blender/extern/bullet/BulletDynamics/CollisionDispatch/ToiContactDispatcher.cpp

214 lines
5.0 KiB
C++

#include "ToiContactDispatcher.h"
#include "ConstraintSolver/ConstraintSolver.h"
#include "Dynamics/RigidBody.h"
#include "BroadphaseCollision/CollisionAlgorithm.h"
#include "ConstraintSolver/ContactSolverInfo.h"
#include "CollisionDispatch/ConvexConvexAlgorithm.h"
#include "CollisionDispatch/EmptyCollisionAlgorithm.h"
#include "CollisionDispatch/ConvexConcaveCollisionAlgorithm.h"
void ToiContactDispatcher::FindUnions()
{
if (m_useIslands)
{
for (int i=0;i<GetNumManifolds();i++)
{
const PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
//static objects (invmass 0.f) don't merge !
if ((((RigidBody*)manifold->GetBody0()) && (((RigidBody*)manifold->GetBody0())->mergesSimulationIslands())) &&
(((RigidBody*)manifold->GetBody1()) && (((RigidBody*)manifold->GetBody1())->mergesSimulationIslands())))
{
m_unionFind.unite(((RigidBody*)manifold->GetBody0())->m_islandTag1,
((RigidBody*)manifold->GetBody1())->m_islandTag1);
}
}
}
}
ToiContactDispatcher::ToiContactDispatcher (ConstraintSolver* solver):
m_useIslands(true),
m_unionFind(MAX_RIGIDBODIES),
m_solver(solver),
m_count(0),
m_sor(1.3f),
m_tau(0.4f),
m_damping(0.9f)
{
int i;
for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
{
for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
{
m_doubleDispatch[i][j] = 0;
}
}
};
PersistentManifold* ToiContactDispatcher::GetNewManifold(void* b0,void* b1)
{
RigidBody* body0 = (RigidBody*)b0;
RigidBody* body1 = (RigidBody*)b1;
PersistentManifold* manifold = new PersistentManifold (body0,body1);
m_manifoldsPtr.push_back(manifold);
return manifold;
}
#include <algorithm>
void ToiContactDispatcher::ReleaseManifold(PersistentManifold* manifold)
{
manifold->ClearManifold();
std::vector<PersistentManifold*>::iterator i =
std::find(m_manifoldsPtr.begin(), m_manifoldsPtr.end(), manifold);
if (!(i == m_manifoldsPtr.end()))
{
std::swap(*i, m_manifoldsPtr.back());
m_manifoldsPtr.pop_back();
}
}
//
// todo: this is random access, it can be walked 'cache friendly'!
//
void ToiContactDispatcher::SolveConstraints(float timeStep, int numIterations,int numRigidBodies,IDebugDraw* debugDrawer)
{
int i;
for (int islandId=0;islandId<numRigidBodies;islandId++)
{
std::vector<PersistentManifold*> islandmanifold;
//int numSleeping = 0;
bool allSleeping = true;
for (i=0;i<GetNumManifolds();i++)
{
PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
if ((((RigidBody*)manifold->GetBody0()) && ((RigidBody*)manifold->GetBody0())->m_islandTag1 == (islandId)) ||
(((RigidBody*)manifold->GetBody1()) && ((RigidBody*)manifold->GetBody1())->m_islandTag1 == (islandId)))
{
if ((((RigidBody*)manifold->GetBody0()) && ((RigidBody*)manifold->GetBody0())->GetActivationState()== ACTIVE_TAG) ||
(((RigidBody*)manifold->GetBody1()) && ((RigidBody*)manifold->GetBody1())->GetActivationState() == ACTIVE_TAG))
{
allSleeping = false;
}
islandmanifold.push_back(manifold);
}
}
if (allSleeping)
{
//tag all as 'ISLAND_SLEEPING'
for (i=0;i<islandmanifold.size();i++)
{
PersistentManifold* manifold = islandmanifold[i];
if (((RigidBody*)manifold->GetBody0()))
{
((RigidBody*)manifold->GetBody0())->SetActivationState( ISLAND_SLEEPING );
}
if (((RigidBody*)manifold->GetBody1()))
{
((RigidBody*)manifold->GetBody1())->SetActivationState( ISLAND_SLEEPING);
}
}
} else
{
//tag all as 'ISLAND_SLEEPING'
for (i=0;i<islandmanifold.size();i++)
{
PersistentManifold* manifold = islandmanifold[i];
RigidBody* body0 = (RigidBody*)manifold->GetBody0();
RigidBody* body1 = (RigidBody*)manifold->GetBody1();
if (body0)
{
if ( body0->GetActivationState() == ISLAND_SLEEPING)
{
body0->SetActivationState( WANTS_DEACTIVATION);
}
}
if (body1)
{
if ( body1->GetActivationState() == ISLAND_SLEEPING)
{
body1->SetActivationState(WANTS_DEACTIVATION);
}
}
}
///This island solving can all be scheduled in parallel
ContactSolverInfo info;
info.m_friction = 0.9f;
info.m_numIterations = numIterations;
info.m_timeStep = timeStep;
info.m_restitution = 0.0f;//m_restitution;
info.m_sor = m_sor;
info.m_tau = m_tau;
info.m_damping = m_damping;
m_solver->SolveGroup( &islandmanifold[0], islandmanifold.size(),info,debugDrawer );
}
}
}
CollisionAlgorithm* ToiContactDispatcher::InternalFindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
{
m_count++;
CollisionAlgorithmConstructionInfo ci;
ci.m_dispatcher = this;
if (proxy0.IsConvexShape() && proxy1.IsConvexShape() )
{
return new ConvexConvexAlgorithm(0,ci,&proxy0,&proxy1);
}
if (proxy0.IsConvexShape() && proxy1.IsConcaveShape())
{
return new ConvexConcaveCollisionAlgorithm(ci,&proxy0,&proxy1);
}
if (proxy1.IsConvexShape() && proxy0.IsConcaveShape())
{
return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
}
//failed to find an algorithm
return new EmptyAlgorithm(ci);
}