fixed one performance problem with sleeping objects

This commit is contained in:
ejcoumans
2006-09-02 01:50:16 +00:00
parent 815ec6178e
commit b76e642506

View File

@@ -151,25 +151,7 @@ void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,Coll
}
for (i=0;i<dispatcher->GetNumManifolds();i++)
{
PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
//filtering for response
CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
assert(colObj0);
assert(colObj1);
{
if (((colObj0)->m_islandTag1 == (islandId)) ||
((colObj1)->m_islandTag1 == (islandId)))
{
if (dispatcher->NeedsResponse(*colObj0,*colObj1))
islandmanifold.push_back(manifold);
}
}
}
if (allSleeping)
{
int i;
@@ -199,6 +181,27 @@ void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,Coll
}
}
for (i=0;i<dispatcher->GetNumManifolds();i++)
{
PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
//filtering for response
CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
assert(colObj0);
assert(colObj1);
{
if (((colObj0)->m_islandTag1 == (islandId)) ||
((colObj1)->m_islandTag1 == (islandId)))
{
if (dispatcher->NeedsResponse(*colObj0,*colObj1))
islandmanifold.push_back(manifold);
}
}
}
/// Process the actual simulation, only if not sleeping/deactivated
if (islandmanifold.size())
{