示例#1
0
void	btCollisionWorld::performDiscreteCollisionDetection()
{
	btDispatcherInfo& dispatchInfo = getDispatchInfo();

	BEGIN_PROFILE("perform Broadphase Collision Detection");


	//update aabb (of all moved objects)

	btVector3 aabbMin,aabbMax;
	for (int i=0;i<m_collisionObjects.size();i++)
	{
		m_collisionObjects[i]->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),aabbMin,aabbMax);
		m_broadphasePairCache->setAabb(m_collisionObjects[i]->getBroadphaseHandle(),aabbMin,aabbMax);
	}

	m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
	
	END_PROFILE("perform Broadphase Collision Detection");

	BEGIN_PROFILE("performDiscreteCollisionDetection");

	btDispatcher* dispatcher = getDispatcher();
	if (dispatcher)
		dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);

	END_PROFILE("performDiscreteCollisionDetection");

}
// Note that this differs in the calculation of sx, sy, sa
// from simuv2, but is exactly the same when everything is horizontal.
// I changed the implementation so that what happens is mathematically
// clearer, though the code is not very clear :/
void
SimWheelUpdateForce(tCar *car, int index)
{
    tWheel 	*wheel = &(car->wheel[index]);
    tdble 	axleFz = wheel->axleFz;
    //    tdble 	vt, v, v2;
    tdble       wrl; /* wheel related velocity */
    tdble 	Fn, Ft, Ft2;
    tdble 	waz;
    tdble 	CosA, SinA;
    tdble	s = 0.0;
    tdble       sa, sx, sy; /* slip vector */
    tdble	stmp, F, Bx;
    tdble	mu;
    tdble       reaction_force;
    tdble f_z = 0.0;
    t3Dd angles;
    t3Dd normal;
    t3Dd rel_normal;
    bool right_way_up = true;
    static long wcnt = 0;

#ifdef USE_THICKNESS
	int seg_id = (int) ((tdble) N_THICKNESS_SEGMENTS *  (wheel->relPos.ay/(2*M_PI))) % N_THICKNESS_SEGMENTS;
	if (seg_id<0) seg_id += N_THICKNESS_SEGMENTS;
	tdble adjRadius = wheel->radius + wheel->thickness[seg_id];
#else
	tdble adjRadius = wheel->radius;
#endif	


	wheel->T_current = car->carElt->_tyreT_mid(index);
	wheel->condition = car->carElt->_tyreCondition(index);

    waz = wheel->relPos.az;//wheel->steer + wheel->staticPos.az;
    /* Get normal of road relative to the wheel's axis 
	   This should help take into account the camber.*/

	BEGIN_PROFILE(timer_coordinate_transform);
    
    //RtTrackSurfaceNormalL(&(wheel->trkPos), &normal);
	normal = wheel->normal; 

    
    // now rel_normal.x is the effective camber angle
	if (USE_QUATERNIONS==0) {
		angles.x = car->DynGCg.pos.ax + wheel->relPos.ax;
		angles.y = car->DynGCg.pos.ay;
		angles.z = car->DynGCg.pos.az + waz;
		NaiveRotate (normal, angles, &rel_normal);
	} else {
		sgQuat Q;
		sgCopyQuat (Q, car->posQuat);
		sgPreRotQuat (Q, FLOAT_RAD2DEG(wheel->relPos.ax), 1.0f, 0.0f, 0.0f);
		sgPreRotQuat (Q, FLOAT_RAD2DEG(waz), 0.0f, 0.0f, 1.0f);
		sgVec3 P = {normal.x, normal.y, normal.z};
		sgRotateVecQuat (P, Q);
		sg2t3 (P, rel_normal);
	}
    
    wheel->state = 0;
	END_PROFILE(timer_coordinate_transform);

	BEGIN_PROFILE(timer_reaction);
    Ft = 0.0;
    Fn = 0.0;
    wheel->forces.x = 0.0;
    wheel->forces.y = 0.0;
    wheel->forces.z = 0.0;

	
    /* Now uses the normal, so it should work */
    /* update suspension force */
    SimSuspUpdate(&(wheel->susp));
    /* check suspension state */
    wheel->state |= wheel->susp.state;
    reaction_force = 0.0;

    wheel->forces.z = 0;
    Ft = Fn = 0;
    reaction_force = 0.0;
    if ((wheel->state & SIM_SUSP_EXT) == 0) {
		f_z  = axleFz + wheel->susp.force;
        wheel->rel_vel -= SimDeltaTime * wheel->susp.force / wheel->mass;
		if ((f_z < 0)) {
			f_z = 0;
		}
		/* project the reaction force. Only wheel->forces.z is
		   actually interesting for friction. The rest is just
		   reaction. Now we have included the reaction from the sides
		   which is fake.
		   The suspension pushes the wheel down with f_z, but the reaction
		   of the surface is just f_z*rel_normal.z;!
		*/
		if ((right_way_up) && (rel_normal.z > MIN_NORMAL_Z)) {
			// reaction force on track z axis should be equal to
			// suspension reaction if suspension is perpendicular
			// to the track plane. We assume other reaction forces
			// proportional, but things break down when car is 
			// tilted a lot with respect to the track plane.
			tdble invrel_normal = 1.0f/rel_normal.z;
			if (invrel_normal>= 4.0) {
				invrel_normal = 4.0;
			} else if (invrel_normal<=-4.0) {
				invrel_normal = -4.0;
			}
			reaction_force = f_z; //* invrel_normal;
			// the other reactions are then:
			Ft = reaction_force*rel_normal.x;//*invrel_normal;
			Fn = reaction_force*rel_normal.y;//*invrel_normal;
		} else {
			f_z = 0;
			wheel->susp.force = 0;
			wheel->forces.z = 0;
			Ft = Fn = 0;
			reaction_force = 0.0;
		}

    } else {
		//if (wheel->rel_vel < 0.0) {
        //wheel->rel_vel = 0.0;
        //}
        wheel->rel_vel -= SimDeltaTime * wheel->susp.force / wheel->mass;
		wheel->forces.z = 0.0f;
	}

    wheel->relPos.z = - wheel->susp.x / wheel->susp.spring.bellcrank + adjRadius; /* center relative to GC */
	END_PROFILE(timer_reaction);


	BEGIN_PROFILE(timer_angles);
    /* HORIZONTAL FORCES */

    CosA = cos(waz);
    SinA = sin(waz);

    /* tangent velocity */
    // This is speed of the wheel relative to the track, so we have
    // to take the projection to the track.
    tdble rel_normal_xz = sqrt (rel_normal.z*rel_normal.z
								+ rel_normal.x*rel_normal.x);
    tdble rel_normal_yz = sqrt (rel_normal.z*rel_normal.z
								+ rel_normal.y*rel_normal.y);
    //tdble rel_normal_xy = sqrt (rel_normal.x*rel_normal.x
	//							+ rel_normal.y*rel_normal.y);


	END_PROFILE(timer_angles);

#ifndef FREE_MOVING_WHEELS
    wheel->bodyVel.z = 0.0;
#endif
    wrl = (wheel->spinVel + car->DynGC.vel.ay) * adjRadius;
    {
		// this thing here should be faster than quat?
		t3Dd angles = {wheel->relPos.ax, 0.0, waz};
		NaiveRotate (wheel->bodyVel, angles, &wheel->bodyVel);
    }

    tdble wvx = wheel->bodyVel.x * rel_normal_yz;
    tdble wvy = wheel->bodyVel.y * rel_normal_xz;
    tdble absolute_speed = sqrt(wvx*wvx + wvy*wvy);
    wvx -= wrl;
    wheel->bodyVel.x = wvx;
    wheel->bodyVel.y = wvy;

	BEGIN_PROFILE(timer_friction);
    tdble relative_speed = sqrt(wvx*wvx + wvy*wvy);
    tdble camber_gain = +0.1f;
    tdble camber_shift = camber_gain * rel_normal.x;
    if ((wheel->state & SIM_SUSP_EXT) != 0) {
	    sx = sy = sa = 0;
    } else if (absolute_speed < ABSOLUTE_SPEED_CUTOFF) {
	    sx = wvx/ABSOLUTE_SPEED_CUTOFF;
	    sy = wvy/ABSOLUTE_SPEED_CUTOFF;
	    sa = atan2(wvy, wvx);
    } else {
		// The division with absolute_speed is a bit of a hack. 
        // But the assumption is that the profile of friction
        // scales linearly with speed.
		sx = wvx/absolute_speed;
		sy = wvy/absolute_speed;
		sa = atan2(wvy, wvx);
    }
	s = sqrt(sx*sx+sy*sy);
    sa -= camber_shift;
    sx = cos(sa)*s;
    sy = sin(sa)*s;

	wcnt++;
	access_times = (float) wcnt;
	//if (index==0) {
	//wcnt--;
	//}

	if (wcnt<0) {
		//printf ("%f", reaction_force);
		if (index==3) {
			wcnt = 10;
			//printf ("#RCT\n");
		} else {
			//printf (" ");
		}
	}

    if (right_way_up) {
		if (fabs(absolute_speed) < 2.0f && fabs(wrl) < 2.0f) {
			car->carElt->_skid[index] = 0.0f;
		} else {
			car->carElt->_skid[index] =  MIN(1.0f, (s*reaction_force*0.0002f));
		}
		//0.0002*(MAX(0.2, MIN(s, 1.2)) - 0.2)*reaction_force;
		car->carElt->_reaction[index] = reaction_force;
    } else {
		car->carElt->_skid[index] = 0.0f;
		car->carElt->_reaction[index] = 0.0f;
    }
    
    stmp = MIN(s, 1.5f);

    /* MAGIC FORMULA */
    Bx = wheel->mfB * stmp;
    tdble dynamic_grip = wheel->mfT * sin(wheel->mfC * atan(Bx * (1 - wheel->mfE) + wheel->mfE * atan(Bx))) * (1.0f + stmp * simSkidFactor[car->carElt->_skillLevel]);

	//printf ("%f\n", simSkidFactor[car->carElt->_skillLevel]);

	/* load sensitivity */
    mu = wheel->mu * (wheel->lfMin + (wheel->lfMax - wheel->lfMin) * exp(wheel->lfK * reaction_force / wheel->opLoad));
    //mu = wheel->mu;
    
	tdble static_grip = wheel->condition * reaction_force * mu * wheel->trkPos.seg->surface->kFriction;
	//tdble static_grip = wheel->condition * reaction_force * mu * wheel->trkPos.seg->surface->kFriction/0.7f;

    F = dynamic_grip * static_grip;
    // This is the steering torque
	{
		tdble Bx = wheel->mfB * (sa);// + camber_shift);
        //printf ("%f %f\n", sa, camber_shift);
		car->carElt->_wheelFy(index) =  (tdble)(cos(sa)*wheel->mfT * sin(wheel->mfC * atan(Bx * (1 - wheel->mfE) + wheel->mfE * atan(Bx))) * (1.0 + stmp * simSkidFactor[car->carElt->_skillLevel]) * static_grip);
	}
	END_PROFILE(timer_friction);

	BEGIN_PROFILE(timer_temperature);
	if (car->options->tyre_temperature) {
    	// heat transfer function with air
		tdble htrf = (tdble)((0.002 + fabs(absolute_speed)*0.0005)*SimDeltaTime);
		tdble T_current = wheel->T_current;
		tdble T_operating = wheel->T_operating;
		tdble T_range = wheel->T_range;
		tdble mfT;
		// friction heat transfer
		T_current += (tdble)(0.00003*((fabs(relative_speed)+0.1*fabs(wrl))*reaction_force)*SimDeltaTime);
		T_current = (tdble)(T_current * (1.0-htrf) + htrf * 25.0);	
		tdble dist = (T_current - T_operating)/T_range;
		//mfT = 100.0f * exp(-0.5f*(dist*dist))/T_range;
		mfT = 0.85f + 3.0f * exp(-0.5f*(dist*dist))/T_range;
		if (T_current>200.0) T_current=200.0;
		wheel->mfT = mfT;
		wheel->T_current = T_current;
	
    }

    if (car->options->tyre_damage > 0.0f && s>0.01f) {
		tdble compound_melt_point = wheel->T_operating + wheel->T_range;
		tdble adherence = wheel->Ca * 500.0f; 
		tdble melt = (exp (2.0f*(wheel->T_current - compound_melt_point)/compound_melt_point)) * car->options->tyre_damage;
		tdble removal = exp (2.0f*(F - adherence)/adherence);
		tdble wheel_damage = (tdble)(0.001 * melt * relative_speed * removal / (2.0 * M_PI * wheel->radius * wheel->width * wheel->Ca));

		if (wheel_damage>0.01f) {
			wheel_damage = 0.01f;
		}
		tdble delta_dam = wheel_damage * SimDeltaTime;
		wheel->condition -= 0.5f*delta_dam;
		if (wheel->condition < 0.5f) wheel->condition = 0.5f;
    } else {
		wheel->mfT = 1.0f;
	}
	END_PROFILE(timer_temperature);

	BEGIN_PROFILE(timer_force_calculation);

    wheel->rollRes = reaction_force * wheel->trkPos.seg->surface->kRollRes;
    car->carElt->priv.wheel[index].rollRes = wheel->rollRes;

    // Calculate friction forces
    Ft2 = 0.0f;
    tdble Fn2 = 0.0f;
	tdble epsilon = 0.00001f;
	if (s > epsilon) {
		/* wheel axis based - no control after an angle*/
		if (rel_normal.z > MIN_NORMAL_Z) {
			// When the tyre is tilted there is less surface
			// touching the road. Modelling effect simply with rel_normal_xz.
			// Constant 1.05f for equality with simuv2.
			tdble sur_f = 1.05f * rel_normal_xz;
			sur_f = 1.0;
			Ft2 = - sur_f*F*sx/s;
			Fn2 = - sur_f*F*sy/s;
		} else {
			Ft2 = 0.0f;
			Fn2 = 0.0f;
		}
        //Ft2 -= camber_shift*F;
    } else {
		tdble sur_f = rel_normal_xz;
		Ft2 = - sur_f*F*sx/epsilon;
		Fn2 = - sur_f*F*sy/epsilon;
	}

    Ft2 -= tanh(wvx) * fabs(wheel->rollRes);
    Fn2 -= tanh(wvy) * fabs(wheel->rollRes);
	wheel->forces.x = Ft2 * rel_normal_yz;
	wheel->forces.y = Fn2 * rel_normal_xz; 
	wheel->forces.z = Ft2 * rel_normal.x + Fn2 * rel_normal.y;

	END_PROFILE(timer_force_calculation);
	
	if (0) {
		// EXPERIMENTAL code - estimate amount of mass linked to this
		// wheel. Maybe useful for adjusting the slope of the 
		// static friction function. Currently not used.
		tdble Ftot = sqrt(Ft2*Ft2 + Fn2*Fn2);
		tdble ds = wheel->s_old-s;
		tdble EF = wheel->Em * ds;
		tdble dF = wheel->F_old - EF;
		wheel->Em += (float)(0.1 * dF*ds);
		wheel->F_old = Ftot;
		wheel->s_old = s;
	}

    wheel->relPos.az = waz;
    if (rel_normal.z > MIN_NORMAL_Z) {
		right_way_up = true;
    } else {
		right_way_up = false;
    }

    if (car->collide_timer < 0.00) {
        right_way_up = false;
    }

    if (right_way_up==false) {
		Fn = 0.0f;
		Ft = 0.0f;
		wheel->forces.x = 0.0f;
		wheel->forces.y = 0.0f;
		wheel->forces.z = 0.0f;
		Ft2 = 0.0f;
		wheel->spinTq = 0.0f;
    } else {
		BEGIN_PROFILE (timer_wheel_to_car);
		t3Dd f;
		// send friction and reaction forces to the car
		// normally we would not need to add f.z here, as that
		// would be purely coming from the suspension. However
		// that would only be the case if the wheels were really
		// independent objects. Right now their position is determined
		// in update ride, so we have no choice but to transmit the
		// suspension-parallel friction forces magically to the car.
		f.x = wheel->forces.x;
		f.y = wheel->forces.y;
		f.z = wheel->forces.z;

		// TODO: Check whether this is correct.
		angles.x = wheel->relPos.ax + asin(rel_normal.x);
		angles.y = asin(rel_normal.y);
		angles.z = waz;
		NaiveInverseRotate (f, angles, &wheel->forces);
		// transmit reaction forces to the car	
		wheel->forces.x +=(Ft* CosA - Fn * SinA);
		wheel->forces.y +=(Ft* SinA + Fn * CosA);

		//RELAXATION2(wheel->forces.x, wheel->preFn, 50.0f);
		//RELAXATION2(wheel->forces.y, wheel->preFt, 50.0f);

		wheel->forces.z = f_z + wheel->bump_force; // only suspension acts on z axis.
		car->carElt->_wheelFx(index) = wheel->forces.x;
		car->carElt->_wheelFz(index) = wheel->forces.z;

		wheel->spinTq = (Ft2  + tanh(wrl)*fabs(wheel->rollRes))* adjRadius;
		wheel->sa = sa;
		wheel->sx = sx;
		END_PROFILE (timer_wheel_to_car);
    }
    wheel->feedBack.spinVel = wheel->spinVel;
    wheel->feedBack.Tq = wheel->spinTq;
    wheel->feedBack.brkTq = wheel->brake.Tq;
	car->carElt->_tyreT_mid(index) = wheel->T_current;
	car->carElt->_tyreCondition(index) = wheel->condition;
	car->carElt->_wheelSlipSide(index) = wvy;
	car->carElt->_wheelSlipAccel(index) = wvx;

}
//
// todo: this is random access, it can be walked 'cache friendly'!
//
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
{

	
	
	/*if (0)
	{
		int maxNumManifolds = dispatcher->getNumManifolds();
		btCollisionDispatcher* colDis = (btCollisionDispatcher*)dispatcher;
		btPersistentManifold** manifold = colDis->getInternalManifoldPointer();
		callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, 0);
		return;
	}
	*/


	BEGIN_PROFILE("islandUnionFindAndHeapSort");
	
	//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;
	int startIslandIndex;


	//update the sleeping state for bodies, if all are sleeping
	for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
	{
		int islandId = getUnionFind().getElement(startIslandIndex).m_id;
		for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
		{
		}

		//int numSleeping = 0;

		bool allSleeping = true;

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

			btCollisionObject* colObj0 = collisionObjects[i];
			if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
			{
				printf("error in island management\n");
			}

			assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
			if (colObj0->getIslandTag() == islandId)
			{
				if (colObj0->getActivationState()== ACTIVE_TAG)
				{
					allSleeping = false;
				}
				if (colObj0->getActivationState()== DISABLE_DEACTIVATION)
				{
					allSleeping = false;
				}
			}
		}
			

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

				assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));

				if (colObj0->getIslandTag() == islandId)
				{
					colObj0->setActivationState( ISLAND_SLEEPING );
				}
			}
		} else
		{

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

				btCollisionObject* colObj0 = collisionObjects[i];
				if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
				{
					printf("error in island management\n");
				}

				assert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));

				if (colObj0->getIslandTag() == islandId)
				{
					if ( colObj0->getActivationState() == ISLAND_SLEEPING)
					{
						colObj0->setActivationState( WANTS_DEACTIVATION);
					}
				}
			}
		}
	}

	btAlignedObjectArray<btPersistentManifold*>  islandmanifold;
	int i;
	int maxNumManifolds = dispatcher->getNumManifolds();
	islandmanifold.reserve(maxNumManifolds);

	for (i=0;i<maxNumManifolds ;i++)
	{
		 btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
		 
		 btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0());
		 btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1());
		
		 //todo: check sleeping conditions!
		 if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
			((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
		{
		
			//kinematic objects don't merge islands, but wake up all connected objects
			if (colObj0->isStaticOrKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
			{
				colObj1->activate();
			}
			if (colObj1->isStaticOrKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
			{
				colObj0->activate();
			}

			//filtering for response
			if (dispatcher->needsResponse(colObj0,colObj1))
				islandmanifold.push_back(manifold);
		}
	}

	int numManifolds = int (islandmanifold.size());

	// Sort manifolds, based on islands
	// Sort the vector using predicate and std::sort
	//std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);

	//we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
	islandmanifold.heapSort(btPersistentManifoldSortPredicate());

	//now process all active islands (sets of manifolds for now)

	int startManifoldIndex = 0;
	int endManifoldIndex = 1;

	//int islandId;

	END_PROFILE("islandUnionFindAndHeapSort");

	btAlignedObjectArray<btCollisionObject*>	islandBodies;


	//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;


	       bool islandSleeping = false;
                
                for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
                {
                        int i = getUnionFind().getElement(endIslandIndex).m_sz;
                        btCollisionObject* colObj0 = collisionObjects[i];
						islandBodies.push_back(colObj0);
                        if (!colObj0->isActive())
                                islandSleeping = true;
                }
                

		//find the accompanying contact manifold for this islandId
		int numIslandManifolds = 0;
		btPersistentManifold** startManifold = 0;

		if (startManifoldIndex<numManifolds)
		{
			int curIslandId = getIslandId(islandmanifold[startManifoldIndex]);
			if (curIslandId == islandId)
			{
				startManifold = &islandmanifold[startManifoldIndex];
			
				for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
				{

				}
				/// Process the actual simulation, only if not sleeping/deactivated
				numIslandManifolds = endManifoldIndex-startManifoldIndex;
			}

		}

		if (!islandSleeping)
		{
			callback->ProcessIsland(&islandBodies[0],islandBodies.size(),startManifold,numIslandManifolds, islandId);
		}
		
		if (numIslandManifolds)
		{
			startManifoldIndex = endManifoldIndex;
		}

		islandBodies.resize(0);
	}

	
}