public virtual bool NeedsCollision(CollisionObject body0, CollisionObject body1) { // Debug.Assert(body0 != null); // Debug.Assert(body1 != null); bool needsCollision = true; #if BT_DEBUG if ((m_dispatcherFlags & DispatcherFlags.CD_STATIC_STATIC_REPORTED == 0)) { //broadphase filtering already deals with this if ((body0.IsStaticOrKinematicObject()) && body1.isStaticOrKinematicObject()) { m_dispatcherFlags |= DispatcherFlags.CD_STATIC_STATIC_REPORTED; System.err.Writeline("warning CollisionDispatcher::needsCollision: static-static collision!\n"); } } #endif //BT_DEBUG if ((!body0.IsActive()) && (!body1.IsActive())) { needsCollision = false; } else if (!body0.CheckCollideWith(body1)) { needsCollision = false; } return(needsCollision); }
public virtual bool NeedsCollision(CollisionObject body0, CollisionObject body1) { Debug.Assert(body0 != null); Debug.Assert(body1 != null); bool needsCollision = true; #if BT_DEBUG if ((m_dispatcherFlags & DispatcherFlags.CD_STATIC_STATIC_REPORTED == 0)) { //broadphase filtering already deals with this if ((body0.IsStaticOrKinematicObject()) && body1.isStaticOrKinematicObject()) { m_dispatcherFlags |= DispatcherFlags.CD_STATIC_STATIC_REPORTED; System.err.Writeline("warning CollisionDispatcher::needsCollision: static-static collision!\n"); } } #endif //BT_DEBUG if ((!body0.IsActive()) && (!body1.IsActive())) { needsCollision = false; } else if (!body0.CheckCollideWith(body1)) { needsCollision = false; } return needsCollision; }
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(); }