protected virtual void CalculateSimulationIslands() { BulletGlobals.StartProfile("calculateSimulationIslands"); GetSimulationIslandManager().UpdateActivationState(GetCollisionWorld(), GetCollisionWorld().GetDispatcher()); { int length = m_constraints.Count; for (int i = 0; i < length; ++i) { TypedConstraint constraint = m_constraints[i]; RigidBody colObj0 = constraint.GetRigidBodyA(); RigidBody colObj1 = constraint.GetRigidBodyB(); if (((colObj0 != null) && (!colObj0.IsStaticOrKinematicObject())) && ((colObj1 != null) && (!colObj1.IsStaticOrKinematicObject()))) { if (colObj0.IsActive() || colObj1.IsActive()) { GetSimulationIslandManager().GetUnionFind().Unite((colObj0).GetIslandTag(), (colObj1).GetIslandTag()); } } } } //Store the island id in each body GetSimulationIslandManager().StoreIslandActivationState(GetCollisionWorld()); BulletGlobals.StopProfile(); }
protected virtual void PredictUnconstraintMotion(float timeStep) { BulletGlobals.StartProfile("predictUnconstraintMotion"); int length = m_nonStaticRigidBodies.Count; #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("PredictUnconstraintMotion [{0}][{1}]", length, timeStep); } #endif //for (int i = 0; i < length;i++) for (int i = 0; i < m_nonStaticRigidBodies.Count; i++) { RigidBody body = m_nonStaticRigidBodies[i]; if (!body.IsStaticOrKinematicObject()) { body.IntegrateVelocities(timeStep); //dampingF body.ApplyDamping(timeStep); IndexedMatrix temp; body.PredictIntegratedTransform(timeStep, out temp); body.SetInterpolationWorldTransform(ref temp); } } BulletGlobals.StopProfile(); }
public override void DebugDrawWorld() { BulletGlobals.StartProfile("debugDrawWorld"); base.DebugDrawWorld(); if (GetDebugDrawer() != null) { DebugDrawModes mode = GetDebugDrawer().GetDebugMode(); if ((mode & (DebugDrawModes.DBG_DrawConstraints | DebugDrawModes.DBG_DrawConstraintLimits)) != 0) { for (int i = GetNumConstraints() - 1; i >= 0; i--) { TypedConstraint constraint = GetConstraint(i); DrawHelper.DebugDrawConstraint(constraint, GetDebugDrawer()); } } if (mode != 0) { int actionsCount = m_actions.Count; for (int i = 0; i < actionsCount; ++i) { m_actions[i].DebugDraw(m_debugDrawer); } } } BulletGlobals.StopProfile(); }
protected void UpdateActions(float timeStep) { BulletGlobals.StartProfile("updateActions"); int length = m_actions.Count; for (int i = 0; i < length; ++i) { m_actions[i].UpdateAction(this, timeStep); } BulletGlobals.StopProfile(); }
protected virtual void InternalSingleStepSimulation(float timeStep) { BulletGlobals.StartProfile("internalSingleStepSimulation"); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("internalSingleStepSimulation"); } #endif if (null != m_internalPreTickCallback) { m_internalPreTickCallback.InternalTickCallback(this, timeStep); } ///apply gravity, predict motion PredictUnconstraintMotion(timeStep); DispatcherInfo dispatchInfo = GetDispatchInfo(); dispatchInfo.SetTimeStep(timeStep); dispatchInfo.SetStepCount(0); dispatchInfo.SetDebugDraw(GetDebugDrawer()); ///perform collision detection PerformDiscreteCollisionDetection(); CalculateSimulationIslands(); GetSolverInfo().m_timeStep = timeStep; ///solve contact and other joint constraints SolveConstraints(GetSolverInfo()); ///CallbackTriggers(); ///integrate transforms IntegrateTransforms(timeStep); ///update vehicle simulation UpdateActions(timeStep); UpdateActivationState(timeStep); if (m_internalTickCallback != null) { m_internalTickCallback.InternalTickCallback(this, timeStep); } BulletGlobals.StopProfile(); }
protected void UpdateActivationState(float timeStep) { BulletGlobals.StartProfile("updateActivationState"); int length = m_nonStaticRigidBodies.Count; for (int i = 0; i < length; ++i) { RigidBody body = m_nonStaticRigidBodies[i]; if (body != null) { body.UpdateDeactivation(timeStep); if (body.WantsSleeping()) { if (body.IsStaticOrKinematicObject()) { body.SetActivationState(ActivationState.ISLAND_SLEEPING); } else { if (body.GetActivationState() == ActivationState.ACTIVE_TAG) { body.SetActivationState(ActivationState.WANTS_DEACTIVATION); } if (body.GetActivationState() == ActivationState.ISLAND_SLEEPING) { IndexedVector3 zero = IndexedVector3.Zero; body.SetAngularVelocity(ref zero); body.SetLinearVelocity(ref zero); if (body.GetMotionState() != null) { body.GetMotionState().SetWorldTransform(body.GetWorldTransform()); } } } } else { if (body.GetActivationState() != ActivationState.DISABLE_DEACTIVATION) { body.SetActivationState(ActivationState.ACTIVE_TAG); } } } } BulletGlobals.StopProfile(); }
protected virtual void PredictUnconstraintMotion(float timeStep) { BulletGlobals.StartProfile("predictUnconstraintMotion"); int length = m_nonStaticRigidBodies.Count; if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("PredictUnconstraintMotion [{0}][{1}]", length, timeStep); } /* the used parallel lib was never pushed it would also be totally obsolete * Parallel.For(3,0, length, delegate(int i) * { * RigidBody body = m_nonStaticRigidBodies[i]; * if (!body.IsStaticOrKinematicObject()) * { * body.IntegrateVelocities(timeStep); * //dampingF * body.ApplyDamping(timeStep); * IndexedMatrix temp; * body.PredictIntegratedTransform(timeStep, out temp); * body.SetInterpolationWorldTransform(ref temp); * } * }); */ //for (int i = 0; i < length;i++) for (int i = 0; i < m_nonStaticRigidBodies.Count; i++) { RigidBody body = m_nonStaticRigidBodies[i]; if (!body.IsStaticOrKinematicObject()) { body.IntegrateVelocities(timeStep); //dampingF body.ApplyDamping(timeStep); IndexedMatrix temp; body.PredictIntegratedTransform(timeStep, out temp); body.SetInterpolationWorldTransform(ref temp); } } BulletGlobals.StopProfile(); }
public static void FindCollision(GImpactQuantizedBvh boxset0, ref IndexedMatrix trans0, GImpactQuantizedBvh boxset1, ref IndexedMatrix trans1, PairSet collision_pairs) { if (boxset0.GetNodeCount() == 0 || boxset1.GetNodeCount() == 0) { return; } BT_BOX_BOX_TRANSFORM_CACHE trans_cache_1to0 = new BT_BOX_BOX_TRANSFORM_CACHE(); trans_cache_1to0.CalcFromHomogenic(ref trans0, ref trans1); #if TRI_COLLISION_PROFILING BulletGlobals.StartProfile("GIMPACT-TRIMESH"); #endif //TRI_COLLISION_PROFILING FindQuantizedCollisionPairsRecursive(boxset0, boxset1, collision_pairs, ref trans_cache_1to0, 0, 0, true); #if TRI_COLLISION_PROFILING BulletGlobals.StopProfile(); #endif //TRI_COLLISION_PROFILING }
public void BuildIslands(IDispatcher dispatcher, CollisionWorld collisionWorld) { BulletGlobals.StartProfile("islandUnionFindAndQuickSort"); ObjectArray <CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray(); m_islandmanifold.Clear(); //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 GetUnionFind().sortIslands(); int numElem = GetUnionFind().GetNumElements(); int endIslandIndex = 1; //update the sleeping state for bodies, if all are sleeping for (int startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex) { int islandId = GetUnionFind().GetElement(startIslandIndex).m_id; #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine(String.Format("buildIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId)); } #endif for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId); endIslandIndex++) { } //int numSleeping = 0; bool allSleeping = true; for (int idx = startIslandIndex; idx < endIslandIndex; idx++) { int i = GetUnionFind().GetElement(idx).m_sz; CollisionObject colObj0 = collisionObjects[i]; if ((colObj0.GetIslandTag() != islandId) && (colObj0.GetIslandTag() != -1)) { // printf("error in island management\n"); } Debug.Assert((colObj0.GetIslandTag() == islandId) || (colObj0.GetIslandTag() == -1)); if (colObj0.GetIslandTag() == islandId) { if (colObj0.GetActivationState() == ActivationState.ACTIVE_TAG) { allSleeping = false; } if (colObj0.GetActivationState() == ActivationState.DISABLE_DEACTIVATION) { allSleeping = false; } } } if (allSleeping) { for (int idx = startIslandIndex; idx < endIslandIndex; idx++) { int i = GetUnionFind().GetElement(idx).m_sz; CollisionObject colObj0 = collisionObjects[i]; int islandTag = colObj0.GetIslandTag(); if (islandTag != islandId && islandTag != -1) { // printf("error in island management\n"); } Debug.Assert((islandTag == islandId) || (islandTag == -1)); if (islandTag == islandId) { colObj0.SetActivationState(ActivationState.ISLAND_SLEEPING); } } } else { for (int idx = startIslandIndex; idx < endIslandIndex; idx++) { int i = GetUnionFind().GetElement(idx).m_sz; CollisionObject colObj0 = collisionObjects[i]; int islandTag = colObj0.GetIslandTag(); if (islandTag != islandId && islandTag != -1) { // printf("error in island management\n"); } Debug.Assert((islandTag == islandId) || (islandTag == -1)); if (islandTag == islandId) { if (colObj0.GetActivationState() == ActivationState.ISLAND_SLEEPING) { colObj0.SetActivationState(ActivationState.WANTS_DEACTIVATION); colObj0.SetDeactivationTime(0f); } } } } } int maxNumManifolds = dispatcher.GetNumManifolds(); //#definef SPLIT_ISLANDS 1 //#ifdef SPLIT_ISLANDS //#endif //SPLIT_ISLANDS for (int i = 0; i < maxNumManifolds; i++) { PersistentManifold manifold = dispatcher.GetManifoldByIndexInternal(i); CollisionObject colObj0 = manifold.GetBody0() as CollisionObject; CollisionObject colObj1 = manifold.GetBody1() as CollisionObject; ///@todo: check sleeping conditions! if (((colObj0 != null) && colObj0.GetActivationState() != ActivationState.ISLAND_SLEEPING) || ((colObj1 != null) && colObj1.GetActivationState() != ActivationState.ISLAND_SLEEPING)) { //kinematic objects don't merge islands, but wake up all connected objects if (colObj0.IsKinematicObject() && colObj0.GetActivationState() != ActivationState.ISLAND_SLEEPING) { if (colObj0.HasContactResponse()) { colObj1.Activate(); } } if (colObj1.IsKinematicObject() && colObj1.GetActivationState() != ActivationState.ISLAND_SLEEPING) { if (colObj1.HasContactResponse()) { colObj0.Activate(); } } if (m_splitIslands) { //filtering for response if (dispatcher.NeedsResponse(colObj0, colObj1)) { m_islandmanifold.Add(manifold); } } } } BulletGlobals.StopProfile(); }
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 DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine(String.Format("buildAndProcessIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId)); } #endif 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 DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine("curIsland[{0}] startManifold[{1}].", curIslandId, startManifoldIndex); } #endif if (curIslandId == islandId) { startManifold = m_islandmanifold[startManifoldIndex]; for (endManifoldIndex = startManifoldIndex + 1; (endManifoldIndex < numManifolds) && (islandId == GetIslandId(m_islandmanifold[endManifoldIndex])); endManifoldIndex++) { #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine("endManifoldIndex[{0}] islandId[{1}] getIsland[{2}].", endManifoldIndex, startManifoldIndex, GetIslandId(m_islandmanifold[endManifoldIndex])); } #endif } /// 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 DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine("islandSleeping."); } #endif } if (numIslandManifolds != 0) { startManifoldIndex = endManifoldIndex; } m_islandBodies.Clear(); } } // else if(!splitIslands) BulletGlobals.StopProfile(); }
public override int StepSimulation(float timeStep, int maxSubSteps, float fixedTimeStep) { StartProfiling(timeStep); BulletGlobals.StartProfile("stepSimulation"); int numSimulationSubSteps = 0; if (maxSubSteps != 0) { //fixed timestep with interpolation m_localTime += timeStep; if (m_localTime >= fixedTimeStep) { numSimulationSubSteps = (int)(m_localTime / fixedTimeStep); m_localTime -= numSimulationSubSteps * fixedTimeStep; } } else { //variable timestep fixedTimeStep = timeStep; m_localTime = timeStep; if (MathUtil.FuzzyZero(timeStep)) { numSimulationSubSteps = 0; maxSubSteps = 0; } else { numSimulationSubSteps = 1; maxSubSteps = 1; } } //process some debugging flags if (GetDebugDrawer() != null) { IDebugDraw debugDrawer = GetDebugDrawer(); BulletGlobals.gDisableDeactivation = ((debugDrawer.GetDebugMode() & DebugDrawModes.DBG_NoDeactivation) != 0); } if (numSimulationSubSteps != 0) { //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps; #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine(String.Format("Stepsimulation numClamped[{0}] timestep[{1:0.00000}]", clampedSimulationSteps, fixedTimeStep)); } #endif SaveKinematicState(fixedTimeStep * clampedSimulationSteps); ApplyGravity(); for (int i = 0; i < clampedSimulationSteps; i++) { InternalSingleStepSimulation(fixedTimeStep); SynchronizeMotionStates(); } } else { SynchronizeMotionStates(); } ClearForces(); if (m_profileManager != null) { m_profileManager.Increment_Frame_Counter(); } return(numSimulationSubSteps); }
protected virtual void IntegrateTransforms(float timeStep) { BulletGlobals.StartProfile("integrateTransforms"); IndexedMatrix predictedTrans; int length = m_nonStaticRigidBodies.Count; #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("IntegrateTransforms [{0}]", length); } #endif for (int i = 0; i < length; ++i) { RigidBody body = m_nonStaticRigidBodies[i]; if (body != null) { body.SetHitFraction(1f); if (body.IsActive() && (!body.IsStaticOrKinematicObject())) { body.PredictIntegratedTransform(timeStep, out predictedTrans); float squareMotion = (predictedTrans._origin - body.GetWorldTransform()._origin).LengthSquared(); //if (body.GetCcdSquareMotionThreshold() != 0 && body.GetCcdSquareMotionThreshold() < squareMotion) if (GetDispatchInfo().m_useContinuous&& body.GetCcdSquareMotionThreshold() != 0.0f && body.GetCcdSquareMotionThreshold() < squareMotion) { BulletGlobals.StartProfile("CCD motion clamping"); if (body.GetCollisionShape().IsConvex()) { gNumClampedCcdMotions++; using (ClosestNotMeConvexResultCallback sweepResults = BulletGlobals.ClosestNotMeConvexResultCallbackPool.Get()) { sweepResults.Initialize(body, body.GetWorldTransform()._origin, predictedTrans._origin, GetBroadphase().GetOverlappingPairCache(), GetDispatcher()); //btConvexShape* convexShape = static_cast<btConvexShape*>(body.GetCollisionShape()); SphereShape tmpSphere = BulletGlobals.SphereShapePool.Get(); tmpSphere.Initialize(body.GetCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body.GetCollisionShape()); sweepResults.m_allowedPenetration = GetDispatchInfo().GetAllowedCcdPenetration(); sweepResults.m_collisionFilterGroup = body.GetBroadphaseProxy().m_collisionFilterGroup; sweepResults.m_collisionFilterMask = body.GetBroadphaseProxy().m_collisionFilterMask; IndexedMatrix modifiedPredictedTrans = predictedTrans; modifiedPredictedTrans._basis = body.GetWorldTransform()._basis; modifiedPredictedTrans._origin = predictedTrans._origin; ConvexSweepTest(tmpSphere, body.GetWorldTransform(), modifiedPredictedTrans, sweepResults, 0f); if (sweepResults.HasHit() && (sweepResults.m_closestHitFraction < 1.0f)) { //printf("clamped integration to hit fraction = %f\n",fraction); body.SetHitFraction(sweepResults.m_closestHitFraction); body.PredictIntegratedTransform(timeStep * body.GetHitFraction(), out predictedTrans); body.SetHitFraction(0.0f); body.ProceedToTransform(ref predictedTrans); #if false btVector3 linVel = body.getLinearVelocity(); float maxSpeed = body.getCcdMotionThreshold() / getSolverInfo().m_timeStep; float maxSpeedSqr = maxSpeed * maxSpeed; if (linVel.LengthSquared() > maxSpeedSqr) { linVel.normalize(); linVel *= maxSpeed; body.setLinearVelocity(linVel); float ms2 = body.getLinearVelocity().LengthSquared(); body.predictIntegratedTransform(timeStep, predictedTrans); float sm2 = (predictedTrans._origin - body.GetWorldTransform()._origin).LengthSquared(); float smt = body.getCcdSquareMotionThreshold(); printf("sm2=%f\n", sm2); } #else //response between two dynamic objects without friction, assuming 0 penetration depth float appliedImpulse = 0.0f; float depth = 0.0f; appliedImpulse = ContactConstraint.ResolveSingleCollision(body, sweepResults.m_hitCollisionObject, ref sweepResults.m_hitPointWorld, ref sweepResults.m_hitNormalWorld, GetSolverInfo(), depth); #endif continue; } BulletGlobals.SphereShapePool.Free(tmpSphere); } } BulletGlobals.StopProfile(); } body.ProceedToTransform(ref predictedTrans); } } } }
public void Collide(IDispatcher dispatcher) { BulletGlobals.StartProfile("BroadphaseCollide"); //SPC(m_profiling.m_total); /* optimize */ m_sets[0].OptimizeIncremental(1 + (m_sets[0].m_leaves * m_dupdates) / 100); if (m_fixedleft > 0) { int count = 1 + (m_sets[1].m_leaves * m_fupdates) / 100; m_sets[1].OptimizeIncremental(1 + (m_sets[1].m_leaves * m_fupdates) / 100); m_fixedleft = Math.Max(0, m_fixedleft - count); } /* dynamic . fixed set */ m_stageCurrent = (m_stageCurrent + 1) % STAGECOUNT; DbvtProxy current = m_stageRoots[m_stageCurrent]; if (current != null) { DbvtTreeCollider collider = BulletGlobals.DbvtTreeColliderPool.Get(); collider.Initialize(this); do { DbvtProxy next = current.links[1]; ListRemove(current, ref m_stageRoots[current.stage]); ListAppend(current, ref m_stageRoots[STAGECOUNT]); #if DBVT_BP_ACCURATESLEEPING m_paircache.removeOverlappingPairsContainingProxy(current, dispatcher); collider.proxy = current; btDbvt::collideTV(m_sets[0].m_root, current.aabb, collider); btDbvt::collideTV(m_sets[1].m_root, current.aabb, collider); #endif m_sets[0].Remove(current.leaf); DbvtAabbMm curAabb = DbvtAabbMm.FromMM(ref current.m_aabbMin, ref current.m_aabbMax); current.leaf = m_sets[1].Insert(ref curAabb, current); current.stage = STAGECOUNT; current = next; } while (current != null); m_fixedleft = m_sets[1].m_leaves; BulletGlobals.DbvtTreeColliderPool.Free(collider); m_needcleanup = true; } /* collide dynamics */ { DbvtTreeCollider collider = BulletGlobals.DbvtTreeColliderPool.Get(); collider.Initialize(this); if (m_deferedcollide) { //Stopwatch fdCollideStopwatch = new Stopwatch(); //fdCollideStopwatch.Start(); //SPC(m_profiling.m_fdcollide); Dbvt.CollideTTpersistentStack(m_sets[0].m_root, m_sets[1].m_root, collider); //fdCollideStopwatch.Stop(); //m_profiling.m_fdcollide += (ulong)fdCollideStopwatch.ElapsedMilliseconds; } if (m_deferedcollide) { //Stopwatch ddCollideStopwatch = new Stopwatch(); //ddCollideStopwatch.Start(); //SPC(m_profiling.m_ddcollide); Dbvt.CollideTTpersistentStack(m_sets[0].m_root, m_sets[0].m_root, collider); //ddCollideStopwatch.Stop(); //m_profiling.m_ddcollide += (ulong)ddCollideStopwatch.ElapsedMilliseconds; } BulletGlobals.DbvtTreeColliderPool.Free(collider); } /* clean up */ if (m_needcleanup) { Stopwatch cleanupStopwatch = new Stopwatch(); cleanupStopwatch.Start(); //SPC(m_profiling.m_cleanup); IList <BroadphasePair> pairs = m_paircache.GetOverlappingPairArray(); if (pairs.Count > 0) { int ni = Math.Min(pairs.Count, Math.Max(m_newpairs, (pairs.Count * m_cupdates) / 100)); for (int i = 0; i < ni; ++i) { BroadphasePair p = pairs[(m_cid + i) % pairs.Count]; DbvtProxy pa = p.m_pProxy0 as DbvtProxy; DbvtProxy pb = p.m_pProxy1 as DbvtProxy; if (!DbvtAabbMm.Intersect(ref pa.leaf.volume, ref pb.leaf.volume)) { #if DBVT_BP_SORTPAIRS if (pa.m_uniqueId > pb.m_uniqueId) { btSwap(pa, pb); } #endif m_paircache.RemoveOverlappingPair(pa, pb, dispatcher); --ni; --i; } } if (pairs.Count > 0) { m_cid = (m_cid + ni) % pairs.Count; } else { m_cid = 0; } } cleanupStopwatch.Stop(); //m_profiling.m_cleanup += (ulong)cleanupStopwatch.ElapsedMilliseconds; } ++m_pid; m_newpairs = 1; m_needcleanup = false; if (m_updates_call > 0) { m_updates_ratio = m_updates_done / (float)m_updates_call; } else { m_updates_ratio = 0; } m_updates_done /= 2; m_updates_call /= 2; BulletGlobals.StopProfile(); }