bluecore/bullet/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp

358 lines
9.9 KiB
C++

#include "LinearMath/btScalar.h"
#include "btSimulationIslandManager.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include <stdio.h>
#include "LinearMath/btQuickprof.h"
btSimulationIslandManager::btSimulationIslandManager()
{
}
btSimulationIslandManager::~btSimulationIslandManager()
{
}
void btSimulationIslandManager::initUnionFind(int n)
{
m_unionFind.reset(n);
}
void btSimulationIslandManager::findUnions(btDispatcher* dispatcher)
{
{
for (int i=0;i<dispatcher->getNumManifolds();i++)
{
const btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
//static objects (invmass btScalar(0.)) don't merge !
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
((colObj1) && ((colObj1)->mergesSimulationIslands())))
{
m_unionFind.unite((colObj0)->getIslandTag(),
(colObj1)->getIslandTag());
}
}
}
}
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
{
initUnionFind( int (colWorld->getCollisionObjectArray().size()));
// put the index into m_controllers into m_tag
{
int index = 0;
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size(); i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
collisionObject->setIslandTag(index);
collisionObject->setCompanionId(-1);
collisionObject->setHitFraction(btScalar(1.));
index++;
}
}
// do the union find
findUnions(dispatcher);
}
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
{
// put the islandId ('find' value) into m_tag
{
int index = 0;
int i;
for (i=0;i<colWorld->getCollisionObjectArray().size();i++)
{
btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i];
if (collisionObject->mergesSimulationIslands())
{
collisionObject->setIslandTag( m_unionFind.find(index) );
collisionObject->setCompanionId(-1);
} else
{
collisionObject->setIslandTag(-1);
collisionObject->setCompanionId(-2);
}
index++;
}
}
}
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();
return islandId;
}
/// function object that routes calls to operator<
class btPersistentManifoldSortPredicate
{
public:
SIMD_FORCE_INLINE bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs )
{
return getIslandId(lhs) < getIslandId(rhs);
}
};
//
// todo: this is random access, it can be walked 'cache friendly'!
//
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
{
/*if (0)
{
int maxNumManifolds = dispatcher->getNumManifolds();
btCollisionDispatcher* colDis = (btCollisionDispatcher*)dispatcher;
btPersistentManifold** manifold = colDis->getInternalManifoldPointer();
callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, 0);
return;
}
*/
BEGIN_PROFILE("islandUnionFindAndHeapSort");
//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 startIslandIndex;
//update the sleeping state for bodies, if all are sleeping
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++)
{
}
//int numSleeping = 0;
bool allSleeping = true;
int 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");
}
assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if (colObj0->getActivationState()== ACTIVE_TAG)
{
allSleeping = false;
}
if (colObj0->getActivationState()== DISABLE_DEACTIVATION)
{
allSleeping = false;
}
}
}
if (allSleeping)
{
int 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");
}
assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
colObj0->setActivationState( ISLAND_SLEEPING );
}
}
} else
{
int 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");
}
assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if ( colObj0->getActivationState() == ISLAND_SLEEPING)
{
colObj0->setActivationState( WANTS_DEACTIVATION);
}
}
}
}
}
btAlignedObjectArray<btPersistentManifold*> islandmanifold;
int i;
int maxNumManifolds = dispatcher->getNumManifolds();
islandmanifold.reserve(maxNumManifolds);
for (i=0;i<maxNumManifolds ;i++)
{
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0());
btCollisionObject* colObj1 = static_cast<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->isStaticOrKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
{
colObj1->activate();
}
if (colObj1->isStaticOrKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
{
colObj0->activate();
}
//filtering for response
if (dispatcher->needsResponse(colObj0,colObj1))
islandmanifold.push_back(manifold);
}
}
int numManifolds = int (islandmanifold.size());
// Sort manifolds, based on islands
// Sort the vector using predicate and std::sort
//std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);
//we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
islandmanifold.heapSort(btPersistentManifoldSortPredicate());
//now process all active islands (sets of manifolds for now)
int startManifoldIndex = 0;
int endManifoldIndex = 1;
//int islandId;
END_PROFILE("islandUnionFindAndHeapSort");
btAlignedObjectArray<btCollisionObject*> islandBodies;
//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
bool 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];
islandBodies.push_back(colObj0);
if (!colObj0->isActive())
islandSleeping = true;
}
//find the accompanying contact manifold for this islandId
int numIslandManifolds = 0;
btPersistentManifold** startManifold = 0;
if (startManifoldIndex<numManifolds)
{
int curIslandId = getIslandId(islandmanifold[startManifoldIndex]);
if (curIslandId == islandId)
{
startManifold = &islandmanifold[startManifoldIndex];
for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
{
}
/// Process the actual simulation, only if not sleeping/deactivated
numIslandManifolds = endManifoldIndex-startManifoldIndex;
}
}
if (!islandSleeping)
{
callback->ProcessIsland(&islandBodies[0],islandBodies.size(),startManifold,numIslandManifolds, islandId);
}
if (numIslandManifolds)
{
startManifoldIndex = endManifoldIndex;
}
islandBodies.resize(0);
}
}