Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -14,7 +14,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#include "LinearMath/btScalar.h"
#include "btSimulationIslandManager.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
@@ -25,8 +24,7 @@ subject to the following restrictions:
//#include <stdio.h>
#include "LinearMath/btQuickprof.h"
btSimulationIslandManager::btSimulationIslandManager():
m_splitIslands(true)
btSimulationIslandManager::btSimulationIslandManager() : m_splitIslands(true)
{
}
@@ -34,53 +32,47 @@ btSimulationIslandManager::~btSimulationIslandManager()
{
}
void btSimulationIslandManager::initUnionFind(int n)
{
m_unionFind.reset(n);
m_unionFind.reset(n);
}
void btSimulationIslandManager::findUnions(btDispatcher* /* dispatcher */,btCollisionWorld* colWorld)
void btSimulationIslandManager::findUnions(btDispatcher* /* dispatcher */, btCollisionWorld* colWorld)
{
{
btOverlappingPairCache* pairCachePtr = colWorld->getPairCache();
const int numOverlappingPairs = pairCachePtr->getNumOverlappingPairs();
if (numOverlappingPairs)
{
btBroadphasePair* pairPtr = pairCachePtr->getOverlappingPairArrayPtr();
for (int i=0;i<numOverlappingPairs;i++)
{
const btBroadphasePair& collisionPair = pairPtr[i];
btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
btBroadphasePair* pairPtr = pairCachePtr->getOverlappingPairArrayPtr();
if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
((colObj1) && ((colObj1)->mergesSimulationIslands())))
for (int i = 0; i < numOverlappingPairs; i++)
{
const btBroadphasePair& collisionPair = pairPtr[i];
btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
m_unionFind.unite((colObj0)->getIslandTag(),
(colObj1)->getIslandTag());
if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
((colObj1) && ((colObj1)->mergesSimulationIslands())))
{
m_unionFind.unite((colObj0)->getIslandTag(),
(colObj1)->getIslandTag());
}
}
}
}
}
}
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld, btDispatcher* dispatcher)
{
// put the index into m_controllers into m_tag
// put the index into m_controllers into m_tag
int index = 0;
{
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size(); i++)
for (i = 0; i < colWorld->getCollisionObjectArray().size(); i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
btCollisionObject* collisionObject = colWorld->getCollisionObjectArray()[i];
//Adding filtering here
if (!collisionObject->isStaticOrKinematicObject())
{
@@ -92,28 +84,29 @@ void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWor
}
// do the union find
initUnionFind( index );
initUnionFind(index);
findUnions(dispatcher,colWorld);
findUnions(dispatcher, colWorld);
}
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
{
// put the islandId ('find' value) into m_tag
// put the islandId ('find' value) into m_tag
{
int index = 0;
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size();i++)
for (i = 0; i < colWorld->getCollisionObjectArray().size(); i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
btCollisionObject* collisionObject = colWorld->getCollisionObjectArray()[i];
if (!collisionObject->isStaticOrKinematicObject())
{
collisionObject->setIslandTag( m_unionFind.find(index) );
collisionObject->setIslandTag(m_unionFind.find(index));
//Set the correct object offset in Collision Object Array
m_unionFind.getElement(index).m_sz = i;
collisionObject->setCompanionId(-1);
index++;
} else
}
else
{
collisionObject->setIslandTag(-1);
collisionObject->setCompanionId(-2);
@@ -122,49 +115,44 @@ void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* c
}
}
#else //STATIC_SIMULATION_ISLAND_OPTIMIZATION
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
#else //STATIC_SIMULATION_ISLAND_OPTIMIZATION
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld, btDispatcher* dispatcher)
{
initUnionFind(int(colWorld->getCollisionObjectArray().size()));
initUnionFind( int (colWorld->getCollisionObjectArray().size()));
// put the index into m_controllers into m_tag
// put the index into m_controllers into m_tag
{
int index = 0;
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size(); i++)
for (i = 0; i < colWorld->getCollisionObjectArray().size(); i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
btCollisionObject* collisionObject = colWorld->getCollisionObjectArray()[i];
collisionObject->setIslandTag(index);
collisionObject->setCompanionId(-1);
collisionObject->setHitFraction(btScalar(1.));
index++;
}
}
// do the union find
findUnions(dispatcher,colWorld);
findUnions(dispatcher, colWorld);
}
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
{
// put the islandId ('find' value) into m_tag
// put the islandId ('find' value) into m_tag
{
int index = 0;
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size();i++)
for (i = 0; i < colWorld->getCollisionObjectArray().size(); i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
btCollisionObject* collisionObject = colWorld->getCollisionObjectArray()[i];
if (!collisionObject->isStaticOrKinematicObject())
{
collisionObject->setIslandTag( m_unionFind.find(index) );
collisionObject->setIslandTag(m_unionFind.find(index));
collisionObject->setCompanionId(-1);
} else
}
else
{
collisionObject->setIslandTag(-1);
collisionObject->setCompanionId(-2);
@@ -174,72 +162,59 @@ void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* col
}
}
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION
inline int getIslandId(const btPersistentManifold* lhs)
inline int getIslandId(const btPersistentManifold* lhs)
{
int islandId;
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
islandId= rcolObj0->getIslandTag()>=0?rcolObj0->getIslandTag():rcolObj1->getIslandTag();
islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
return islandId;
}
/// function object that routes calls to operator<
class btPersistentManifoldSortPredicate
{
public:
SIMD_FORCE_INLINE bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs ) const
{
return getIslandId(lhs) < getIslandId(rhs);
}
public:
SIMD_FORCE_INLINE bool operator()(const btPersistentManifold* lhs, const btPersistentManifold* rhs) const
{
return getIslandId(lhs) < getIslandId(rhs);
}
};
class btPersistentManifoldSortPredicateDeterministic
{
public:
SIMD_FORCE_INLINE bool operator() (const btPersistentManifold* lhs, const btPersistentManifold* rhs) const
SIMD_FORCE_INLINE bool operator()(const btPersistentManifold* lhs, const btPersistentManifold* rhs) const
{
return (
(getIslandId(lhs) < getIslandId(rhs))
|| ((getIslandId(lhs) == getIslandId(rhs)) && lhs->getBody0()->getBroadphaseHandle()->m_uniqueId < rhs->getBody0()->getBroadphaseHandle()->m_uniqueId)
||((getIslandId(lhs) == getIslandId(rhs)) && (lhs->getBody0()->getBroadphaseHandle()->m_uniqueId == rhs->getBody0()->getBroadphaseHandle()->m_uniqueId) &&
(lhs->getBody1()->getBroadphaseHandle()->m_uniqueId < rhs->getBody1()->getBroadphaseHandle()->m_uniqueId))
);
(getIslandId(lhs) < getIslandId(rhs)) || ((getIslandId(lhs) == getIslandId(rhs)) && lhs->getBody0()->getBroadphaseHandle()->m_uniqueId < rhs->getBody0()->getBroadphaseHandle()->m_uniqueId) || ((getIslandId(lhs) == getIslandId(rhs)) && (lhs->getBody0()->getBroadphaseHandle()->m_uniqueId == rhs->getBody0()->getBroadphaseHandle()->m_uniqueId) && (lhs->getBody1()->getBroadphaseHandle()->m_uniqueId < rhs->getBody1()->getBroadphaseHandle()->m_uniqueId)));
}
};
void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld)
void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld)
{
BT_PROFILE("islandUnionFindAndQuickSort");
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
m_islandmanifold.resize(0);
//we are going to sort the unionfind array, and store the element id in the size
//afterwards, we clean unionfind, to make sure no-one uses it anymore
getUnionFind().sortIslands();
int numElem = getUnionFind().getNumElements();
int endIslandIndex=1;
int endIslandIndex = 1;
int startIslandIndex;
//update the sleeping state for bodies, if all are sleeping
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
{
}
@@ -248,69 +223,68 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
bool allSleeping = true;
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if (colObj0->getActivationState()== ACTIVE_TAG ||
colObj0->getActivationState()== DISABLE_DEACTIVATION)
if (colObj0->getActivationState() == ACTIVE_TAG ||
colObj0->getActivationState() == DISABLE_DEACTIVATION)
{
allSleeping = false;
break;
}
}
}
if (allSleeping)
{
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
colObj0->setActivationState( ISLAND_SLEEPING );
colObj0->setActivationState(ISLAND_SLEEPING);
}
}
} else
}
else
{
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if ( colObj0->getActivationState() == ISLAND_SLEEPING)
if (colObj0->getActivationState() == ISLAND_SLEEPING)
{
colObj0->setActivationState( WANTS_DEACTIVATION);
colObj0->setActivationState(WANTS_DEACTIVATION);
colObj0->setDeactivationTime(0.f);
}
}
@@ -318,34 +292,30 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
}
}
int i;
int maxNumManifolds = dispatcher->getNumManifolds();
//#define SPLIT_ISLANDS 1
//#ifdef SPLIT_ISLANDS
//#define SPLIT_ISLANDS 1
//#ifdef SPLIT_ISLANDS
//#endif //SPLIT_ISLANDS
//#endif //SPLIT_ISLANDS
for (i=0;i<maxNumManifolds ;i++)
for (i = 0; i < maxNumManifolds; i++)
{
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
if (collisionWorld->getDispatchInfo().m_deterministicOverlappingPairs)
{
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
if (collisionWorld->getDispatchInfo().m_deterministicOverlappingPairs)
{
if (manifold->getNumContacts() == 0)
continue;
}
}
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
///@todo: check sleeping conditions!
if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
///@todo: check sleeping conditions!
if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
{
//kinematic objects don't merge islands, but wake up all connected objects
if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
{
@@ -357,36 +327,34 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
if (colObj1->hasContactResponse())
colObj0->activate();
}
if(m_splitIslands)
{
if (m_splitIslands)
{
//filtering for response
if (dispatcher->needsResponse(colObj0,colObj1))
if (dispatcher->needsResponse(colObj0, colObj1))
m_islandmanifold.push_back(manifold);
}
}
}
}
///@todo: this is random access, it can be walked 'cache friendly'!
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback)
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld, IslandCallback* callback)
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
buildIslands(dispatcher,collisionWorld);
buildIslands(dispatcher, collisionWorld);
int endIslandIndex=1;
int endIslandIndex = 1;
int startIslandIndex;
int numElem = getUnionFind().getNumElements();
BT_PROFILE("processIslands");
if(!m_splitIslands)
if (!m_splitIslands)
{
btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer();
int maxNumManifolds = dispatcher->getNumManifolds();
callback->processIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1);
callback->processIsland(&collisionObjects[0], collisionObjects.size(), manifold, maxNumManifolds, -1);
}
else
{
@@ -394,7 +362,7 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
// Sort the vector using predicate and std::sort
//std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);
int numManifolds = int (m_islandmanifold.size());
int numManifolds = int(m_islandmanifold.size());
//tried a radix sort, but quicksort/heapsort seems still faster
//@todo rewrite island management
@@ -403,7 +371,8 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
if (collisionWorld->getDispatchInfo().m_deterministicOverlappingPairs)
{
m_islandmanifold.quickSort(btPersistentManifoldSortPredicateDeterministic());
} else
}
else
{
m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
}
@@ -417,55 +386,49 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
//int islandId;
// printf("Start Islands\n");
// printf("Start Islands\n");
//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
bool islandSleeping = true;
bool islandSleeping = true;
for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
int i = getUnionFind().getElement(endIslandIndex).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
m_islandBodies.push_back(colObj0);
if (colObj0->isActive())
islandSleeping = false;
}
for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
{
int i = getUnionFind().getElement(endIslandIndex).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
m_islandBodies.push_back(colObj0);
if (colObj0->isActive())
islandSleeping = false;
}
//find the accompanying contact manifold for this islandId
int numIslandManifolds = 0;
btPersistentManifold** startManifold = 0;
if (startManifoldIndex<numManifolds)
if (startManifoldIndex < numManifolds)
{
int curIslandId = getIslandId(m_islandmanifold[startManifoldIndex]);
if (curIslandId == islandId)
{
startManifold = &m_islandmanifold[startManifoldIndex];
for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
{
for (endManifoldIndex = startManifoldIndex + 1; (endManifoldIndex < numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex])); endManifoldIndex++)
{
}
/// Process the actual simulation, only if not sleeping/deactivated
numIslandManifolds = endManifoldIndex-startManifoldIndex;
numIslandManifolds = endManifoldIndex - startManifoldIndex;
}
}
if (!islandSleeping)
{
callback->processIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId);
// printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
callback->processIsland(&m_islandBodies[0], m_islandBodies.size(), startManifold, numIslandManifolds, islandId);
// printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
}
if (numIslandManifolds)
{
startManifoldIndex = endManifoldIndex;
@@ -473,6 +436,5 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
m_islandBodies.resize(0);
}
} // else if(!splitIslands)
} // else if(!splitIslands)
}