1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | |
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17 | #include "LinearMath/btScalar.h" |
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18 | #include "btSimulationIslandManager.h" |
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19 | #include "BulletCollision/BroadphaseCollision/btDispatcher.h" |
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20 | #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" |
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21 | #include "BulletCollision/CollisionDispatch/btCollisionObject.h" |
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22 | #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" |
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23 | |
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24 | //#include <stdio.h> |
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25 | #include "LinearMath/btQuickprof.h" |
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26 | |
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27 | btSimulationIslandManager::btSimulationIslandManager() |
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28 | { |
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29 | } |
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30 | |
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31 | btSimulationIslandManager::~btSimulationIslandManager() |
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32 | { |
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33 | } |
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34 | |
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35 | |
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36 | void btSimulationIslandManager::initUnionFind(int n) |
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37 | { |
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38 | m_unionFind.reset(n); |
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39 | } |
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40 | |
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41 | |
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42 | void btSimulationIslandManager::findUnions(btDispatcher* /* dispatcher */,btCollisionWorld* colWorld) |
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43 | { |
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44 | |
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45 | { |
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46 | btBroadphasePair* pairPtr = colWorld->getPairCache()->getOverlappingPairArrayPtr(); |
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47 | |
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48 | for (int i=0;i<colWorld->getPairCache()->getNumOverlappingPairs();i++) |
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49 | { |
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50 | const btBroadphasePair& collisionPair = pairPtr[i]; |
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51 | btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject; |
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52 | btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject; |
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53 | |
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54 | if (((colObj0) && ((colObj0)->mergesSimulationIslands())) && |
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55 | ((colObj1) && ((colObj1)->mergesSimulationIslands()))) |
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56 | { |
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57 | |
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58 | m_unionFind.unite((colObj0)->getIslandTag(), |
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59 | (colObj1)->getIslandTag()); |
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60 | } |
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61 | } |
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62 | } |
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63 | } |
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64 | |
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65 | |
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66 | void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher) |
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67 | { |
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68 | |
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69 | initUnionFind( int (colWorld->getCollisionObjectArray().size())); |
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70 | |
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71 | // put the index into m_controllers into m_tag |
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72 | { |
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73 | |
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74 | int index = 0; |
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75 | int i; |
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76 | for (i=0;i<colWorld->getCollisionObjectArray().size(); i++) |
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77 | { |
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78 | btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; |
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79 | collisionObject->setIslandTag(index); |
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80 | collisionObject->setCompanionId(-1); |
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81 | collisionObject->setHitFraction(btScalar(1.)); |
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82 | index++; |
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83 | |
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84 | } |
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85 | } |
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86 | // do the union find |
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87 | |
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88 | findUnions(dispatcher,colWorld); |
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89 | |
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90 | |
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91 | |
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92 | } |
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93 | |
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94 | |
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95 | |
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96 | |
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97 | void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld) |
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98 | { |
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99 | // put the islandId ('find' value) into m_tag |
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100 | { |
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101 | |
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102 | |
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103 | int index = 0; |
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104 | int i; |
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105 | for (i=0;i<colWorld->getCollisionObjectArray().size();i++) |
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106 | { |
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107 | btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; |
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108 | if (!collisionObject->isStaticOrKinematicObject()) |
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109 | { |
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110 | collisionObject->setIslandTag( m_unionFind.find(index) ); |
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111 | collisionObject->setCompanionId(-1); |
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112 | } else |
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113 | { |
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114 | collisionObject->setIslandTag(-1); |
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115 | collisionObject->setCompanionId(-2); |
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116 | } |
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117 | index++; |
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118 | } |
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119 | } |
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120 | } |
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121 | |
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122 | inline int getIslandId(const btPersistentManifold* lhs) |
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123 | { |
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124 | int islandId; |
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125 | const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0()); |
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126 | const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1()); |
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127 | islandId= rcolObj0->getIslandTag()>=0?rcolObj0->getIslandTag():rcolObj1->getIslandTag(); |
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128 | return islandId; |
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129 | |
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130 | } |
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131 | |
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132 | |
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133 | |
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134 | /// function object that routes calls to operator< |
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135 | class btPersistentManifoldSortPredicate |
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136 | { |
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137 | public: |
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138 | |
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139 | SIMD_FORCE_INLINE bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs ) |
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140 | { |
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141 | return getIslandId(lhs) < getIslandId(rhs); |
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142 | } |
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143 | }; |
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144 | |
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145 | |
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146 | void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld) |
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147 | { |
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148 | |
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149 | BT_PROFILE("islandUnionFindAndQuickSort"); |
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150 | |
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151 | btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray(); |
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152 | |
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153 | m_islandmanifold.resize(0); |
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154 | |
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155 | //we are going to sort the unionfind array, and store the element id in the size |
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156 | //afterwards, we clean unionfind, to make sure no-one uses it anymore |
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157 | |
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158 | getUnionFind().sortIslands(); |
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159 | int numElem = getUnionFind().getNumElements(); |
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160 | |
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161 | int endIslandIndex=1; |
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162 | int startIslandIndex; |
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163 | |
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164 | |
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165 | //update the sleeping state for bodies, if all are sleeping |
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166 | for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex) |
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167 | { |
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168 | int islandId = getUnionFind().getElement(startIslandIndex).m_id; |
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169 | for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++) |
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170 | { |
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171 | } |
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172 | |
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173 | //int numSleeping = 0; |
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174 | |
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175 | bool allSleeping = true; |
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176 | |
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177 | int idx; |
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178 | for (idx=startIslandIndex;idx<endIslandIndex;idx++) |
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179 | { |
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180 | int i = getUnionFind().getElement(idx).m_sz; |
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181 | |
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182 | btCollisionObject* colObj0 = collisionObjects[i]; |
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183 | if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1)) |
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184 | { |
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185 | // printf("error in island management\n"); |
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186 | } |
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187 | |
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188 | assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1)); |
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189 | if (colObj0->getIslandTag() == islandId) |
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190 | { |
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191 | if (colObj0->getActivationState()== ACTIVE_TAG) |
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192 | { |
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193 | allSleeping = false; |
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194 | } |
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195 | if (colObj0->getActivationState()== DISABLE_DEACTIVATION) |
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196 | { |
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197 | allSleeping = false; |
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198 | } |
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199 | } |
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200 | } |
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201 | |
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202 | |
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203 | if (allSleeping) |
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204 | { |
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205 | int idx; |
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206 | for (idx=startIslandIndex;idx<endIslandIndex;idx++) |
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207 | { |
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208 | int i = getUnionFind().getElement(idx).m_sz; |
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209 | btCollisionObject* colObj0 = collisionObjects[i]; |
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210 | if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1)) |
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211 | { |
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212 | // printf("error in island management\n"); |
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213 | } |
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214 | |
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215 | assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1)); |
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216 | |
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217 | if (colObj0->getIslandTag() == islandId) |
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218 | { |
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219 | colObj0->setActivationState( ISLAND_SLEEPING ); |
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220 | } |
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221 | } |
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222 | } else |
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223 | { |
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224 | |
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225 | int idx; |
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226 | for (idx=startIslandIndex;idx<endIslandIndex;idx++) |
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227 | { |
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228 | int i = getUnionFind().getElement(idx).m_sz; |
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229 | |
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230 | btCollisionObject* colObj0 = collisionObjects[i]; |
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231 | if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1)) |
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232 | { |
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233 | // printf("error in island management\n"); |
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234 | } |
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235 | |
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236 | assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1)); |
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237 | |
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238 | if (colObj0->getIslandTag() == islandId) |
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239 | { |
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240 | if ( colObj0->getActivationState() == ISLAND_SLEEPING) |
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241 | { |
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242 | colObj0->setActivationState( WANTS_DEACTIVATION); |
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243 | colObj0->setDeactivationTime(0.f); |
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244 | } |
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245 | } |
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246 | } |
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247 | } |
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248 | } |
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249 | |
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250 | |
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251 | int i; |
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252 | int maxNumManifolds = dispatcher->getNumManifolds(); |
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253 | |
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254 | #define SPLIT_ISLANDS 1 |
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255 | #ifdef SPLIT_ISLANDS |
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256 | |
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257 | |
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258 | #endif //SPLIT_ISLANDS |
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259 | |
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260 | |
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261 | for (i=0;i<maxNumManifolds ;i++) |
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262 | { |
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263 | btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i); |
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264 | |
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265 | btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0()); |
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266 | btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1()); |
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267 | |
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268 | ///@todo: check sleeping conditions! |
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269 | if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) || |
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270 | ((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING)) |
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271 | { |
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272 | |
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273 | //kinematic objects don't merge islands, but wake up all connected objects |
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274 | if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING) |
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275 | { |
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276 | colObj1->activate(); |
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277 | } |
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278 | if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING) |
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279 | { |
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280 | colObj0->activate(); |
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281 | } |
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282 | #ifdef SPLIT_ISLANDS |
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283 | // //filtering for response |
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284 | if (dispatcher->needsResponse(colObj0,colObj1)) |
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285 | m_islandmanifold.push_back(manifold); |
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286 | #endif //SPLIT_ISLANDS |
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287 | } |
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288 | } |
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289 | } |
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290 | |
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291 | |
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292 | |
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293 | ///@todo: this is random access, it can be walked 'cache friendly'! |
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294 | void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback) |
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295 | { |
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296 | btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray(); |
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297 | |
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298 | buildIslands(dispatcher,collisionWorld); |
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299 | |
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300 | int endIslandIndex=1; |
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301 | int startIslandIndex; |
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302 | int numElem = getUnionFind().getNumElements(); |
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303 | |
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304 | BT_PROFILE("processIslands"); |
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305 | |
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306 | #ifndef SPLIT_ISLANDS |
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307 | btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer(); |
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308 | |
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309 | callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1); |
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310 | #else |
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311 | // Sort manifolds, based on islands |
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312 | // Sort the vector using predicate and std::sort |
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313 | //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate); |
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314 | |
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315 | int numManifolds = int (m_islandmanifold.size()); |
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316 | |
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317 | //we should do radix sort, it it much faster (O(n) instead of O (n log2(n)) |
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318 | m_islandmanifold.quickSort(btPersistentManifoldSortPredicate()); |
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319 | |
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320 | //now process all active islands (sets of manifolds for now) |
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321 | |
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322 | int startManifoldIndex = 0; |
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323 | int endManifoldIndex = 1; |
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324 | |
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325 | //int islandId; |
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326 | |
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327 | |
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328 | |
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329 | // printf("Start Islands\n"); |
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330 | |
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331 | //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated |
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332 | for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex) |
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333 | { |
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334 | int islandId = getUnionFind().getElement(startIslandIndex).m_id; |
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335 | |
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336 | |
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337 | bool islandSleeping = false; |
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338 | |
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339 | for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++) |
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340 | { |
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341 | int i = getUnionFind().getElement(endIslandIndex).m_sz; |
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342 | btCollisionObject* colObj0 = collisionObjects[i]; |
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343 | m_islandBodies.push_back(colObj0); |
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344 | if (!colObj0->isActive()) |
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345 | islandSleeping = true; |
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346 | } |
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347 | |
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348 | |
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349 | //find the accompanying contact manifold for this islandId |
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350 | int numIslandManifolds = 0; |
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351 | btPersistentManifold** startManifold = 0; |
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352 | |
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353 | if (startManifoldIndex<numManifolds) |
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354 | { |
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355 | int curIslandId = getIslandId(m_islandmanifold[startManifoldIndex]); |
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356 | if (curIslandId == islandId) |
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357 | { |
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358 | startManifold = &m_islandmanifold[startManifoldIndex]; |
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359 | |
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360 | for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++) |
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361 | { |
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362 | |
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363 | } |
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364 | /// Process the actual simulation, only if not sleeping/deactivated |
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365 | numIslandManifolds = endManifoldIndex-startManifoldIndex; |
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366 | } |
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367 | |
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368 | } |
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369 | |
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370 | if (!islandSleeping) |
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371 | { |
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372 | callback->ProcessIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId); |
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373 | // printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds); |
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374 | } |
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375 | |
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376 | if (numIslandManifolds) |
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377 | { |
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378 | startManifoldIndex = endManifoldIndex; |
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379 | } |
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380 | |
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381 | m_islandBodies.resize(0); |
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382 | } |
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383 | #endif //SPLIT_ISLANDS |
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384 | |
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385 | |
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386 | } |
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