctrl);
|
||||
}
|
||||
} else
|
||||
{
|
||||
if (ctrl->wantsSleeping())
|
||||
{
|
||||
m_sleepingControllers.push_back(ctrl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("proceedToTransform");
|
||||
|
||||
Profiler::beginBlock("SyncMotionStates");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
SyncMotionStates(timeStep);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("SyncMotionStates");
|
||||
|
||||
Profiler::endProfilingCycle();
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
#ifdef NEW_BULLET_VEHICLE_SUPPORT
|
||||
//sync wheels for vehicles
|
||||
int numVehicles = m_wrapperVehicles.size();
|
||||
for (int i=0;i<numVehicles;i++)
|
||||
{
|
||||
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
|
||||
|
||||
wrapperVehicle->SyncWheels();
|
||||
}
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
}
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -14,4 +14,513 @@ subject to the following restrictions:
|
||||
*/
|
||||
|
||||
#include "SimulationIsland.h"
|
||||
#include "SimdTransform.h"
|
||||
#include "CcdPhysicsController.h"
|
||||
#include "BroadphaseCollision/OverlappingPairCache.h"
|
||||
#include "CollisionShapes/CollisionShape.h"
|
||||
#include "BroadphaseCollision/Dispatcher.h"
|
||||
#include "ConstraintSolver/ContactSolverInfo.h"
|
||||
#include "ConstraintSolver/ConstraintSolver.h"
|
||||
|
||||
extern float gContactBreakingTreshold;
|
||||
|
||||
bool SimulationIsland::Simulate(Dispatcher* dispatcher,BroadphaseInterface* broadphase,class ConstraintSolver* solver,float timeStep)
|
||||
{
|
||||
//then execute all stuff below for each simulation island
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("BuildIslands");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
|
||||
|
||||
///build simulation islands, and add them to a job queue, which can be processed in parallel
|
||||
///or on the GPU
|
||||
|
||||
|
||||
//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
|
||||
|
||||
if (SimdFuzzyZero(timeStep))
|
||||
return true;
|
||||
|
||||
// if (m_debugDrawer)
|
||||
// {
|
||||
// gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation);
|
||||
// }
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("SyncMotionStates");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
//this is needed because scaling is not known in advance, and scaling has to propagate to the shape
|
||||
//if (!m_scalingPropagated)
|
||||
//{
|
||||
// SyncMotionStates(timeStep);
|
||||
// m_scalingPropagated = true;
|
||||
//}
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("SyncMotionStates");
|
||||
|
||||
Profiler::beginBlock("predictIntegratedTransform");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
{
|
||||
// std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
|
||||
|
||||
int k;
|
||||
for (k=0;k<GetNumControllers();k++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = m_controllers[k];
|
||||
// SimdTransform predictedTrans;
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
if (body->IsActive())
|
||||
{
|
||||
if (!body->IsStatic())
|
||||
{
|
||||
body->applyForces( timeStep);
|
||||
body->integrateVelocities( timeStep);
|
||||
body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("predictIntegratedTransform");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
//BroadphaseInterface* scene = GetBroadphase();
|
||||
|
||||
|
||||
//
|
||||
// collision detection (?)
|
||||
//
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("DispatchAllCollisionPairs");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
// int numsubstep = m_numIterations;
|
||||
|
||||
|
||||
DispatcherInfo dispatchInfo;
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
dispatchInfo.m_enableSatConvex = false;//m_enableSatCollisionDetection;
|
||||
|
||||
//pairCache->RefreshOverlappingPairs();
|
||||
if (m_overlappingPairs.size())
|
||||
{
|
||||
dispatcher->DispatchAllCollisionPairs(&m_overlappingPairs[0],m_overlappingPairs.size(),dispatchInfo);///numsubstep,g);
|
||||
}
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("DispatchAllCollisionPairs");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
/*
|
||||
|
||||
|
||||
int numRigidBodies = m_controllers.size();
|
||||
|
||||
|
||||
|
||||
|
||||
//contacts
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("SolveConstraint");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
//solve the regular constraints (point 2 point, hinge, etc)
|
||||
|
||||
for (int g=0;g<numsubstep;g++)
|
||||
{
|
||||
//
|
||||
// constraint solving
|
||||
//
|
||||
|
||||
|
||||
int i;
|
||||
int numConstraints = m_constraints.size();
|
||||
|
||||
//point to point constraints
|
||||
for (i=0;i< numConstraints ; i++ )
|
||||
{
|
||||
TypedConstraint* constraint = m_constraints[i];
|
||||
|
||||
constraint->BuildJacobian();
|
||||
constraint->SolveConstraint( timeStep );
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("SolveConstraint");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
//solve the vehicles
|
||||
|
||||
#ifdef NEW_BULLET_VEHICLE_SUPPORT
|
||||
//vehicles
|
||||
int numVehicles = m_wrapperVehicles.size();
|
||||
for (int i=0;i<numVehicles;i++)
|
||||
{
|
||||
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
|
||||
RaycastVehicle* vehicle = wrapperVehicle->GetVehicle();
|
||||
vehicle->UpdateVehicle( timeStep);
|
||||
}
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
|
||||
|
||||
struct InplaceSolverIslandCallback : public ParallelIslandDispatcher::IslandCallback
|
||||
{
|
||||
|
||||
ContactSolverInfo& m_solverInfo;
|
||||
ConstraintSolver* m_solver;
|
||||
IDebugDraw* m_debugDrawer;
|
||||
|
||||
InplaceSolverIslandCallback(
|
||||
ContactSolverInfo& solverInfo,
|
||||
ConstraintSolver* solver,
|
||||
IDebugDraw* debugDrawer)
|
||||
:m_solverInfo(solverInfo),
|
||||
m_solver(solver),
|
||||
m_debugDrawer(debugDrawer)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds)
|
||||
{
|
||||
m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
m_solverInfo.m_friction = 0.9f;
|
||||
m_solverInfo.m_numIterations = m_numIterations;
|
||||
m_solverInfo.m_timeStep = timeStep;
|
||||
m_solverInfo.m_restitution = 0.f;//m_restitution;
|
||||
|
||||
InplaceSolverIslandCallback solverCallback(
|
||||
m_solverInfo,
|
||||
m_solver,
|
||||
m_debugDrawer);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("BuildAndProcessIslands");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
/// solve all the contact points and contact friction
|
||||
GetDispatcher()->BuildAndProcessIslands(m_collisionWorld->GetCollisionObjectArray(),&solverCallback);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("BuildAndProcessIslands");
|
||||
|
||||
Profiler::beginBlock("CallbackTriggers");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
CallbackTriggers();
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("CallbackTriggers");
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
//OverlappingPairCache* scene = GetCollisionWorld()->GetPairCache();
|
||||
|
||||
ContactSolverInfo solverInfo;
|
||||
|
||||
solverInfo.m_friction = 0.9f;
|
||||
solverInfo.m_numIterations = 10;//m_numIterations;
|
||||
solverInfo.m_timeStep = timeStep;
|
||||
solverInfo.m_restitution = 0.f;//m_restitution;
|
||||
|
||||
|
||||
if (m_manifolds.size())
|
||||
{
|
||||
solver->SolveGroup( &m_manifolds[0],m_manifolds.size(),solverInfo,0);
|
||||
}
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("proceedToTransform");
|
||||
#endif //USE_QUICKPROF
|
||||
{
|
||||
|
||||
|
||||
|
||||
{
|
||||
|
||||
|
||||
UpdateAabbs(broadphase,timeStep);
|
||||
|
||||
|
||||
float toi = 1.f;
|
||||
|
||||
|
||||
|
||||
/* if (m_ccdMode == 3)
|
||||
{
|
||||
DispatcherInfo dispatchInfo;
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
|
||||
|
||||
// GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
|
||||
toi = dispatchInfo.m_timeOfImpact;
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
//
|
||||
// integrating solution
|
||||
//
|
||||
|
||||
{
|
||||
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
|
||||
CcdPhysicsController* ctrl = *i;
|
||||
|
||||
SimdTransform predictedTrans;
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
if (body->IsActive())
|
||||
{
|
||||
|
||||
if (!body->IsStatic())
|
||||
{
|
||||
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
|
||||
body->proceedToTransform( predictedTrans);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// disable sleeping physics objects
|
||||
//
|
||||
|
||||
std::vector<CcdPhysicsController*> m_sleepingControllers;
|
||||
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = (*i);
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
ctrl->UpdateDeactivation(timeStep);
|
||||
|
||||
|
||||
if (ctrl->wantsSleeping())
|
||||
{
|
||||
if (body->GetActivationState() == ACTIVE_TAG)
|
||||
body->SetActivationState( WANTS_DEACTIVATION );
|
||||
} else
|
||||
{
|
||||
if (body->GetActivationState() != DISABLE_DEACTIVATION)
|
||||
body->SetActivationState( ACTIVE_TAG );
|
||||
}
|
||||
|
||||
if (true)
|
||||
{
|
||||
if (body->GetActivationState() == ISLAND_SLEEPING)
|
||||
{
|
||||
m_sleepingControllers.push_back(ctrl);
|
||||
}
|
||||
} else
|
||||
{
|
||||
if (ctrl->wantsSleeping())
|
||||
{
|
||||
m_sleepingControllers.push_back(ctrl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("proceedToTransform");
|
||||
|
||||
Profiler::beginBlock("SyncMotionStates");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
SyncMotionStates(timeStep);
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("SyncMotionStates");
|
||||
|
||||
Profiler::endProfilingCycle();
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
#ifdef NEW_BULLET_VEHICLE_SUPPORT
|
||||
//sync wheels for vehicles
|
||||
int numVehicles = m_wrapperVehicles.size();
|
||||
for (int i=0;i<numVehicles;i++)
|
||||
{
|
||||
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
|
||||
|
||||
wrapperVehicle->SyncWheels();
|
||||
}
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void SimulationIsland::SyncMotionStates(float timeStep)
|
||||
{
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
//
|
||||
// synchronize the physics and graphics transformations
|
||||
//
|
||||
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = (*i);
|
||||
ctrl->SynchronizeMotionStates(timeStep);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void SimulationIsland::UpdateAabbs(BroadphaseInterface* scene,float timeStep)
|
||||
{
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
|
||||
|
||||
//
|
||||
// update aabbs, only for moving objects (!)
|
||||
//
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = (*i);
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
|
||||
SimdPoint3 minAabb,maxAabb;
|
||||
CollisionShape* shapeinterface = ctrl->GetCollisionShape();
|
||||
|
||||
|
||||
|
||||
shapeinterface->CalculateTemporalAabb(body->getCenterOfMassTransform(),
|
||||
body->getLinearVelocity(),
|
||||
//body->getAngularVelocity(),
|
||||
SimdVector3(0.f,0.f,0.f),//no angular effect for now //body->getAngularVelocity(),
|
||||
timeStep,minAabb,maxAabb);
|
||||
|
||||
|
||||
SimdVector3 manifoldExtraExtents(gContactBreakingTreshold,gContactBreakingTreshold,gContactBreakingTreshold);
|
||||
minAabb -= manifoldExtraExtents;
|
||||
maxAabb += manifoldExtraExtents;
|
||||
|
||||
BroadphaseProxy* bp = body->m_broadphaseHandle;
|
||||
if (bp)
|
||||
{
|
||||
|
||||
SimdVector3 color (1,1,0);
|
||||
|
||||
class IDebugDraw* m_debugDrawer = 0;
|
||||
/*
|
||||
if (m_debugDrawer)
|
||||
{
|
||||
//draw aabb
|
||||
switch (body->GetActivationState())
|
||||
{
|
||||
case ISLAND_SLEEPING:
|
||||
{
|
||||
color.setValue(1,1,1);
|
||||
break;
|
||||
}
|
||||
case WANTS_DEACTIVATION:
|
||||
{
|
||||
color.setValue(0,0,1);
|
||||
break;
|
||||
}
|
||||
case ACTIVE_TAG:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case DISABLE_DEACTIVATION:
|
||||
{
|
||||
color.setValue(1,0,1);
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
if (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawAabb)
|
||||
{
|
||||
DrawAabb(m_debugDrawer,minAabb,maxAabb,color);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
if ( (maxAabb-minAabb).length2() < 1e12f)
|
||||
{
|
||||
scene->SetAabb(bp,minAabb,maxAabb);
|
||||
} else
|
||||
{
|
||||
//something went wrong, investigate
|
||||
//removeCcdPhysicsController(ctrl);
|
||||
body->SetActivationState(DISABLE_SIMULATION);
|
||||
|
||||
static bool reportMe = true;
|
||||
if (reportMe)
|
||||
{
|
||||
reportMe = false;
|
||||
printf("Overflow in AABB, object removed from simulation \n");
|
||||
printf("If you can reproduce this, please email bugs@continuousphysics.com\n");
|
||||
printf("Please include above information, your Platform, version of OS.\n");
|
||||
printf("Thanks.\n");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,14 +16,35 @@ subject to the following restrictions:
|
||||
#ifndef SIMULATION_ISLAND_H
|
||||
#define SIMULATION_ISLAND_H
|
||||
|
||||
#include <vector>
|
||||
class BroadphaseInterface;
|
||||
class Dispatcher;
|
||||
|
||||
///SimulationIsland groups all computations and data (for collision detection and dynamics) that can execute in parallel with other SimulationIsland's
|
||||
///The ParallelPhysicsEnvironment and ParallelIslandDispatcher will dispatch SimulationIsland's
|
||||
///At the start of the simulation timestep the simulation islands are re-calculated
|
||||
///During one timestep there is no merging or splitting of Simulation Islands
|
||||
class SimulationIsland
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
std::vector<class CcdPhysicsController*> m_controllers;
|
||||
std::vector<class PersistentManifold*> m_manifolds;
|
||||
std::vector<class BroadphasePair> m_overlappingPairs;
|
||||
|
||||
bool Simulate(Dispatcher* dispatcher,BroadphaseInterface* broadphase, class ConstraintSolver* solver, float timeStep);
|
||||
|
||||
|
||||
int GetNumControllers()
|
||||
{
|
||||
return m_controllers.size();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void SyncMotionStates(float timeStep);
|
||||
void UpdateAabbs(BroadphaseInterface* broadphase,float timeStep);
|
||||
};
|
||||
|
||||
#endif //SIMULATION_ISLAND_H
|
||||
Reference in New Issue
Block a user