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(); } }
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(); } }