public void BuildAndProcessIslands(IDispatcher dispatcher, CollisionWorld collisionWorld, IIslandCallback callback)
        {
	        ObjectArray<CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray();

	        BuildIslands(dispatcher,collisionWorld);

	        int endIslandIndex=1;
	        int startIslandIndex;
	        int numElem = GetUnionFind().GetNumElements();

            //BT_PROFILE("processIslands");

	        if(!m_splitIslands)
	        {
		        ObjectArray<PersistentManifold> manifolds = dispatcher.GetInternalManifoldPointer();
		        int maxNumManifolds = dispatcher.GetNumManifolds();
		        callback.ProcessIsland(collisionObjects,collisionObjects.Count,manifolds,maxNumManifolds, -1);
	        }
	        else
	        {
		        // Sort manifolds, based on islands
		        // Sort the vector using predicate and std::sort
		        //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);

		        int numManifolds = m_islandmanifold.Count;
                if (numManifolds != 0 && m_islandmanifold[0].GetNumContacts() > 0)
                {
                    int ibreak = 0;
                }


		        //we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
                //m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
                //((ObjectArray<PersistentManifold>)m_islandmanifold).Sort();
                m_islandmanifold.Sort(new Comparison<PersistentManifold>(PersistentManifoldSortPredicate));

		        //now process all active islands (sets of manifolds for now)

		        int startManifoldIndex = 0;
		        int endManifoldIndex = 1;

		        //int islandId;

	            //	printf("Start Islands\n");

		        //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;

                    if (BulletGlobals.g_streamWriter != null && debugIslands)
                    {
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("buildAndProcessIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId));
                    }


                    bool islandSleeping = false;
        	                
			        for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId);endIslandIndex++)
			        {
			            int i = GetUnionFind().GetElement(endIslandIndex).m_sz;
			            CollisionObject colObj0 = collisionObjects[i];
			            m_islandBodies.Add(colObj0);
			            if (!colObj0.IsActive())
                        {
                            islandSleeping = true;
                            //islandSleeping = false;
                        }
			        }
        	                
			        //find the accompanying contact manifold for this islandId
			        int numIslandManifolds = 0;
			        PersistentManifold startManifold = null;

			        if (startManifoldIndex<numManifolds)
			        {
				        int curIslandId = GetIslandId(m_islandmanifold[startManifoldIndex]);
				        if (curIslandId == islandId)
				        {
					        startManifold = m_islandmanifold[startManifoldIndex];
        				
					        for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == GetIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
					        {

					        }
					        /// Process the actual simulation, only if not sleeping/deactivated
					        numIslandManifolds = endManifoldIndex-startManifoldIndex;
				        }

			        }

			        if (!islandSleeping)
			        {
                        // pass shortedned list to callback.
                        ObjectArray<PersistentManifold> subList = new ObjectArray<PersistentManifold>();
                        for(int i=0;i<numIslandManifolds;++i)
                        {
                            subList.Add(m_islandmanifold[startManifoldIndex+i]);
                        }
				        callback.ProcessIsland(m_islandBodies,m_islandBodies.Count,subList,numIslandManifolds, islandId);
	        //			printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
			        }
        			
			        if (numIslandManifolds != 0)
			        {
				        startManifoldIndex = endManifoldIndex;
			        }

			        m_islandBodies.Clear();
		        }
	        } // else if(!splitIslands) 

        }
Beispiel #2
0
        public void BuildAndProcessIslands(IDispatcher dispatcher, CollisionWorld collisionWorld, IIslandCallback callback)
        {
            ObjectArray <CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray();

            BuildIslands(dispatcher, collisionWorld);

            int endIslandIndex = 1;
            int startIslandIndex;
            int numElem = GetUnionFind().GetNumElements();

            BulletGlobals.StartProfile("processIslands");

            if (!m_splitIslands)
            {
                PersistentManifoldArray manifolds = dispatcher.GetInternalManifoldPointer();
                int maxNumManifolds = dispatcher.GetNumManifolds();
                callback.ProcessIsland(collisionObjects, collisionObjects.Count, manifolds, 0, maxNumManifolds, -1);
            }
            else
            {
                // Sort manifolds, based on islands
                // Sort the vector using predicate and std::sort
                //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);

                int numManifolds = m_islandmanifold.Count;

                //we should do radix sort, it it much faster (O(n) instead of O (n log2(n))

                m_islandmanifold.QuickSort(m_sortPredicate);

                //now process all active islands (sets of manifolds for now)

                int startManifoldIndex = 0;
                int endManifoldIndex   = 1;
                //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;

                    if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands)
                    {
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("buildAndProcessIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId));
                    }


                    bool islandSleeping = true;

                    for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId); endIslandIndex++)
                    {
                        int             i       = GetUnionFind().GetElement(endIslandIndex).m_sz;
                        CollisionObject colObj0 = collisionObjects[i];
                        m_islandBodies.Add(colObj0);
                        if (colObj0.IsActive())
                        {
                            islandSleeping = false;
                        }
                    }

                    //find the accompanying contact manifold for this islandId
                    int numIslandManifolds           = 0;
                    PersistentManifold startManifold = null;

                    if (startManifoldIndex < numManifolds)
                    {
                        int curIslandId = GetIslandId(m_islandmanifold[startManifoldIndex]);

                        if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands)
                        {
                            BulletGlobals.g_streamWriter.WriteLine("curIsland[{0}] startManifold[{1}].", curIslandId, startManifoldIndex);
                        }



                        if (curIslandId == islandId)
                        {
                            startManifold = m_islandmanifold[startManifoldIndex];

                            for (endManifoldIndex = startManifoldIndex + 1; (endManifoldIndex < numManifolds) && (islandId == GetIslandId(m_islandmanifold[endManifoldIndex])); endManifoldIndex++)
                            {
                                if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands)
                                {
                                    BulletGlobals.g_streamWriter.WriteLine("endManifoldIndex[{0}] islandId[{1}] getIsland[{2}].", endManifoldIndex, startManifoldIndex, GetIslandId(m_islandmanifold[endManifoldIndex]));
                                }
                            }
                            /// Process the actual simulation, only if not sleeping/deactivated
                            numIslandManifolds = endManifoldIndex - startManifoldIndex;
                        }
                    }

                    if (!islandSleeping)
                    {
                        callback.ProcessIsland(m_islandBodies, m_islandBodies.Count, m_islandmanifold, startManifoldIndex, numIslandManifolds, islandId);
                        //			printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
                    }
                    else
                    {
                        if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands)
                        {
                            BulletGlobals.g_streamWriter.WriteLine("islandSleeping.");
                        }
                    }

                    if (numIslandManifolds != 0)
                    {
                        startManifoldIndex = endManifoldIndex;
                    }

                    m_islandBodies.Clear();
                }
            } // else if(!splitIslands)
            BulletGlobals.StopProfile();
        }