Пример #1
0
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);
}
Пример #2
0
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);
}