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) 

        }
		public void BuildAndProcessIslands(IDispatcher dispatcher, List<CollisionObject> collisionObjects, IIslandCallback callback)
		{
			//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
			UnionFind.SortIslands();
			int numElem = UnionFind.ElementCount;

			int endIslandIndex = 1;
			int startIslandIndex;

			//update the sleeping state for bodies, if all are sleeping
			for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
			{
				int islandId = UnionFind[startIslandIndex].ID;
				for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (UnionFind[endIslandIndex].ID == islandId); endIslandIndex++)
				{
				}

				//int numSleeping = 0;

				bool allSleeping = true;

				int idx;
				for (idx = startIslandIndex; idx < endIslandIndex; idx++)
				{
					int i = UnionFind[idx].Size;

					CollisionObject colObjA = collisionObjects[i];
					if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
					{
						Console.WriteLine("error in island management");
					}

					BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));
					if (colObjA.IslandTag == islandId)
					{
						if (colObjA.ActivationState == ActivationState.Active)
						{
							allSleeping = false;
						}
						if (colObjA.ActivationState == ActivationState.DisableDeactivation)
						{
							allSleeping = false;
						}
					}
				}


				if (allSleeping)
				{
					for (idx = startIslandIndex; idx < endIslandIndex; idx++)
					{
						int i = UnionFind[idx].Size;
						CollisionObject colObjA = collisionObjects[i];
						if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
						{
							Console.WriteLine("error in island management");
						}

						BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

						if (colObjA.IslandTag == islandId)
						{
							colObjA.ActivationState =ActivationState.IslandSleeping;
						}
					}
				}
				else
				{
					for (idx = startIslandIndex; idx < endIslandIndex; idx++)
					{
						int i = UnionFind[idx].Size;

						CollisionObject colObjA = collisionObjects[i];
						if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
						{
							Console.WriteLine("error in island management");
						}

						BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

						if (colObjA.IslandTag == islandId)
						{
							if (colObjA.ActivationState == ActivationState.IslandSleeping)
							{
								colObjA.ActivationState = ActivationState.WantsDeactivation;
							}
						}
					}
				}
			}

			//int maxNumManifolds = dispatcher.ManifoldCount;
			List<PersistentManifold> islandmanifold = new List<PersistentManifold>(dispatcher.ManifoldCount);

			for (int i = 0; i < dispatcher.ManifoldCount; i++)
			{
				PersistentManifold manifold = dispatcher.GetManifoldByIndex(i);

				CollisionObject colObjA = manifold.BodyA as CollisionObject;
				CollisionObject colObjB = manifold.BodyB as CollisionObject;

				//todo: check sleeping conditions!
				if (((colObjA != null) && colObjA.ActivationState != ActivationState.IslandSleeping) ||
				   ((colObjB != null) && colObjB.ActivationState != ActivationState.IslandSleeping))
				{

					//kinematic objects don't merge islands, but wake up all connected objects
					if (colObjA.IsStaticOrKinematicObject && colObjA.ActivationState != ActivationState.IslandSleeping)
					{
						colObjB.Activate();
					}
					if (colObjB.IsStaticOrKinematicObject && colObjB.ActivationState != ActivationState.IslandSleeping)
					{
						colObjA.Activate();
					}

					//filtering for response
					if (dispatcher.NeedsResponse(colObjA, colObjB))
						islandmanifold.Add(manifold);
				}
			}

			int numManifolds = islandmanifold.Count;

			// Sort manifolds, based on islands
			// Sort the vector using predicate and std::sort
			islandmanifold.Sort(new Comparison<PersistentManifold>(PersistentManifoldSortPredicate));

			//now process all active islands (sets of manifolds for now)
			int startManifoldIndex = 0;
			int endManifoldIndex = 1;

			List<CollisionObject> islandBodies = new List<CollisionObject>();

			for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
			{
				int islandId = UnionFind[startIslandIndex].ID;
				bool islandSleeping = false;
				for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (UnionFind[endIslandIndex].ID == islandId); endIslandIndex++)
				{
					int i = UnionFind[endIslandIndex].Size;
					CollisionObject colObjA = collisionObjects[i];
					islandBodies.Add(colObjA);
					if (!colObjA.IsActive)
						islandSleeping = true;
				}

				//find the accompanying contact manifold for this islandId
				int numIslandManifolds = 0;
				List<PersistentManifold> startManifold = new List<PersistentManifold>(numIslandManifolds);

				if (startManifoldIndex < numManifolds)
				{
					int curIslandID = GetIslandId(islandmanifold[startManifoldIndex]);
					if (curIslandID == islandId)
					{
						for (int k = startManifoldIndex; k < islandmanifold.Count; k++)
						{
							startManifold.Add(islandmanifold[k]);
						}
						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, startManifold, numIslandManifolds, islandId);
				}

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

				islandBodies.Clear();
			}
		}
Exemple #3
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        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();
        }
        public void BuildAndProcessIslands(IDispatcher dispatcher, List <CollisionObject> collisionObjects, IIslandCallback callback)
        {
            //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
            UnionFind.SortIslands();
            int numElem = UnionFind.ElementCount;

            int endIslandIndex = 1;
            int startIslandIndex;

            //update the sleeping state for bodies, if all are sleeping
            for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
            {
                int islandId = UnionFind[startIslandIndex].ID;
                for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (UnionFind[endIslandIndex].ID == islandId); endIslandIndex++)
                {
                }

                //int numSleeping = 0;

                bool allSleeping = true;

                int idx;
                for (idx = startIslandIndex; idx < endIslandIndex; idx++)
                {
                    int i = UnionFind[idx].Size;

                    CollisionObject colObjA = collisionObjects[i];
                    if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
                    {
                        Console.WriteLine("error in island management");
                    }

                    BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));
                    if (colObjA.IslandTag == islandId)
                    {
                        if (colObjA.ActivationState == ActivationState.Active)
                        {
                            allSleeping = false;
                        }
                        if (colObjA.ActivationState == ActivationState.DisableDeactivation)
                        {
                            allSleeping = false;
                        }
                    }
                }


                if (allSleeping)
                {
                    for (idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int             i       = UnionFind[idx].Size;
                        CollisionObject colObjA = collisionObjects[i];
                        if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
                        {
                            Console.WriteLine("error in island management");
                        }

                        BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

                        if (colObjA.IslandTag == islandId)
                        {
                            colObjA.ActivationState = ActivationState.IslandSleeping;
                        }
                    }
                }
                else
                {
                    for (idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int i = UnionFind[idx].Size;

                        CollisionObject colObjA = collisionObjects[i];
                        if ((colObjA.IslandTag != islandId) && (colObjA.IslandTag != -1))
                        {
                            Console.WriteLine("error in island management");
                        }

                        BulletDebug.Assert((colObjA.IslandTag == islandId) || (colObjA.IslandTag == -1));

                        if (colObjA.IslandTag == islandId)
                        {
                            if (colObjA.ActivationState == ActivationState.IslandSleeping)
                            {
                                colObjA.ActivationState = ActivationState.WantsDeactivation;
                            }
                        }
                    }
                }
            }

            //int maxNumManifolds = dispatcher.ManifoldCount;
            List <PersistentManifold> islandmanifold = new List <PersistentManifold>(dispatcher.ManifoldCount);

            for (int i = 0; i < dispatcher.ManifoldCount; i++)
            {
                PersistentManifold manifold = dispatcher.GetManifoldByIndex(i);

                CollisionObject colObjA = manifold.BodyA as CollisionObject;
                CollisionObject colObjB = manifold.BodyB as CollisionObject;

                //todo: check sleeping conditions!
                if (((colObjA != null) && colObjA.ActivationState != ActivationState.IslandSleeping) ||
                    ((colObjB != null) && colObjB.ActivationState != ActivationState.IslandSleeping))
                {
                    //kinematic objects don't merge islands, but wake up all connected objects
                    if (colObjA.IsStaticOrKinematicObject && colObjA.ActivationState != ActivationState.IslandSleeping)
                    {
                        colObjB.Activate();
                    }
                    if (colObjB.IsStaticOrKinematicObject && colObjB.ActivationState != ActivationState.IslandSleeping)
                    {
                        colObjA.Activate();
                    }

                    //filtering for response
                    if (dispatcher.NeedsResponse(colObjA, colObjB))
                    {
                        islandmanifold.Add(manifold);
                    }
                }
            }

            int numManifolds = islandmanifold.Count;

            // Sort manifolds, based on islands
            // Sort the vector using predicate and std::sort
            islandmanifold.Sort(new Comparison <PersistentManifold>(PersistentManifoldSortPredicate));

            //now process all active islands (sets of manifolds for now)
            int startManifoldIndex = 0;
            int endManifoldIndex   = 1;

            List <CollisionObject> islandBodies = new List <CollisionObject>();

            for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
            {
                int  islandId       = UnionFind[startIslandIndex].ID;
                bool islandSleeping = false;
                for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (UnionFind[endIslandIndex].ID == islandId); endIslandIndex++)
                {
                    int             i       = UnionFind[endIslandIndex].Size;
                    CollisionObject colObjA = collisionObjects[i];
                    islandBodies.Add(colObjA);
                    if (!colObjA.IsActive)
                    {
                        islandSleeping = true;
                    }
                }

                //find the accompanying contact manifold for this islandId
                int numIslandManifolds = 0;
                List <PersistentManifold> startManifold = new List <PersistentManifold>(numIslandManifolds);

                if (startManifoldIndex < numManifolds)
                {
                    int curIslandID = GetIslandId(islandmanifold[startManifoldIndex]);
                    if (curIslandID == islandId)
                    {
                        for (int k = startManifoldIndex; k < islandmanifold.Count; k++)
                        {
                            startManifold.Add(islandmanifold[k]);
                        }
                        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, startManifold, numIslandManifolds, islandId);
                }

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

                islandBodies.Clear();
            }
        }