Changes and bug fixes in ContactManifold and ContactManifoldSet
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@ -104,7 +104,7 @@ void CollisionDetection::computeMiddlePhase() {
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OverlappingPair* pair = it->second;
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// Make all the contact manifolds and contact points of the pair obsolete
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pair->makeContactsObselete();
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pair->makeContactsObsolete();
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ProxyShape* shape1 = pair->getShape1();
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ProxyShape* shape2 = pair->getShape2();
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@ -410,12 +410,12 @@ void CollisionDetection::processPotentialContacts(OverlappingPair* pair) {
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potentialManifold = potentialManifold->mNext;
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}
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// Reset the isNew status of the manifolds
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pair->resetIsNewManifoldStatus();
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// Clear the obsolete contact manifolds and contact points
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pair->clearObsoleteManifoldsAndContactPoints();
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// Reduce the contact manifolds and contact points if there are too many of them
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pair->reduceContactManifolds();
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// Reset the potential contacts of the pair
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pair->clearPotentialContactManifolds();
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}
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@ -34,20 +34,14 @@ ContactManifold::ContactManifold(const ContactManifoldInfo* manifoldInfo, ProxyS
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: mShape1(shape1), mShape2(shape2), mContactPoints(nullptr), mContactNormalId(manifoldInfo->getContactNormalId()),
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mNbContactPoints(0), mFrictionImpulse1(0.0), mFrictionImpulse2(0.0),
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mFrictionTwistImpulse(0.0), mIsAlreadyInIsland(false),
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mMemoryAllocator(memoryAllocator), mNext(nullptr), mPrevious(nullptr), mIsObsolete(false), mIsNew(true) {
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mMemoryAllocator(memoryAllocator), mNext(nullptr), mPrevious(nullptr), mIsObsolete(false) {
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// For each contact point info in the manifold
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const ContactPointInfo* pointInfo = manifoldInfo->getFirstContactPointInfo();
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while(pointInfo != nullptr) {
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// Create the new contact point
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ContactPoint* contact = new (mMemoryAllocator.allocate(sizeof(ContactPoint)))
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ContactPoint(pointInfo, mShape1->getLocalToWorldTransform(), mShape2->getLocalToWorldTransform());
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// Add the new contact point into the manifold
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contact->setNext(mContactPoints);
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mContactPoints = contact;
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mNbContactPoints++;
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// Add the new contact point
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addContactPoint(pointInfo);
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pointInfo = pointInfo->next;
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}
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@ -73,52 +67,122 @@ ContactManifold::~ContactManifold() {
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}
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}
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// Add a contact point
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void ContactManifold::addContactPoint(const ContactPointInfo* contactPointInfo) {
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// Remove a contact point
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void ContactManifold::removeContactPoint(ContactPoint* contactPoint) {
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// Create the new contact point
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ContactPoint* contactPoint = new (mMemoryAllocator.allocate(sizeof(ContactPoint)))
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ContactPoint(contactPointInfo, mShape1->getLocalToWorldTransform(), mShape2->getLocalToWorldTransform());
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assert(mNbContactPoints > 0);
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assert(mContactPoints != nullptr);
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assert(contactPoint != nullptr);
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// Add the new contact point into the manifold
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contactPoint->setNext(mContactPoints);
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mContactPoints = contactPoint;
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ContactPoint* previous = contactPoint->getPrevious();
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ContactPoint* next = contactPoint->getNext();
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mNbContactPoints++;
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assert(mNbContactPoints <= MAX_CONTACT_POINTS_IN_MANIFOLD);
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if (previous != nullptr) {
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previous->setNext(next);
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}
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else {
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mContactPoints = next;
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}
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// Clear the obsolete contact points
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void ContactManifold::clearObseleteContactPoints() {
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ContactPoint* contactPoint = mContactPoints;
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ContactPoint* previousContactPoint = nullptr;
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while (contactPoint != nullptr) {
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ContactPoint* nextContactPoint = contactPoint->getNext();
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if (contactPoint->getIsObsolete()) {
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if (next != nullptr) {
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next->setPrevious(previous);
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}
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// Delete the contact point
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contactPoint->~ContactPoint();
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mMemoryAllocator.release(contactPoint, sizeof(ContactPoint));
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if (previousContactPoint != nullptr) {
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previousContactPoint->setNext(nextContactPoint);
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}
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else {
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mContactPoints = nextContactPoint;
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mNbContactPoints--;
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assert(mNbContactPoints >= 0);
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}
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mNbContactPoints--;
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// Add a contact point
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void ContactManifold::addContactPoint(const ContactPointInfo* contactPointInfo) {
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assert(contactPointInfo != nullptr);
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// Create the new contact point
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ContactPoint* contactPoint = new (mMemoryAllocator.allocate(sizeof(ContactPoint))) ContactPoint(contactPointInfo);
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// Add the new contact point into the manifold
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contactPoint->setNext(mContactPoints);
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contactPoint->setPrevious(nullptr);
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if (mContactPoints != nullptr) {
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mContactPoints->setPrevious(contactPoint);
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}
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else {
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previousContactPoint = contactPoint;
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mContactPoints = contactPoint;
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mNbContactPoints++;
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}
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// Clear the obsolete contact points
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void ContactManifold::clearObsoleteContactPoints() {
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assert(mContactPoints != nullptr);
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// For each contact point of the manifold
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ContactPoint* contactPoint = mContactPoints;
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while (contactPoint != nullptr) {
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ContactPoint* nextContactPoint = contactPoint->getNext();
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// If the contact point is obsolete
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if (contactPoint->getIsObsolete()) {
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// Remove the contact point
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removeContactPoint(contactPoint);
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}
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contactPoint = nextContactPoint;
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}
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assert(mNbContactPoints >= 0);
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assert(mNbContactPoints <= MAX_CONTACT_POINTS_IN_MANIFOLD);
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assert(mNbContactPoints > 0);
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assert(mContactPoints != nullptr);
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}
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// Make sure we do not have too much contact points by keeping only the best
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// contact points of the manifold (with largest penetration depth)
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void ContactManifold::reduce() {
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assert(mContactPoints != nullptr);
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// Remove contact points while there is too much contact points
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while (mNbContactPoints > MAX_CONTACT_POINTS_IN_MANIFOLD) {
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removeNonOptimalContactPoint();
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}
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assert(mNbContactPoints <= MAX_CONTACT_POINTS_IN_MANIFOLD && mNbContactPoints > 0);
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assert(mContactPoints != nullptr);
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}
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// Remove a contact point that is not optimal (with a small penetration depth)
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void ContactManifold::removeNonOptimalContactPoint() {
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assert(mContactPoints != nullptr);
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assert(mNbContactPoints > MAX_CONTACT_POINTS_IN_MANIFOLD);
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// Get the contact point with the minimum penetration depth among all points
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ContactPoint* contactPoint = mContactPoints;
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ContactPoint* minContactPoint = nullptr;
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decimal minPenetrationDepth = DECIMAL_LARGEST;
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while (contactPoint != nullptr) {
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ContactPoint* nextContactPoint = contactPoint->getNext();
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if (contactPoint->getPenetrationDepth() < minPenetrationDepth) {
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minContactPoint = contactPoint;
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minPenetrationDepth = contactPoint->getPenetrationDepth();
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}
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contactPoint = nextContactPoint;
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}
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assert(minContactPoint != nullptr);
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// Remove the non optimal contact point
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removeContactPoint(minContactPoint);
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assert(mNbContactPoints > 0);
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assert(mContactPoints != nullptr);
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}
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@ -143,9 +143,6 @@ class ContactManifold {
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/// True if the contact manifold is obsolete
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bool mIsObsolete;
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/// True if the contact manifold is new (has just been added from potential contacts)
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bool mIsNew;
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// -------------------- Methods -------------------- //
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/// Return true if the contact manifold has already been added into an island
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@ -161,7 +158,7 @@ class ContactManifold {
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void setIsObsolete(bool isObselete, bool setContactPoints);
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/// Clear the obsolete contact points
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void clearObseleteContactPoints();
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void clearObsoleteContactPoints();
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/// Return the contact normal direction Id of the manifold
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short getContactNormalId() const;
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@ -184,6 +181,15 @@ class ContactManifold {
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/// Add a contact point
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void addContactPoint(const ContactPointInfo* contactPointInfo);
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/// Make sure we do not have too much contact points by keeping only the best ones
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void reduce();
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/// Remove a contact point that is not optimal (with a small penetration depth)
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void removeNonOptimalContactPoint();
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/// Remove a contact point
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void removeContactPoint(ContactPoint* contactPoint);
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/// Set the friction twist accumulated impulse
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void setFrictionTwistImpulse(decimal frictionTwistImpulse);
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@ -208,12 +214,6 @@ class ContactManifold {
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/// Return the friction twist accumulated impulse
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decimal getFrictionTwistImpulse() const;
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/// Return true if the manifold has just been created
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bool getIsNew() const;
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/// Set the isNew attribute
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void setIsNew(bool isNew);
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public:
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// -------------------- Methods -------------------- //
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@ -417,18 +417,6 @@ inline short ContactManifold::getContactNormalId() const {
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return mContactNormalId;
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}
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// Return true if the manifold has just been created
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inline bool ContactManifold::getIsNew() const {
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return mIsNew;
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}
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// Set the isNew attribute
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inline void ContactManifold::setIsNew(bool isNew) {
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mIsNew = isNew;
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}
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}
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#endif
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@ -60,37 +60,10 @@ void ContactManifoldSet::addContactManifold(const ContactManifoldInfo* contactMa
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}
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else {
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bool addNewManifold = true;
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// If there are too much contact manifolds in the set
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if (mNbManifolds >= mNbMaxManifolds) {
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// We need to remove a manifold from the set.
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// We search for an old manifold with the smallest maximum penetration depth among its contact points.
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// If we do not find an old manifold, we select a new one that has the smallest contact penetration depth.
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ContactManifold* minDepthManifold = selectManifoldToRemove(contactManifoldInfo->getLargestPenetrationDepth());
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// If the manifold with the minimum penetration depth is an existing one
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if (minDepthManifold != nullptr) {
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// Remove the manifold
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removeManifold(minDepthManifold);
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}
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else {
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// The manifold we do not want to get is the new one. Therefore, we do not add it to the set
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addNewManifold = false;
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}
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}
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// If we need to add the new contact manifold
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if (addNewManifold) {
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// Create a new contact manifold
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createManifold(contactManifoldInfo);
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}
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}
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}
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// Update a previous similar manifold with a new one
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void ContactManifoldSet::updateManifoldWithNewOne(ContactManifold* oldManifold, const ContactManifoldInfo* newManifold) {
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@ -114,7 +87,7 @@ void ContactManifoldSet::updateManifoldWithNewOne(ContactManifold* oldManifold,
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if (oldContactPoint->isSimilarWithContactPoint(contactPointInfo)) {
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// Replace (update) the old contact point with the new one
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oldContactPoint->update(contactPointInfo, mShape1->getLocalToWorldTransform(), mShape2->getLocalToWorldTransform());
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oldContactPoint->update(contactPointInfo);
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isSimilarPointFound = true;
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break;
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}
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@ -136,53 +109,34 @@ void ContactManifoldSet::updateManifoldWithNewOne(ContactManifold* oldManifold,
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oldManifold->setIsObsolete(false, false);
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}
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// Return the manifold to remove (because it is too old or has not the largest penetration depth)
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ContactManifold* ContactManifoldSet::selectManifoldToRemove(decimal penDepthNewManifold) const {
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// Remove a contact manifold that is the least optimal (smaller penetration depth)
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void ContactManifoldSet::removeNonOptimalManifold() {
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assert(mNbManifolds == mNbMaxManifolds);
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assert(mNbManifolds > mNbMaxManifolds);
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assert(mManifolds != nullptr);
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// Look for a manifold that is not new and with the smallest contact penetration depth.
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// At the same time, we also look for a new manifold with the smallest contact penetration depth
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// in case no old manifold exists.
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ContactManifold* minDepthOldManifold = nullptr;
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ContactManifold* minDepthNewManifold = nullptr;
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decimal minDepthOld = DECIMAL_LARGEST;
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decimal minDepthNew = penDepthNewManifold;
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ContactManifold* minDepthManifold = nullptr;
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decimal minDepth = DECIMAL_LARGEST;
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ContactManifold* manifold = mManifolds;
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while (manifold != nullptr) {
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// Get the largest contact point penetration depth of the manifold
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const decimal depth = manifold->getLargestContactDepth();
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// If it is a new manifold
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if (manifold->getIsNew()) {
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if (depth < minDepthNew) {
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minDepthNew = depth;
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minDepthNewManifold = manifold;
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}
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}
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else {
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if (depth < minDepthOld) {
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minDepthOld = depth;
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minDepthOldManifold = manifold;
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}
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if (depth < minDepth) {
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minDepth = depth;
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minDepthManifold = manifold;
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}
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manifold = manifold->getNext();
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}
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// If there was a contact manifold that was not new
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if (minDepthOldManifold != nullptr) {
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// Return the old manifold with the smallest penetration depth
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return minDepthOldManifold;
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}
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// Otherwise, we return the new manifold with the smallest penetration depth
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return minDepthNewManifold;
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// Remove the non optimal manifold
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assert(minDepthManifold != nullptr);
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removeManifold(minDepthManifold);
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}
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// Return the contact manifold with a similar average normal.
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@ -262,7 +216,6 @@ void ContactManifoldSet::clear() {
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// Create a new contact manifold and add it to the set
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void ContactManifoldSet::createManifold(const ContactManifoldInfo* manifoldInfo) {
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assert(mNbManifolds < mNbMaxManifolds);
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ContactManifold* manifold = new (mMemoryAllocator.allocate(sizeof(ContactManifold)))
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ContactManifold(manifoldInfo, mShape1, mShape2, mMemoryAllocator);
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@ -333,9 +286,26 @@ void ContactManifoldSet::clearObsoleteManifoldsAndContactPoints() {
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else {
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// Clear the obsolete contact points of the manifold
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manifold->clearObseleteContactPoints();
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manifold->clearObsoleteContactPoints();
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}
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manifold = nextManifold;
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}
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}
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// Remove some contact manifolds and contact points if there are too many of them
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void ContactManifoldSet::reduce() {
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// Remove non optimal contact manifold while there are too many manifolds in the set
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while (mNbManifolds > mNbMaxManifolds) {
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removeNonOptimalManifold();
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}
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// Reduce all the contact manifolds in case they have too many contact points
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ContactManifold* manifold = mManifolds;
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while (manifold != nullptr) {
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manifold->reduce();
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manifold = manifold->getNext();
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}
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}
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@ -74,8 +74,8 @@ class ContactManifoldSet {
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// Return the contact manifold with a similar average normal.
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ContactManifold* selectManifoldWithSimilarNormal(short int normalDirectionId) const;
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/// Return the manifold to remove (because it is too old or has not the largest penetration depth)
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ContactManifold* selectManifoldToRemove(decimal penDepthNewManifold) const;
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/// Remove a contact manifold that is the least optimal (smaller penetration depth)
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void removeNonOptimalManifold();
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/// Update a previous similar manifold with a new one
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void updateManifoldWithNewOne(ContactManifold* oldManifold, const ContactManifoldInfo* newManifold);
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@ -124,8 +124,8 @@ class ContactManifoldSet {
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/// Clear the obsolete contact manifolds and contact points
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void clearObsoleteManifoldsAndContactPoints();
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/// Reset the isNew status of all the manifolds
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void resetIsNewManifoldStatus();
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// Remove some contact manifolds and contact points if there are too many of them
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void reduce();
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// Map the normal vector into a cubemap face bucket (a face contains 4x4 buckets)
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// Each face of the cube is divided into 4x4 buckets. This method maps the
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@ -180,17 +180,6 @@ inline int ContactManifoldSet::computeNbMaxContactManifolds(const CollisionShape
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}
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}
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// Reset the isNew status of all the manifolds
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inline void ContactManifoldSet::resetIsNewManifoldStatus() {
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ContactManifold* manifold = mManifolds;
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while (manifold != nullptr) {
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manifold->setIsNew(false);
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manifold = manifold->getNext();
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}
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}
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}
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#endif
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@ -77,6 +77,8 @@ struct ContactPointInfo {
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: normal(contactNormal), penetrationDepth(penDepth),
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localPoint1(localPt1), localPoint2(localPt2), next(nullptr), isUsed(false) {
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assert(contactNormal.lengthSquare() > decimal(0.8));
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assert(penDepth > decimal(0.0));
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}
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/// Destructor
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@ -31,26 +31,22 @@ using namespace reactphysics3d;
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using namespace std;
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// Constructor
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ContactPoint::ContactPoint(const ContactPointInfo* contactInfo, const Transform& body1Transform,
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const Transform& body2Transform)
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ContactPoint::ContactPoint(const ContactPointInfo* contactInfo)
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: mNormal(contactInfo->normal),
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mPenetrationDepth(contactInfo->penetrationDepth),
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mLocalPointOnBody1(contactInfo->localPoint1),
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mLocalPointOnBody2(contactInfo->localPoint2),
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mIsRestingContact(false), mIsObsolete(false), mNext(nullptr) {
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mIsRestingContact(false), mIsObsolete(false), mNext(nullptr), mPrevious(nullptr) {
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assert(mPenetrationDepth > decimal(0.0));
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// Compute the world position of the contact points
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mWorldPointOnBody1 = body1Transform * mLocalPointOnBody1;
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mWorldPointOnBody2 = body2Transform * mLocalPointOnBody2;
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assert(mNormal.lengthSquare() > decimal(0.8));
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|
||||
mIsObsolete = false;
|
||||
}
|
||||
|
||||
// Update the contact point with a new one that is similar (very close)
|
||||
/// The idea is to keep the cache impulse (for warm starting the contact solver)
|
||||
void ContactPoint::update(const ContactPointInfo* contactInfo, const Transform& body1Transform, const Transform& body2Transform) {
|
||||
void ContactPoint::update(const ContactPointInfo* contactInfo) {
|
||||
|
||||
assert(isSimilarWithContactPoint(contactInfo));
|
||||
assert(contactInfo->penetrationDepth > decimal(0.0));
|
||||
|
@ -60,9 +56,5 @@ void ContactPoint::update(const ContactPointInfo* contactInfo, const Transform&
|
|||
mLocalPointOnBody1 = contactInfo->localPoint1;
|
||||
mLocalPointOnBody2 = contactInfo->localPoint2;
|
||||
|
||||
// Compute the world position of the contact points
|
||||
mWorldPointOnBody1 = body1Transform * mLocalPointOnBody1;
|
||||
mWorldPointOnBody2 = body2Transform * mLocalPointOnBody2;
|
||||
|
||||
mIsObsolete = false;
|
||||
}
|
||||
|
|
|
@ -59,12 +59,6 @@ class ContactPoint {
|
|||
/// Contact point on body 2 in local space of body 2
|
||||
Vector3 mLocalPointOnBody2;
|
||||
|
||||
/// Contact point on body 1 in world space
|
||||
Vector3 mWorldPointOnBody1;
|
||||
|
||||
/// Contact point on body 2 in world space
|
||||
Vector3 mWorldPointOnBody2;
|
||||
|
||||
/// True if the contact is a resting contact (exists for more than one time step)
|
||||
bool mIsRestingContact;
|
||||
|
||||
|
@ -74,14 +68,16 @@ class ContactPoint {
|
|||
/// True if the contact point is obsolete
|
||||
bool mIsObsolete;
|
||||
|
||||
/// Pointer to the next contact point in the linked-list
|
||||
/// Pointer to the next contact point in the double linked-list
|
||||
ContactPoint* mNext;
|
||||
|
||||
/// Pointer to the previous contact point in the double linked-list
|
||||
ContactPoint* mPrevious;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Update the contact point with a new one that is similar (very close)
|
||||
void update(const ContactPointInfo* contactInfo, const Transform& body1Transform,
|
||||
const Transform& body2Transform);
|
||||
void update(const ContactPointInfo* contactInfo);
|
||||
|
||||
/// Return true if the contact point is similar (close enougth) to another given contact point
|
||||
bool isSimilarWithContactPoint(const ContactPointInfo* contactPoint) const;
|
||||
|
@ -99,6 +95,9 @@ class ContactPoint {
|
|||
/// Set the next contact point in the linked list
|
||||
void setNext(ContactPoint* next);
|
||||
|
||||
/// Set the previous contact point in the linked list
|
||||
void setPrevious(ContactPoint* previous);
|
||||
|
||||
/// Return true if the contact point is obsolete
|
||||
bool getIsObsolete() const;
|
||||
|
||||
|
@ -107,8 +106,7 @@ class ContactPoint {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ContactPoint(const ContactPointInfo* contactInfo, const Transform& body1Transform,
|
||||
const Transform& body2Transform);
|
||||
ContactPoint(const ContactPointInfo* contactInfo);
|
||||
|
||||
/// Destructor
|
||||
~ContactPoint() = default;
|
||||
|
@ -128,18 +126,15 @@ class ContactPoint {
|
|||
/// Return the contact local point on body 2
|
||||
Vector3 getLocalPointOnBody2() const;
|
||||
|
||||
/// Return the contact world point on body 1
|
||||
Vector3 getWorldPointOnBody1() const;
|
||||
|
||||
/// Return the contact world point on body 2
|
||||
Vector3 getWorldPointOnBody2() const;
|
||||
|
||||
/// Return the cached penetration impulse
|
||||
decimal getPenetrationImpulse() const;
|
||||
|
||||
/// Return true if the contact is a resting contact
|
||||
bool getIsRestingContact() const;
|
||||
|
||||
/// Return the previous contact point in the linked list
|
||||
inline ContactPoint* getPrevious() const;
|
||||
|
||||
/// Return the next contact point in the linked list
|
||||
ContactPoint* getNext() const;
|
||||
|
||||
|
@ -170,16 +165,6 @@ inline Vector3 ContactPoint::getLocalPointOnBody2() const {
|
|||
return mLocalPointOnBody2;
|
||||
}
|
||||
|
||||
// Return the contact world point on body 1
|
||||
inline Vector3 ContactPoint::getWorldPointOnBody1() const {
|
||||
return mWorldPointOnBody1;
|
||||
}
|
||||
|
||||
// Return the contact world point on body 2
|
||||
inline Vector3 ContactPoint::getWorldPointOnBody2() const {
|
||||
return mWorldPointOnBody2;
|
||||
}
|
||||
|
||||
// Return the cached penetration impulse
|
||||
inline decimal ContactPoint::getPenetrationImpulse() const {
|
||||
return mPenetrationImpulse;
|
||||
|
@ -226,6 +211,16 @@ inline void ContactPoint::setNext(ContactPoint* next) {
|
|||
mNext = next;
|
||||
}
|
||||
|
||||
// Return the previous contact point in the linked list
|
||||
inline ContactPoint* ContactPoint::getPrevious() const {
|
||||
return mPrevious;
|
||||
}
|
||||
|
||||
// Set the previous contact point in the linked list
|
||||
inline void ContactPoint::setPrevious(ContactPoint* previous) {
|
||||
mPrevious = previous;
|
||||
}
|
||||
|
||||
// Return the penetration depth of the contact
|
||||
inline decimal ContactPoint::getPenetrationDepth() const {
|
||||
return mPenetrationDepth;
|
||||
|
|
|
@ -120,6 +120,10 @@ void ContactSolver::initializeForIsland(Island* island) {
|
|||
assert(body1 != nullptr);
|
||||
assert(body2 != nullptr);
|
||||
|
||||
// Get the two contact shapes
|
||||
const ProxyShape* shape1 = externalManifold->getShape1();
|
||||
const ProxyShape* shape2 = externalManifold->getShape2();
|
||||
|
||||
// Get the position of the two bodies
|
||||
const Vector3& x1 = body1->mCenterOfMassWorld;
|
||||
const Vector3& x2 = body2->mCenterOfMassWorld;
|
||||
|
@ -149,11 +153,12 @@ void ContactSolver::initializeForIsland(Island* island) {
|
|||
|
||||
// For each contact point of the contact manifold
|
||||
ContactPoint* externalContact = externalManifold->getContactPoints();
|
||||
assert(externalContact != nullptr);
|
||||
while (externalContact != nullptr) {
|
||||
|
||||
// Get the contact point on the two bodies
|
||||
Vector3 p1 = externalContact->getWorldPointOnBody1();
|
||||
Vector3 p2 = externalContact->getWorldPointOnBody2();
|
||||
Vector3 p1 = shape1->getLocalToWorldTransform() * externalContact->getLocalPointOnBody1();
|
||||
Vector3 p2 = shape2->getLocalToWorldTransform() * externalContact->getLocalPointOnBody2();
|
||||
|
||||
new (mContactPoints + mNbContactPoints) ContactPointSolver();
|
||||
mContactPoints[mNbContactPoints].externalContact = externalContact;
|
||||
|
|
|
@ -136,9 +136,6 @@ class OverlappingPair {
|
|||
/// Return the last frame collision info
|
||||
LastFrameCollisionInfo& getLastFrameCollisionInfo();
|
||||
|
||||
/// Return the number of contacts in the cache
|
||||
uint getNbContactPoints() const;
|
||||
|
||||
/// Return the a reference to the contact manifold set
|
||||
const ContactManifoldSet& getContactManifoldSet();
|
||||
|
||||
|
@ -167,13 +164,13 @@ class OverlappingPair {
|
|||
void reducePotentialContactManifolds();
|
||||
|
||||
/// Make the contact manifolds and contact points obsolete
|
||||
void makeContactsObselete();
|
||||
void makeContactsObsolete();
|
||||
|
||||
/// Clear the obsolete contact manifold and contact points
|
||||
void clearObsoleteManifoldsAndContactPoints();
|
||||
|
||||
/// Reset the isNew status of all the manifolds
|
||||
void resetIsNewManifoldStatus();
|
||||
/// Reduce the contact manifolds that have too many contact points
|
||||
void reduceContactManifolds();
|
||||
|
||||
/// Return the pair of bodies index
|
||||
static overlappingpairid computeID(ProxyShape* shape1, ProxyShape* shape2);
|
||||
|
@ -206,18 +203,13 @@ inline LastFrameCollisionInfo& OverlappingPair::getLastFrameCollisionInfo() {
|
|||
return mLastFrameCollisionInfo;
|
||||
}
|
||||
|
||||
// Return the number of contact points in the contact manifold
|
||||
inline uint OverlappingPair::getNbContactPoints() const {
|
||||
return mContactManifoldSet.getTotalNbContactPoints();
|
||||
}
|
||||
|
||||
// Return the contact manifold
|
||||
inline const ContactManifoldSet& OverlappingPair::getContactManifoldSet() {
|
||||
return mContactManifoldSet;
|
||||
}
|
||||
|
||||
// Make the contact manifolds and contact points obsolete
|
||||
inline void OverlappingPair::makeContactsObselete() {
|
||||
inline void OverlappingPair::makeContactsObsolete() {
|
||||
|
||||
mContactManifoldSet.makeContactsObsolete();
|
||||
}
|
||||
|
@ -272,10 +264,9 @@ inline void OverlappingPair::clearObsoleteManifoldsAndContactPoints() {
|
|||
mContactManifoldSet.clearObsoleteManifoldsAndContactPoints();
|
||||
}
|
||||
|
||||
|
||||
// Reset the isNew status of all the manifolds
|
||||
inline void OverlappingPair::resetIsNewManifoldStatus() {
|
||||
mContactManifoldSet.resetIsNewManifoldStatus();
|
||||
// Reduce the contact manifolds that have too many contact points
|
||||
inline void OverlappingPair::reduceContactManifolds() {
|
||||
mContactManifoldSet.reduce();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user