void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo) { BT_PROFILE("solveConstraints"); m_sortedConstraints.resize( m_constraints.size()); int i; for (i=0;i<getNumConstraints();i++) { m_sortedConstraints[i] = m_constraints[i]; } // btAssert(0); m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate()); btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0; m_solverIslandCallback->setup(&solverInfo,constraintsPtr,m_sortedConstraints.size(),getDebugDrawer()); m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds()); /// solve all the constraints for this island m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),m_solverIslandCallback); m_solverIslandCallback->processConstraints(); m_constraintSolver->allSolved(solverInfo, m_debugDrawer); }
void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo) { BT_PROFILE("solveConstraints"); struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback { btContactSolverInfo& m_solverInfo; btConstraintSolver* m_solver; btTypedConstraint** m_sortedConstraints; int m_numConstraints; btIDebugDraw* m_debugDrawer; btStackAlloc* m_stackAlloc; btDispatcher* m_dispatcher; btAlignedObjectArray<btCollisionObject*> m_bodies; btAlignedObjectArray<btPersistentManifold*> m_manifolds; btAlignedObjectArray<btTypedConstraint*> m_constraints; InplaceSolverIslandCallback( btContactSolverInfo& solverInfo, btConstraintSolver* solver, btTypedConstraint** sortedConstraints, int numConstraints, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc, btDispatcher* dispatcher) :m_solverInfo(solverInfo), m_solver(solver), m_sortedConstraints(sortedConstraints), m_numConstraints(numConstraints), m_debugDrawer(debugDrawer), m_stackAlloc(stackAlloc), m_dispatcher(dispatcher) { } InplaceSolverIslandCallback& operator=(InplaceSolverIslandCallback& other) { btAssert(0); (void)other; return *this; } virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId) { if (islandId<0) { if (numManifolds + m_numConstraints) { ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); } } else { //also add all non-contact constraints/joints for this island btTypedConstraint** startConstraint = 0; int numCurConstraints = 0; int i; //find the first constraint for this island for (i=0;i<m_numConstraints;i++) { if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId) { startConstraint = &m_sortedConstraints[i]; break; } } //count the number of constraints in this island for (;i<m_numConstraints;i++) { if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId) { numCurConstraints++; } } if (m_solverInfo.m_minimumSolverBatchSize<=1) { ///only call solveGroup if there is some work: avoid virtual function call, its overhead can be excessive if (numManifolds + numCurConstraints) { m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); } } else { for (i=0;i<numBodies;i++) m_bodies.push_back(bodies[i]); for (i=0;i<numManifolds;i++) m_manifolds.push_back(manifolds[i]); for (i=0;i<numCurConstraints;i++) m_constraints.push_back(startConstraint[i]); if ((m_constraints.size()+m_manifolds.size())>m_solverInfo.m_minimumSolverBatchSize) { processConstraints(); } else { //printf("deferred\n"); } } } } void processConstraints() { if (m_manifolds.size() + m_constraints.size()>0) { m_solver->solveGroup( &m_bodies[0],m_bodies.size(), &m_manifolds[0], m_manifolds.size(), &m_constraints[0], m_constraints.size() ,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); } m_bodies.resize(0); m_manifolds.resize(0); m_constraints.resize(0); } }; //sorted version of all btTypedConstraint, based on islandId btAlignedObjectArray<btTypedConstraint*> sortedConstraints; sortedConstraints.resize( m_constraints.size()); int i; for (i=0;i<getNumConstraints();i++) { sortedConstraints[i] = m_constraints[i]; } // btAssert(0); sortedConstraints.quickSort(btSortConstraintOnIslandPredicate()); btTypedConstraint** constraintsPtr = getNumConstraints() ? &sortedConstraints[0] : 0; InplaceSolverIslandCallback solverCallback( solverInfo, m_constraintSolver, constraintsPtr,sortedConstraints.size(), m_debugDrawer,m_stackAlloc,m_dispatcher1); m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds()); /// solve all the constraints for this island m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),&solverCallback); solverCallback.processConstraints(); m_constraintSolver->allSolved(solverInfo, m_debugDrawer, m_stackAlloc); }