forked from bartvdbraak/blender
45d0123a59
- broadphase had bugs in removing objects, - persistent manifold renamed value, - cylinder penetration depth fixed, - memory leak for persistent manifold
280 lines
7.5 KiB
C++
280 lines
7.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "CollisionDispatcher.h"
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#include "BroadphaseCollision/CollisionAlgorithm.h"
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#include "CollisionDispatch/ConvexConvexAlgorithm.h"
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#include "CollisionDispatch/EmptyCollisionAlgorithm.h"
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#include "CollisionDispatch/ConvexConcaveCollisionAlgorithm.h"
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#include "CollisionShapes/CollisionShape.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include <algorithm>
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void CollisionDispatcher::FindUnions()
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{
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if (m_useIslands)
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{
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for (int i=0;i<GetNumManifolds();i++)
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{
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const PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
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//static objects (invmass 0.f) don't merge !
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const CollisionObject* colObj0 = static_cast<const CollisionObject*>(manifold->GetBody0());
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const CollisionObject* colObj1 = static_cast<const CollisionObject*>(manifold->GetBody1());
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if (colObj0 && colObj1 && NeedsResponse(*colObj0,*colObj1))
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{
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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{
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m_unionFind.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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}
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CollisionDispatcher::CollisionDispatcher ():
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m_useIslands(true),
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m_defaultManifoldResult(0,0,0),
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m_count(0)
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{
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int i;
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for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
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{
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for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
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{
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m_doubleDispatch[i][j] = 0;
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}
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}
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};
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PersistentManifold* CollisionDispatcher::GetNewManifold(void* b0,void* b1)
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{
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CollisionObject* body0 = (CollisionObject*)b0;
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CollisionObject* body1 = (CollisionObject*)b1;
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PersistentManifold* manifold = new PersistentManifold (body0,body1);
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m_manifoldsPtr.push_back(manifold);
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return manifold;
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}
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void CollisionDispatcher::ReleaseManifold(PersistentManifold* manifold)
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{
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manifold->ClearManifold();
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std::vector<PersistentManifold*>::iterator i =
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std::find(m_manifoldsPtr.begin(), m_manifoldsPtr.end(), manifold);
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if (!(i == m_manifoldsPtr.end()))
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{
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std::swap(*i, m_manifoldsPtr.back());
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m_manifoldsPtr.pop_back();
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delete manifold;
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}
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}
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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void CollisionDispatcher::BuildAndProcessIslands(int numBodies, IslandCallback* callback)
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{
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for (int islandId=0;islandId<numBodies;islandId++)
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{
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std::vector<PersistentManifold*> islandmanifold;
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//int numSleeping = 0;
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bool allSleeping = true;
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for (int i=0;i<GetNumManifolds();i++)
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{
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PersistentManifold* manifold = this->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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if (((colObj0) && (colObj0)->m_islandTag1 == (islandId)) ||
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((colObj1) && (colObj1)->m_islandTag1 == (islandId)))
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{
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if (((colObj0) && (colObj0)->GetActivationState()== ACTIVE_TAG) ||
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((colObj1) && (colObj1)->GetActivationState() == ACTIVE_TAG))
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{
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allSleeping = false;
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}
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if (((colObj0) && (colObj0)->GetActivationState()== DISABLE_DEACTIVATION) ||
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((colObj1) && (colObj1)->GetActivationState() == DISABLE_DEACTIVATION))
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{
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allSleeping = false;
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}
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islandmanifold.push_back(manifold);
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}
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}
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}
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if (allSleeping)
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{
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//tag all as 'ISLAND_SLEEPING'
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for (size_t i=0;i<islandmanifold.size();i++)
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{
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PersistentManifold* manifold = islandmanifold[i];
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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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if ((colObj0))
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{
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(colObj0)->SetActivationState( ISLAND_SLEEPING );
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}
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if ((colObj1))
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{
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(colObj1)->SetActivationState( ISLAND_SLEEPING);
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}
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}
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} else
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{
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//tag all as 'ISLAND_SLEEPING'
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for (size_t i=0;i<islandmanifold.size();i++)
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{
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PersistentManifold* manifold = islandmanifold[i];
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CollisionObject* body0 = (CollisionObject*)manifold->GetBody0();
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CollisionObject* body1 = (CollisionObject*)manifold->GetBody1();
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if (body0)
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{
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if ( body0->GetActivationState() == ISLAND_SLEEPING)
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{
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body0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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if (body1)
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{
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if ( body1->GetActivationState() == ISLAND_SLEEPING)
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{
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body1->SetActivationState(WANTS_DEACTIVATION);
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}
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}
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}
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callback->ProcessIsland(&islandmanifold[0],islandmanifold.size());
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}
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}
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}
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CollisionAlgorithm* CollisionDispatcher::InternalFindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
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{
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m_count++;
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CollisionObject* body0 = (CollisionObject*)proxy0.m_clientObject;
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CollisionObject* body1 = (CollisionObject*)proxy1.m_clientObject;
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CollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = this;
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if (body0->m_collisionShape->IsConvex() && body1->m_collisionShape->IsConvex() )
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{
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return new ConvexConvexAlgorithm(0,ci,&proxy0,&proxy1);
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}
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if (body0->m_collisionShape->IsConvex() && body1->m_collisionShape->IsConcave())
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{
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy0,&proxy1);
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}
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if (body1->m_collisionShape->IsConvex() && body0->m_collisionShape->IsConcave())
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{
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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//failed to find an algorithm
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return new EmptyAlgorithm(ci);
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}
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bool CollisionDispatcher::NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)
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{
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//here you can do filtering
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bool hasResponse =
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(!(colObj0.m_collisionFlags & CollisionObject::noContactResponse)) &&
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(!(colObj1.m_collisionFlags & CollisionObject::noContactResponse));
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return hasResponse;
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}
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bool CollisionDispatcher::NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
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{
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CollisionObject* body0 = (CollisionObject*)proxy0.m_clientObject;
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CollisionObject* body1 = (CollisionObject*)proxy1.m_clientObject;
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assert(body0);
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assert(body1);
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bool needsCollision = true;
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if ((body0->m_collisionFlags & CollisionObject::isStatic) &&
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(body1->m_collisionFlags & CollisionObject::isStatic))
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needsCollision = false;
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if ((body0->GetActivationState() == 2) &&(body1->GetActivationState() == 2))
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needsCollision = false;
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return needsCollision ;
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}
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///allows the user to get contact point callbacks
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ManifoldResult* CollisionDispatcher::GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold)
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{
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//in-place, this prevents parallel dispatching, but just adding a list would fix that.
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ManifoldResult* manifoldResult = new (&m_defaultManifoldResult) ManifoldResult(obj0,obj1,manifold);
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return manifoldResult;
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}
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///allows the user to get contact point callbacks
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void CollisionDispatcher::ReleaseManifoldResult(ManifoldResult*)
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{
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}
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