Do not std::map to store mapping from rigid body to index in array
This commit is contained in:
parent
5392948518
commit
7d20a746e9
|
@ -42,7 +42,7 @@ RigidBody::RigidBody(const Transform& transform, CollisionWorld& world, bodyinde
|
|||
: CollisionBody(transform, world, id), mInitMass(decimal(1.0)),
|
||||
mCenterOfMassLocal(0, 0, 0), mCenterOfMassWorld(transform.getPosition()),
|
||||
mIsGravityEnabled(true), mLinearDamping(decimal(0.0)), mAngularDamping(decimal(0.0)),
|
||||
mJointsList(nullptr) {
|
||||
mJointsList(nullptr), mArrayIndex(0) {
|
||||
|
||||
// Compute the inverse mass
|
||||
mMassInverse = decimal(1.0) / mInitMass;
|
||||
|
|
|
@ -50,6 +50,11 @@ class DynamicsWorld;
|
|||
*/
|
||||
class RigidBody : public CollisionBody {
|
||||
|
||||
private :
|
||||
|
||||
/// Index of the body in arrays for contact/constraint solver
|
||||
uint mArrayIndex;
|
||||
|
||||
protected :
|
||||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
|
|
@ -45,8 +45,8 @@ BallAndSocketJoint::BallAndSocketJoint(const BallAndSocketJointInfo& jointInfo)
|
|||
void BallAndSocketJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverData) {
|
||||
|
||||
// Initialize the bodies index in the velocity array
|
||||
mIndexBody1 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody1)->second;
|
||||
mIndexBody2 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody2)->second;
|
||||
mIndexBody1 = mBody1->mArrayIndex;
|
||||
mIndexBody2 = mBody2->mArrayIndex;
|
||||
|
||||
// Get the bodies center of mass and orientations
|
||||
const Vector3& x1 = mBody1->mCenterOfMassWorld;
|
||||
|
|
|
@ -53,8 +53,8 @@ FixedJoint::FixedJoint(const FixedJointInfo& jointInfo)
|
|||
void FixedJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverData) {
|
||||
|
||||
// Initialize the bodies index in the velocity array
|
||||
mIndexBody1 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody1)->second;
|
||||
mIndexBody2 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody2)->second;
|
||||
mIndexBody1 = mBody1->mArrayIndex;
|
||||
mIndexBody2 = mBody2->mArrayIndex;
|
||||
|
||||
// Get the bodies positions and orientations
|
||||
const Vector3& x1 = mBody1->mCenterOfMassWorld;
|
||||
|
|
|
@ -68,8 +68,8 @@ HingeJoint::HingeJoint(const HingeJointInfo& jointInfo)
|
|||
void HingeJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverData) {
|
||||
|
||||
// Initialize the bodies index in the velocity array
|
||||
mIndexBody1 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody1)->second;
|
||||
mIndexBody2 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody2)->second;
|
||||
mIndexBody1 = mBody1->mArrayIndex;
|
||||
mIndexBody2 = mBody2->mArrayIndex;
|
||||
|
||||
// Get the bodies positions and orientations
|
||||
const Vector3& x1 = mBody1->mCenterOfMassWorld;
|
||||
|
|
|
@ -67,8 +67,8 @@ SliderJoint::SliderJoint(const SliderJointInfo& jointInfo)
|
|||
void SliderJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverData) {
|
||||
|
||||
// Initialize the bodies index in the veloc ity array
|
||||
mIndexBody1 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody1)->second;
|
||||
mIndexBody2 = constraintSolverData.mapBodyToConstrainedVelocityIndex.find(mBody2)->second;
|
||||
mIndexBody1 = mBody1->mArrayIndex;
|
||||
mIndexBody2 = mBody2->mArrayIndex;
|
||||
|
||||
// Get the bodies positions and orientations
|
||||
const Vector3& x1 = mBody1->mCenterOfMassWorld;
|
||||
|
|
|
@ -30,9 +30,7 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
ConstraintSolver::ConstraintSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex)
|
||||
: mMapBodyToConstrainedVelocityIndex(mapBodyToVelocityIndex),
|
||||
mIsWarmStartingActive(true), mConstraintSolverData(mapBodyToVelocityIndex) {
|
||||
ConstraintSolver::ConstraintSolver() : mIsWarmStartingActive(true) {
|
||||
|
||||
#ifdef IS_PROFILING_ACTIVE
|
||||
|
||||
|
|
|
@ -60,18 +60,12 @@ struct ConstraintSolverData {
|
|||
/// Reference to the bodies orientations
|
||||
Quaternion* orientations;
|
||||
|
||||
/// Reference to the map that associates rigid body to their index
|
||||
/// in the constrained velocities array
|
||||
const std::map<RigidBody*, uint>& mapBodyToConstrainedVelocityIndex;
|
||||
|
||||
/// True if warm starting of the solver is active
|
||||
bool isWarmStartingActive;
|
||||
|
||||
/// Constructor
|
||||
ConstraintSolverData(const std::map<RigidBody*, uint>& refMapBodyToConstrainedVelocityIndex)
|
||||
:linearVelocities(nullptr), angularVelocities(nullptr),
|
||||
positions(nullptr), orientations(nullptr),
|
||||
mapBodyToConstrainedVelocityIndex(refMapBodyToConstrainedVelocityIndex){
|
||||
ConstraintSolverData() :linearVelocities(nullptr), angularVelocities(nullptr),
|
||||
positions(nullptr), orientations(nullptr) {
|
||||
|
||||
}
|
||||
|
||||
|
@ -152,10 +146,6 @@ class ConstraintSolver {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Reference to the map that associates rigid body to their index in
|
||||
/// the constrained velocities array
|
||||
const std::map<RigidBody*, uint>& mMapBodyToConstrainedVelocityIndex;
|
||||
|
||||
/// Current time step
|
||||
decimal mTimeStep;
|
||||
|
||||
|
@ -176,7 +166,7 @@ class ConstraintSolver {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ConstraintSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex);
|
||||
ConstraintSolver();
|
||||
|
||||
/// Destructor
|
||||
~ConstraintSolver() = default;
|
||||
|
|
|
@ -39,12 +39,10 @@ const decimal ContactSolver::BETA_SPLIT_IMPULSE = decimal(0.2);
|
|||
const decimal ContactSolver::SLOP = decimal(0.01);
|
||||
|
||||
// Constructor
|
||||
ContactSolver::ContactSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex,
|
||||
SingleFrameAllocator& allocator)
|
||||
ContactSolver::ContactSolver(SingleFrameAllocator& allocator)
|
||||
:mSplitLinearVelocities(nullptr), mSplitAngularVelocities(nullptr),
|
||||
mContactConstraints(nullptr), mSingleFrameAllocator(allocator),
|
||||
mLinearVelocities(nullptr), mAngularVelocities(nullptr),
|
||||
mMapBodyToConstrainedVelocityIndex(mapBodyToVelocityIndex),
|
||||
mIsSplitImpulseActive(true) {
|
||||
|
||||
}
|
||||
|
@ -131,8 +129,8 @@ void ContactSolver::initializeForIsland(Island* island) {
|
|||
// Initialize the internal contact manifold structure using the external
|
||||
// contact manifold
|
||||
new (mContactConstraints + mNbContactManifolds) ContactManifoldSolver();
|
||||
mContactConstraints[mNbContactManifolds].indexBody1 = mMapBodyToConstrainedVelocityIndex.find(body1)->second;
|
||||
mContactConstraints[mNbContactManifolds].indexBody2 = mMapBodyToConstrainedVelocityIndex.find(body2)->second;
|
||||
mContactConstraints[mNbContactManifolds].indexBody1 = body1->mArrayIndex;
|
||||
mContactConstraints[mNbContactManifolds].indexBody2 = body2->mArrayIndex;
|
||||
mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody1 = body1->getInertiaTensorInverseWorld();
|
||||
mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody2 = body2->getInertiaTensorInverseWorld();
|
||||
mContactConstraints[mNbContactManifolds].massInverseBody1 = body1->mMassInverse;
|
||||
|
|
|
@ -302,9 +302,6 @@ class ContactSolver {
|
|||
/// Array of angular velocities
|
||||
Vector3* mAngularVelocities;
|
||||
|
||||
/// Reference to the map of rigid body to their index in the constrained velocities array
|
||||
const std::map<RigidBody*, uint>& mMapBodyToConstrainedVelocityIndex;
|
||||
|
||||
/// True if the split impulse position correction is active
|
||||
bool mIsSplitImpulseActive;
|
||||
|
||||
|
@ -342,8 +339,7 @@ class ContactSolver {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ContactSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex,
|
||||
SingleFrameAllocator& allocator);
|
||||
ContactSolver(SingleFrameAllocator& allocator);
|
||||
|
||||
/// Destructor
|
||||
~ContactSolver() = default;
|
||||
|
|
|
@ -41,8 +41,7 @@ using namespace std;
|
|||
*/
|
||||
DynamicsWorld::DynamicsWorld(const Vector3 &gravity)
|
||||
: CollisionWorld(),
|
||||
mContactSolver(mMapBodyToConstrainedVelocityIndex, mSingleFrameAllocator),
|
||||
mConstraintSolver(mMapBodyToConstrainedVelocityIndex),
|
||||
mContactSolver(mSingleFrameAllocator),
|
||||
mNbVelocitySolverIterations(DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS),
|
||||
mNbPositionSolverIterations(DEFAULT_POSITION_SOLVER_NB_ITERATIONS),
|
||||
mIsSleepingEnabled(SLEEPING_ENABLED), mGravity(gravity), mTimeStep(decimal(1.0f / 60.0f)),
|
||||
|
@ -167,7 +166,7 @@ void DynamicsWorld::integrateRigidBodiesPositions() {
|
|||
for (uint b=0; b < mIslands[i]->getNbBodies(); b++) {
|
||||
|
||||
// Get the constrained velocity
|
||||
uint indexArray = mMapBodyToConstrainedVelocityIndex.find(bodies[b])->second;
|
||||
uint indexArray = bodies[b]->mArrayIndex;
|
||||
Vector3 newLinVelocity = mConstrainedLinearVelocities[indexArray];
|
||||
Vector3 newAngVelocity = mConstrainedAngularVelocities[indexArray];
|
||||
|
||||
|
@ -205,7 +204,7 @@ void DynamicsWorld::updateBodiesState() {
|
|||
|
||||
for (uint b=0; b < mIslands[islandIndex]->getNbBodies(); b++) {
|
||||
|
||||
uint index = mMapBodyToConstrainedVelocityIndex.find(bodies[b])->second;
|
||||
uint index = bodies[b]->mArrayIndex;
|
||||
|
||||
// Update the linear and angular velocity of the body
|
||||
bodies[b]->mLinearVelocity = mConstrainedLinearVelocities[index];
|
||||
|
@ -250,21 +249,14 @@ void DynamicsWorld::initVelocityArrays() {
|
|||
assert(mConstrainedPositions != nullptr);
|
||||
assert(mConstrainedOrientations != nullptr);
|
||||
|
||||
// Reset the velocities arrays
|
||||
for (uint i=0; i<nbBodies; i++) {
|
||||
// Initialize the map of body indexes in the velocity arrays
|
||||
uint i = 0;
|
||||
for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
|
||||
|
||||
mSplitLinearVelocities[i].setToZero();
|
||||
mSplitAngularVelocities[i].setToZero();
|
||||
}
|
||||
|
||||
// Initialize the map of body indexes in the velocity arrays
|
||||
mMapBodyToConstrainedVelocityIndex.clear();
|
||||
std::set<RigidBody*>::const_iterator it;
|
||||
uint indexBody = 0;
|
||||
for (it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
|
||||
|
||||
// Add the body into the map
|
||||
mMapBodyToConstrainedVelocityIndex.insert(std::make_pair(*it, indexBody));
|
||||
indexBody++;
|
||||
(*it)->mArrayIndex = i++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -289,7 +281,7 @@ void DynamicsWorld::integrateRigidBodiesVelocities() {
|
|||
for (uint b=0; b < mIslands[i]->getNbBodies(); b++) {
|
||||
|
||||
// Insert the body into the map of constrained velocities
|
||||
uint indexBody = mMapBodyToConstrainedVelocityIndex.find(bodies[b])->second;
|
||||
uint indexBody = bodies[b]->mArrayIndex;
|
||||
|
||||
assert(mSplitLinearVelocities[indexBody] == Vector3(0, 0, 0));
|
||||
assert(mSplitAngularVelocities[indexBody] == Vector3(0, 0, 0));
|
||||
|
|
|
@ -100,9 +100,6 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Array of constrained rigid bodies orientation (for position error correction)
|
||||
Quaternion* mConstrainedOrientations;
|
||||
|
||||
/// Map body to their index in the constrained velocities array
|
||||
std::map<RigidBody*, uint> mMapBodyToConstrainedVelocityIndex;
|
||||
|
||||
/// Number of islands in the world
|
||||
uint mNbIslands;
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user