public static int GetIslandId(PersistentManifold lhs) { CollisionObject rcolObj0 = lhs.GetBody0() as CollisionObject; int islandId = rcolObj0.GetIslandTag(); if (islandId >= 0) { return(islandId); } CollisionObject rcolObj1 = lhs.GetBody1() as CollisionObject; return(rcolObj1.GetIslandTag()); }
protected void ConvertContact(PersistentManifold manifold, ContactSolverInfo infoGlobal) { CollisionObject colObj0 = null, colObj1 = null; colObj0 = manifold.GetBody0() as CollisionObject; colObj1 = manifold.GetBody1() as CollisionObject; RigidBody solverBodyA = colObj0 as RigidBody;//RigidBody.Upcast(colObj0); RigidBody solverBodyB = colObj1 as RigidBody;//RigidBody.Upcast(colObj1); ///avoid collision response between two static objects if ((solverBodyA == null || solverBodyA.GetInvMass() == 0f) && (solverBodyB == null || solverBodyB.GetInvMass() == 0f)) { return; } for (int j = 0; j < manifold.GetNumContacts(); j++) { ManifoldPoint cp = manifold.GetContactPoint(j); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugSolver && false) { String nameA = solverBodyA != null ? (String)solverBodyA.GetUserPointer() : "Null"; String nameB = solverBodyA != null ? (String)solverBodyB.GetUserPointer() : "Null"; BulletGlobals.g_streamWriter.WriteLine("ConvertContact [{0}][{1}][{2}][{3}][{4}]", j, nameA,nameB, cp.GetDistance() ,manifold.GetContactProcessingThreshold()); MathUtil.PrintContactPoint(BulletGlobals.g_streamWriter, cp); } #endif if (cp.GetDistance() <= manifold.GetContactProcessingThreshold()) { // IndexedVector3 pos1 = cp.getPositionWorldOnA(); // IndexedVector3 pos2 = cp.getPositionWorldOnB(); IndexedVector3 rel_pos1; IndexedVector3 rel_pos2; //; float relaxation = 1f; float rel_vel = 0f; IndexedVector3 vel = IndexedVector3.Zero; int frictionIndex = m_tmpSolverContactConstraintPool.Count; // will create if needed. SolverConstraint solverConstraint = m_tmpSolverContactConstraintPool[m_tmpSolverContactConstraintPool.Count]; solverConstraint.Reset(); RigidBody rb0 = solverBodyA;//RigidBody.Upcast(colObj0); RigidBody rb1 = solverBodyB;//RigidBody.Upcast(colObj1); solverConstraint.m_solverBodyA = rb0 != null ? rb0 : GetFixedBody(); solverConstraint.m_solverBodyB = rb1 != null ? rb1 : GetFixedBody(); solverConstraint.m_originalContactPoint = cp; #if DEBUG if (BulletGlobals.g_streamWriter != null && rb0 != null && BulletGlobals.debugSolver) { BulletGlobals.g_streamWriter.WriteLine("ConvertContact [{0}][{1}]", (String)solverConstraint.m_solverBodyA.GetUserPointer(), (String)solverConstraint.m_solverBodyB.GetUserPointer()); MathUtil.PrintContactPoint(BulletGlobals.g_streamWriter, cp); } #endif SetupContactConstraint(ref solverConstraint, colObj0, colObj1, cp, infoGlobal, ref vel, ref rel_vel, ref relaxation, out rel_pos1, out rel_pos2); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugSolver) { TypedConstraint.PrintSolverConstraint(BulletGlobals.g_streamWriter, solverConstraint, 99); } #endif /////setup the friction constraints solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.Count; if (!(TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING)) || !cp.GetLateralFrictionInitialized()) { cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; float lat_rel_vel = cp.m_lateralFrictionDir1.LengthSquared(); if (!TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > MathUtil.SIMD_EPSILON) { cp.m_lateralFrictionDir1 /= (float)Math.Sqrt(lat_rel_vel); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { cp.m_lateralFrictionDir2 = IndexedVector3.Cross(cp.m_lateralFrictionDir1, cp.m_normalWorldOnB); cp.m_lateralFrictionDir2.Normalize();//?? ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2); AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); } ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1); AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); cp.m_lateralFrictionInitialized = true; } else { //re-calculate friction direction every frame, todo: check if this is really needed IndexedVector3 temp = cp.m_normalWorldOnB; TransformUtil.PlaneSpace1(ref temp, out cp.m_lateralFrictionDir1, out cp.m_lateralFrictionDir2); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2); AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); } ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1); AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); cp.m_lateralFrictionInitialized = true; } } else { AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion1, cp.m_contactCFM1); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2); } } SetFrictionConstraintImpulse(ref solverConstraint, rb0, rb1, cp, infoGlobal); } } }
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 (BulletGlobals.g_streamWriter != null && BulletGlobals.debugIslands) { BulletGlobals.g_streamWriter.WriteLine(String.Format("buildIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId)); } 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(); }
private static int getIslandId(PersistentManifold lhs) { CollisionObject rcolObj0 = lhs.GetBody0() as CollisionObject; int islandId = rcolObj0.GetIslandTag(); if (islandId >= 0) return rcolObj0.GetIslandTag(); CollisionObject rcolObj1 = lhs.GetBody1() as CollisionObject; return rcolObj1.GetIslandTag(); }