Remove the PairManager class
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@ -1,289 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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||||
* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "PairManager.h"
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#include "../CollisionDetection.h"
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#include <cassert>
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#include <cstring>
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using namespace reactphysics3d;
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// Initialization of static variables
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bodyindex PairManager::INVALID_INDEX = std::numeric_limits<reactphysics3d::bodyindex>::max();
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// Constructor of PairManager
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PairManager::PairManager(CollisionDetection& collisionDetection)
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: mCollisionDetection(collisionDetection) {
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mHashTable = NULL;
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mOverlappingPairs = NULL;
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mOffsetNextPair = NULL;
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mNbOverlappingPairs = 0;
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mHashMask = 0;
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mNbElementsHashTable = 0;
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}
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// Destructor of PairManager
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PairManager::~PairManager() {
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// Release the allocated memory
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free(mOffsetNextPair);
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free(mOverlappingPairs);
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free(mHashTable);
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}
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// Add a pair of bodies in the pair manager and returns a pointer to that pair.
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/// If the pair to add does not already exist in the set of
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/// overlapping pairs, it will be created and if it already exists, we only
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/// return a pointer to that pair.
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BodyPair* PairManager::addPair(CollisionBody* body1, CollisionBody* body2) {
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// Sort the bodies to have the body with smallest ID first
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sortBodiesUsingID(body1, body2);
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// Get the bodies IDs
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bodyindex id1 = body1->getID();
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bodyindex id2 = body2->getID();
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// Compute the hash value of the two bodies
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uint hashValue = computeHashBodies(id1, id2) & mHashMask;
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// Try to find the pair in the current overlapping pairs.
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BodyPair* pair = findPairWithHashValue(id1, id2, hashValue);
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// If the pair is already in the set of overlapping pairs
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if (pair) {
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// We only return a pointer to that pair
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return pair;
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}
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// If we need to allocate more pairs in the set of overlapping pairs
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if (mNbOverlappingPairs >= mNbElementsHashTable) {
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// Increase the size of the hash table (always a power of two)
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mNbElementsHashTable = computeNextPowerOfTwo(mNbOverlappingPairs + 1);
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// Compute the new hash mask with the new hash size
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mHashMask = mNbElementsHashTable - 1;
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// Reallocate more pairs
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reallocatePairs();
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// Compute the new hash value (using the new hash size and hash mask)
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hashValue = computeHashBodies(id1, id2) & mHashMask;
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}
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// Create the new overlapping pair
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BodyPair* newPair = &mOverlappingPairs[mNbOverlappingPairs];
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newPair->body1 = body1;
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newPair->body2 = body2;
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// Put the new pair as the initial pair with this hash value
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mOffsetNextPair[mNbOverlappingPairs] = mHashTable[hashValue];
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mHashTable[hashValue] = mNbOverlappingPairs++;
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// Notify the collision detection about this new overlapping pair
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mCollisionDetection.broadPhaseNotifyOverlappingPair(newPair);
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// Return a pointer to the new created pair
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return newPair;
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}
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// Remove a pair of bodies from the pair manager.
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/// This method returns true if the pair has been found and removed.
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bool PairManager::removePair(bodyindex id1, bodyindex id2) {
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// Sort the bodies IDs
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sortIDs(id1, id2);
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// Compute the hash value of the pair to remove
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const uint hashValue = computeHashBodies(id1, id2) & mHashMask;
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// Find the pair to remove
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BodyPair* pair = findPairWithHashValue(id1, id2, hashValue);
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// If we have not found the pair
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if (pair == NULL) {
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return false;
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}
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assert(pair->body1->getID() == id1);
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assert(pair->body2->getID() == id2);
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// Notify the collision detection about this removed overlapping pair
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mCollisionDetection.broadPhaseNotifyRemovedOverlappingPair(pair);
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// Remove the pair from the set of overlapping pairs
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removePairWithHashValue(id1, id2, hashValue, computePairOffset(pair));
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// Try to shrink the memory used by the pair manager
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shrinkMemory();
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return true;
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}
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// Internal method to remove a pair from the set of overlapping pair
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void PairManager::removePairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue,
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bodyindex indexPair) {
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// Get the initial offset of the pairs with
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// the corresponding hash value
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bodyindex offset = mHashTable[hashValue];
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assert(offset != INVALID_INDEX);
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// Look for the pair in the set of overlapping pairs
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bodyindex previousPair = INVALID_INDEX;
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while(offset != indexPair) {
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previousPair = offset;
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offset = mOffsetNextPair[offset];
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}
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// If the pair was the first one with this hash
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// value in the hash table
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if (previousPair == INVALID_INDEX) {
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// Replace the pair to remove in the
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// hash table by the next one
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mHashTable[hashValue] = mOffsetNextPair[indexPair];
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}
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else { // If the pair was not the first one
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// Replace the pair to remove in the
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// hash table by the next one
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assert(mOffsetNextPair[previousPair] == indexPair);
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mOffsetNextPair[previousPair] = mOffsetNextPair[indexPair];
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}
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const bodyindex indexLastPair = mNbOverlappingPairs - 1;
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// If the pair to remove is the last one in the list
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if (indexPair == indexLastPair) {
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// We simply decrease the number of overlapping pairs
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mNbOverlappingPairs--;
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}
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else { // If the pair to remove is in the middle of the list
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// Now, we want to move the last pair into the location that is
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// now free because of the pair we want to remove
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// Get the last pair
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const BodyPair* lastPair = &mOverlappingPairs[indexLastPair];
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const uint lastPairHashValue = computeHashBodies(lastPair->body1->getID(),
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lastPair->body2->getID()) & mHashMask;
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// Compute the initial offset of the last pair
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bodyindex offset = mHashTable[lastPairHashValue];
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assert(offset != INVALID_INDEX);
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// Go through the pairs with the same hash value
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// and find the offset of the last pair
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bodyindex previous = INVALID_INDEX;
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while(offset != indexLastPair) {
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previous = offset;
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offset = mOffsetNextPair[offset];
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}
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// If the last pair is not the first one with this hash value
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if (previous != INVALID_INDEX) {
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// Remove the offset of the last pair in the "nextOffset" array
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assert(mOffsetNextPair[previous] == indexLastPair);
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mOffsetNextPair[previous] = mOffsetNextPair[indexLastPair];
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}
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else { // If the last pair is the first offset with this hash value
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// Remove the offset of the last pair in the "nextOffset" array
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mHashTable[lastPairHashValue] = mOffsetNextPair[indexLastPair];
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}
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// Replace the pair to remove by the last pair in
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// the overlapping pairs array
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mOverlappingPairs[indexPair] = mOverlappingPairs[indexLastPair];
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mOffsetNextPair[indexPair] = mHashTable[lastPairHashValue];
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mHashTable[lastPairHashValue] = indexPair;
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mNbOverlappingPairs--;
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}
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}
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// Look for a pair in the set of overlapping pairs
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BodyPair* PairManager::lookForAPair(bodyindex id1, bodyindex id2, luint hashValue) const {
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// Look for the pair in the set of overlapping pairs
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bodyindex offset = mHashTable[hashValue];
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while (offset != INVALID_INDEX && isDifferentPair(mOverlappingPairs[offset], id1, id2)) {
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offset = mOffsetNextPair[offset];
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}
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// If the pair has not been found in the overlapping pairs
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if (offset == INVALID_INDEX) {
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return NULL;
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}
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assert(offset < mNbOverlappingPairs);
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// The pair has been found in the set of overlapping pairs, then
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// we return a pointer to it
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return &mOverlappingPairs[offset];
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}
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// Reallocate more pairs
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void PairManager::reallocatePairs() {
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// Reallocate the hash table and initialize it
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free(mHashTable);
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mHashTable = (bodyindex*) malloc(mNbElementsHashTable * sizeof(bodyindex));
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assert(mHashTable != NULL);
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for (bodyindex i=0; i<mNbElementsHashTable; i++) {
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mHashTable[i] = INVALID_INDEX;
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}
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// Reallocate the overlapping pairs
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BodyPair* newOverlappingPairs = (BodyPair*) malloc(mNbElementsHashTable * sizeof(BodyPair));
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bodyindex* newOffsetNextPair = (bodyindex*) malloc(mNbElementsHashTable * sizeof(bodyindex));
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assert(newOverlappingPairs != NULL);
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assert(newOffsetNextPair != NULL);
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// If there is already some overlapping pairs
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if (mNbOverlappingPairs) {
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// Copy the pairs to the new location
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memcpy(newOverlappingPairs, mOverlappingPairs, mNbOverlappingPairs * sizeof(BodyPair));
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}
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// Recompute the hash table with the new hash values
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for (bodyindex i=0; i<mNbOverlappingPairs; i++) {
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const uint newHashValue = computeHashBodies(mOverlappingPairs[i].body1->getID(),
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mOverlappingPairs[i].body2->getID()) & mHashMask;
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newOffsetNextPair[i] = mHashTable[newHashValue];
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mHashTable[newHashValue] = i;
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}
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// Delete the old pairs
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free(mOffsetNextPair);
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free(mOverlappingPairs);
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// Replace by the new data
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mOverlappingPairs = newOverlappingPairs;
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mOffsetNextPair = newOffsetNextPair;
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}
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@ -1,333 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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||||
* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_PAIR_MANAGER_H
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#define REACTPHYSICS3D_PAIR_MANAGER_H
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// TODO : REMOVE THE PAIR MANAGER CLASS
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// Libraries
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#include "../../body/CollisionBody.h"
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#include <utility>
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Declaration
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class CollisionDetection;
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// Structure BodyPair
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/**
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* This structure represents a pair of bodies
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* during the broad-phase collision detection.
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*/
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struct BodyPair {
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public:
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/// Pointer to the first body
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CollisionBody* body1;
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/// Pointer to the second body
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CollisionBody* body2;
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/// Return the pair of bodies index
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bodyindexpair getBodiesIndexPair() const {
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// Construct the pair of body index
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bodyindexpair indexPair = body1->getID() < body2->getID() ?
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std::make_pair(body1->getID(), body2->getID()) :
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std::make_pair(body2->getID(), body1->getID());
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assert(indexPair.first != indexPair.second);
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return indexPair;
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}
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};
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// Class PairManager
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/**
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* This class is a data-structure contains the pairs of bodies that
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* are overlapping during the broad-phase collision detection.
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* This class implements the pair manager described by Pierre Terdiman
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* in www.codercorner.com/SAP.pdf.
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*/
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class PairManager {
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private :
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// -------------------- Attributes -------------------- //
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/// Number of elements in the hash table
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bodyindex mNbElementsHashTable;
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/// Hash mask for the hash function
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uint mHashMask;
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/// Number of overlapping pairs
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bodyindex mNbOverlappingPairs;
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/// Hash table that contains the offset of the first pair of the list of
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/// pairs with the same hash value in the "overlappingPairs" array
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bodyindex* mHashTable;
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/// Array that contains for each offset, the offset of the next pair with
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/// the same hash value for a given same hash value
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bodyindex* mOffsetNextPair;
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/// Array that contains the overlapping pairs
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BodyPair* mOverlappingPairs;
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/// Invalid ID
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static bodyindex INVALID_INDEX;
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/// Reference to the collision detection
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CollisionDetection& mCollisionDetection;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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PairManager(const PairManager& pairManager);
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/// Private assignment operator
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PairManager& operator=(const PairManager& pairManager);
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/// Sort the bodies according to their IDs (smallest ID first)
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void sortBodiesUsingID(CollisionBody*& body1, CollisionBody*& body2) const;
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/// Sort the IDs (smallest ID first)
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void sortIDs(bodyindex& id1, bodyindex& id2) const;
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/// Return true if pair1 and pair2 are the same
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bool isDifferentPair(const BodyPair& pair1, bodyindex pair2ID1, bodyindex pair2ID2) const;
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/// Compute the hash value of two bodies using their IDs
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uint computeHashBodies(uint id1, uint id2) const;
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/// This method returns an hash value for a 32 bits key.
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int computeHash32Bits(int key) const;
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/// Reallocate memory for more pairs
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void reallocatePairs();
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/// Shrink the allocated memory
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void shrinkMemory();
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/// Compute the offset of a given pair
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bodyindex computePairOffset(const BodyPair* pair) const;
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/// Look for a pair in the set of overlapping pairs
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BodyPair* lookForAPair(bodyindex id1, bodyindex id2, luint hashValue) const;
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/// Find a pair given two body IDs and an hash value.
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BodyPair* findPairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue) const;
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/// Remove a pair from the set of active pair
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void removePairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue,
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bodyindex indexPair);
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public :
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// ----- Methods ----- //
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/// Constructor
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PairManager(CollisionDetection& collisionDetection);
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/// Destructor
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~PairManager();
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/// Return the number of active pairs
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bodyindex getNbOverlappingPairs() const;
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/// Add a pair of bodies in the pair manager and returns a pointer to that pair.
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BodyPair* addPair(CollisionBody* body1, CollisionBody* body2);
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/// Remove a pair of bodies from the pair manager.
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bool removePair(bodyindex id1, bodyindex id2);
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/// Find a pair given two body IDs
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BodyPair* findPair(bodyindex id1, bodyindex id2) const;
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/// Return the next power of two
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static luint computeNextPowerOfTwo(luint number);
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/// Return a pointer to the first overlapping pair (used to
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/// iterate over the active pairs).
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BodyPair* beginOverlappingPairsPointer() const;
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/// Return a pointer to the last overlapping pair (used to
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/// iterate over the active pairs).
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BodyPair* endOverlappingPairsPointer() const;
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/// Register a callback function (using a function pointer) that will be
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/// called when a new overlapping pair is added in the pair manager.
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void registerAddedOverlappingPairCallback(void (CollisionDetection::*callbackFunction)
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(const BodyPair* addedActivePair));
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/// Unregister the callback function that will be called
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/// when a new active pair is added in the pair manager
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void unregisterAddedOverlappingPairCallback();
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/// Register a callback function (using a function pointer)
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/// that will be called when an overlapping pair is removed from the pair manager
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void registerRemovedOverlappingPairCallback(void (CollisionDetection::*callbackFunction)
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(const BodyPair* removedActivePair));
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/// Unregister a callback function that will be called
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/// when a active pair is removed from the pair manager
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void unregisterRemovedOverlappingPairCallback();
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};
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||||
// Return the number of overlapping pairs
|
||||
inline bodyindex PairManager::getNbOverlappingPairs() const {
|
||||
return mNbOverlappingPairs;
|
||||
}
|
||||
|
||||
// Compute the hash value of two bodies
|
||||
inline uint PairManager::computeHashBodies(uint id1, uint id2) const {
|
||||
return computeHash32Bits(id1 | (id2 << 16));
|
||||
}
|
||||
|
||||
// Return true if pair1 and pair2 are the same
|
||||
inline bool PairManager::isDifferentPair(const BodyPair& pair1, bodyindex pair2ID1,
|
||||
bodyindex pair2ID2) const {
|
||||
return (pair2ID1 != pair1.body1->getID() || pair2ID2 != pair1.body2->getID());
|
||||
}
|
||||
|
||||
// Return the next power of two of a 32bits integer using a SWAR algorithm
|
||||
inline luint PairManager::computeNextPowerOfTwo(luint number) {
|
||||
number |= (number >> 1);
|
||||
number |= (number >> 2);
|
||||
number |= (number >> 4);
|
||||
number |= (number >> 8);
|
||||
number |= (number >> 16);
|
||||
return number+1;
|
||||
}
|
||||
|
||||
// Sort the bodies according to their IDs (smallest ID first)
|
||||
inline void PairManager::sortBodiesUsingID(CollisionBody*& body1, CollisionBody*& body2) const {
|
||||
|
||||
// If the ID of body1 is larger than the ID of body 2
|
||||
if (body1->getID() > body2->getID()) {
|
||||
|
||||
// Swap the two bodies pointers
|
||||
CollisionBody* temp = body2;
|
||||
body2 = body1;
|
||||
body1 = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// Sort the IDs (smallest ID first)
|
||||
inline void PairManager::sortIDs(bodyindex &id1, bodyindex &id2) const {
|
||||
if (id1 > id2) {
|
||||
bodyindex temp = id2;
|
||||
id2 = id1;
|
||||
id1 = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// This method returns an hash value for a 32 bits key.
|
||||
/// using Thomas Wang's hash technique.
|
||||
/// This hash function can be found at :
|
||||
/// http://www.concentric.net/~ttwang/tech/inthash.htm
|
||||
inline int PairManager::computeHash32Bits(int key) const {
|
||||
key += ~(key << 15);
|
||||
key ^= (key >> 10);
|
||||
key += (key << 3);
|
||||
key ^= (key >> 6);
|
||||
key += ~(key << 11);
|
||||
key ^= (key >> 16);
|
||||
return key;
|
||||
}
|
||||
|
||||
// Find a pair given two body IDs
|
||||
inline BodyPair* PairManager::findPair(bodyindex id1, bodyindex id2) const {
|
||||
|
||||
// Check if the hash table has been allocated yet
|
||||
if (mHashTable == NULL) return NULL;
|
||||
|
||||
// Sort the IDs
|
||||
sortIDs(id1, id2);
|
||||
|
||||
// Compute the hash value of the pair to find
|
||||
uint hashValue = computeHashBodies(id1, id2) & mHashMask;
|
||||
|
||||
// Look for the pair in the set of overlapping pairs
|
||||
return lookForAPair(id1, id2, hashValue);
|
||||
}
|
||||
|
||||
// Find a pair given two body IDs and an hash value.
|
||||
/// This internal version is used to avoid computing multiple times in the
|
||||
/// caller method
|
||||
inline BodyPair* PairManager::findPairWithHashValue(bodyindex id1, bodyindex id2,
|
||||
luint hashValue) const {
|
||||
|
||||
// Check if the hash table has been allocated yet
|
||||
if (mHashTable == NULL) return NULL;
|
||||
|
||||
// Look for the pair in the set of overlapping pairs
|
||||
return lookForAPair(id1, id2, hashValue);
|
||||
}
|
||||
|
||||
// Try to reduce the allocated memory by the pair manager
|
||||
inline void PairManager::shrinkMemory() {
|
||||
|
||||
// Check if the allocated memory can be reduced
|
||||
const bodyindex correctNbElementsHashTable = computeNextPowerOfTwo(mNbOverlappingPairs);
|
||||
if (mNbElementsHashTable == correctNbElementsHashTable) return;
|
||||
|
||||
// Reduce the allocated memory
|
||||
mNbElementsHashTable = correctNbElementsHashTable;
|
||||
mHashMask = mNbElementsHashTable - 1;
|
||||
reallocatePairs();
|
||||
}
|
||||
|
||||
// Compute the offset of a given pair in the array of overlapping pairs
|
||||
inline bodyindex PairManager::computePairOffset(const BodyPair* pair) const {
|
||||
return ((bodyindex)((size_t(pair) - size_t(mOverlappingPairs))) / sizeof(BodyPair));
|
||||
}
|
||||
|
||||
// Return a pointer to the first overlapping pair (used to iterate over the overlapping pairs) or
|
||||
// returns 0 if there is no overlapping pairs.
|
||||
inline BodyPair* PairManager::beginOverlappingPairsPointer() const {
|
||||
return &mOverlappingPairs[0];
|
||||
}
|
||||
|
||||
// Return a pointer to the last overlapping pair (used to iterate over the overlapping pairs) or
|
||||
// returns 0 if there is no overlapping pairs.
|
||||
inline BodyPair* PairManager::endOverlappingPairsPointer() const {
|
||||
if (mNbOverlappingPairs > 0) {
|
||||
return &mOverlappingPairs[mNbOverlappingPairs-1];
|
||||
}
|
||||
else {
|
||||
return &mOverlappingPairs[0];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -29,7 +29,6 @@
|
|||
// Libraries
|
||||
#include "body/Body.h"
|
||||
#include "constraint/ContactPoint.h"
|
||||
#include "collision/broadphase/PairManager.h"
|
||||
#include "memory/MemoryAllocator.h"
|
||||
#include "engine/OverlappingPair.h"
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user