コード例 #1
0
ファイル: SimulationIslandManager.cs プロジェクト: himapo/ccm
        public void buildIslands(IDispatcher dispatcher, CollisionWorld collisionWorld)
        {
            BulletGlobal.StartProfile("0-3-1-0 buildIslands");
            List<CollisionObject> collisionObjects = collisionWorld.CollisionObjects;

            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

            UnionFind.sortIslands();
            int numElem = UnionFind.NumElements;

            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.getElement(startIslandIndex).m_id;
                for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (UnionFind.getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
                {
                }

                //int numSleeping = 0;

                bool allSleeping = true;

                for (int idx = startIslandIndex; idx < endIslandIndex; idx++)
                {
                    int i = UnionFind.getElement(idx).m_sz;

                    CollisionObject colObj0 = collisionObjects[i];
                    if ((colObj0.IslandTag != islandId) && (colObj0.IslandTag != -1))
                    {
                        //				printf("error in island management\n");
                    }

                    Debug.Assert((colObj0.IslandTag == islandId) || (colObj0.IslandTag == -1));
                    if (colObj0.IslandTag == islandId)
                    {
                        if (colObj0.ActivationState == ActivationStateFlags.ACTIVE_TAG)
                        {
                            allSleeping = false;
                        }
                        if (colObj0.ActivationState == ActivationStateFlags.DISABLE_DEACTIVATION)
                        {
                            allSleeping = false;
                        }
                    }
                }


                if (allSleeping)
                {
                    for (int idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int i = UnionFind.getElement(idx).m_sz;
                        CollisionObject colObj0 = collisionObjects[i];
                        if ((colObj0.IslandTag != islandId) && (colObj0.IslandTag != -1))
                        {
                            //					printf("error in island management\n");
                        }

                        Debug.Assert((colObj0.IslandTag == islandId) || (colObj0.IslandTag == -1));

                        if (colObj0.IslandTag == islandId)
                        {
                            colObj0.ActivationState = ActivationStateFlags.ISLAND_SLEEPING;
                        }
                    }
                }
                else
                {

                    int idx;
                    for (idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int i = UnionFind.getElement(idx).m_sz;

                        CollisionObject colObj0 = collisionObjects[i];
                        if ((colObj0.IslandTag != islandId) && (colObj0.IslandTag != -1))
                        {
                            //					printf("error in island management\n");
                        }

                        Debug.Assert((colObj0.IslandTag == islandId) || (colObj0.IslandTag == -1));

                        if (colObj0.IslandTag == islandId)
                        {
                            if (colObj0.ActivationState == ActivationStateFlags.ISLAND_SLEEPING)
                            {
                                colObj0.ActivationState = ActivationStateFlags.WANTS_DEACTIVATION;
                                colObj0.DeactivationTime = 0f;
                            }
                        }
                    }
                }
            }


            int maxNumManifolds = dispatcher.NumManifolds;

            //#define SPLIT_ISLANDS 1
            //#ifdef SPLIT_ISLANDS


            //#endif //SPLIT_ISLANDS


            for (int i = 0; i < maxNumManifolds; i++)
            {
                PersistentManifold manifold = dispatcher.getManifoldByIndexInternal(i);

                CollisionObject colObj0 = manifold.Body0;
                CollisionObject colObj1 = manifold.Body1;

                ///@todo: check sleeping conditions!
                if (((colObj0 != null) && colObj0.ActivationState != ActivationStateFlags.ISLAND_SLEEPING) ||
                   ((colObj1 != null) && colObj1.ActivationState != ActivationStateFlags.ISLAND_SLEEPING))
                {

                    //kinematic objects don't merge islands, but wake up all connected objects
                    if (colObj0.isKinematicObject && colObj0.ActivationState != ActivationStateFlags.ISLAND_SLEEPING)
                    {
                        colObj1.activate(false);
                    }
                    if (colObj1.isKinematicObject && colObj1.ActivationState != ActivationStateFlags.ISLAND_SLEEPING)
                    {
                        colObj0.activate(false);
                    }
                    if (m_splitIslands)
                    {
                        //filtering for response
                        if (dispatcher.needsResponse(colObj0, colObj1))
                            m_islandmanifold.Add(manifold);
                    }
                }
            }
            BulletGlobal.EndProfile("0-3-1-0 buildIslands");
        }