Refactor memory allocator and refactor contact solver
This commit is contained in:
parent
92460791e6
commit
e014f00afc
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@ -174,8 +174,10 @@ SET (REACTPHYSICS3D_SOURCES
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"src/mathematics/Vector3.h"
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"src/mathematics/Ray.h"
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"src/mathematics/Vector3.cpp"
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"src/memory/MemoryAllocator.h"
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"src/memory/MemoryAllocator.cpp"
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"src/memory/PoolAllocator.h"
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"src/memory/PoolAllocator.cpp"
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"src/memory/SingleFrameAllocator.h"
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"src/memory/SingleFrameAllocator.cpp"
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"src/memory/Stack.h"
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)
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@ -70,7 +70,7 @@ ProxyShape* CollisionBody::addCollisionShape(CollisionShape* collisionShape,
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const Transform& transform) {
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// Create a new proxy collision shape to attach the collision shape to the body
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ProxyShape* proxyShape = new (mWorld.mMemoryAllocator.allocate(
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ProxyShape* proxyShape = new (mWorld.mPoolAllocator.allocate(
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sizeof(ProxyShape))) ProxyShape(this, collisionShape,
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transform, decimal(1));
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@ -116,7 +116,7 @@ void CollisionBody::removeCollisionShape(const ProxyShape* proxyShape) {
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}
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current->~ProxyShape();
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mWorld.mMemoryAllocator.release(current, sizeof(ProxyShape));
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mWorld.mPoolAllocator.release(current, sizeof(ProxyShape));
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mNbCollisionShapes--;
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return;
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}
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@ -136,7 +136,7 @@ void CollisionBody::removeCollisionShape(const ProxyShape* proxyShape) {
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}
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elementToRemove->~ProxyShape();
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mWorld.mMemoryAllocator.release(elementToRemove, sizeof(ProxyShape));
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mWorld.mPoolAllocator.release(elementToRemove, sizeof(ProxyShape));
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mNbCollisionShapes--;
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return;
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}
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@ -162,7 +162,7 @@ void CollisionBody::removeAllCollisionShapes() {
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}
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current->~ProxyShape();
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mWorld.mMemoryAllocator.release(current, sizeof(ProxyShape));
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mWorld.mPoolAllocator.release(current, sizeof(ProxyShape));
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// Get the next element in the list
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current = nextElement;
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@ -181,7 +181,7 @@ void CollisionBody::resetContactManifoldsList() {
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// Delete the current element
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currentElement->~ContactManifoldListElement();
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mWorld.mMemoryAllocator.release(currentElement, sizeof(ContactManifoldListElement));
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mWorld.mPoolAllocator.release(currentElement, sizeof(ContactManifoldListElement));
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currentElement = nextElement;
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}
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@ -34,7 +34,7 @@
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#include "collision/shapes/AABB.h"
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#include "collision/shapes/CollisionShape.h"
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#include "collision/RaycastInfo.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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#include "configuration.h"
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/// Namespace reactphysics3d
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@ -166,7 +166,7 @@ void RigidBody::setMass(decimal mass) {
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}
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// Remove a joint from the joints list
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void RigidBody::removeJointFromJointsList(MemoryAllocator& memoryAllocator, const Joint* joint) {
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void RigidBody::removeJointFromJointsList(PoolAllocator& memoryAllocator, const Joint* joint) {
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assert(joint != nullptr);
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assert(mJointsList != nullptr);
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@ -214,7 +214,7 @@ ProxyShape* RigidBody::addCollisionShape(CollisionShape* collisionShape,
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decimal mass) {
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// Create a new proxy collision shape to attach the collision shape to the body
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ProxyShape* proxyShape = new (mWorld.mMemoryAllocator.allocate(
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ProxyShape* proxyShape = new (mWorld.mPoolAllocator.allocate(
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sizeof(ProxyShape))) ProxyShape(this, collisionShape,
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transform, mass);
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@ -31,7 +31,7 @@
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#include "CollisionBody.h"
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#include "engine/Material.h"
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#include "mathematics/mathematics.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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/// Namespace reactphysics3d
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namespace reactphysics3d {
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@ -104,7 +104,7 @@ class RigidBody : public CollisionBody {
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// -------------------- Methods -------------------- //
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/// Remove a joint from the joints list
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void removeJointFromJointsList(MemoryAllocator& memoryAllocator, const Joint* joint);
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void removeJointFromJointsList(PoolAllocator& memoryAllocator, const Joint* joint);
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/// Update the transform of the body after a change of the center of mass
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void updateTransformWithCenterOfMass();
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@ -41,7 +41,7 @@ using namespace reactphysics3d;
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using namespace std;
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// Constructor
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CollisionDetection::CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator)
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CollisionDetection::CollisionDetection(CollisionWorld* world, PoolAllocator& memoryAllocator)
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: mMemoryAllocator(memoryAllocator),
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mWorld(world), mBroadPhaseAlgorithm(*this),
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mIsCollisionShapesAdded(false) {
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@ -189,7 +189,7 @@ void CollisionDetection::computeNarrowPhase() {
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// Destroy the overlapping pair
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itToRemove->second->~OverlappingPair();
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mWorld->mMemoryAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mWorld->mPoolAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mOverlappingPairs.erase(itToRemove);
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continue;
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}
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@ -294,7 +294,7 @@ void CollisionDetection::computeNarrowPhaseBetweenShapes(CollisionCallback* call
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// Destroy the overlapping pair
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itToRemove->second->~OverlappingPair();
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mWorld->mMemoryAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mWorld->mPoolAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mOverlappingPairs.erase(itToRemove);
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continue;
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}
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@ -370,8 +370,8 @@ void CollisionDetection::broadPhaseNotifyOverlappingPair(ProxyShape* shape1, Pro
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shape2->getCollisionShape()->getType());
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// Create the overlapping pair and add it into the set of overlapping pairs
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OverlappingPair* newPair = new (mWorld->mMemoryAllocator.allocate(sizeof(OverlappingPair)))
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OverlappingPair(shape1, shape2, nbMaxManifolds, mWorld->mMemoryAllocator);
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OverlappingPair* newPair = new (mWorld->mPoolAllocator.allocate(sizeof(OverlappingPair)))
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OverlappingPair(shape1, shape2, nbMaxManifolds, mWorld->mPoolAllocator);
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assert(newPair != nullptr);
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#ifndef NDEBUG
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@ -400,7 +400,7 @@ void CollisionDetection::removeProxyCollisionShape(ProxyShape* proxyShape) {
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// Destroy the overlapping pair
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itToRemove->second->~OverlappingPair();
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mWorld->mMemoryAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mWorld->mPoolAllocator.release(itToRemove->second, sizeof(OverlappingPair));
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mOverlappingPairs.erase(itToRemove);
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}
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else {
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@ -434,7 +434,7 @@ void CollisionDetection::createContact(OverlappingPair* overlappingPair,
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const ContactPointInfo& contactInfo) {
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// Create a new contact
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ContactPoint* contact = new (mWorld->mMemoryAllocator.allocate(sizeof(ContactPoint)))
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ContactPoint* contact = new (mWorld->mPoolAllocator.allocate(sizeof(ContactPoint)))
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ContactPoint(contactInfo);
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// Add the contact to the contact manifold set of the corresponding overlapping pair
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@ -477,7 +477,7 @@ void CollisionDetection::addContactManifoldToBody(OverlappingPair* pair) {
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// Add the contact manifold at the beginning of the linked
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// list of contact manifolds of the first body
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void* allocatedMemory1 = mWorld->mMemoryAllocator.allocate(sizeof(ContactManifoldListElement));
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void* allocatedMemory1 = mWorld->mPoolAllocator.allocate(sizeof(ContactManifoldListElement));
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ContactManifoldListElement* listElement1 = new (allocatedMemory1)
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ContactManifoldListElement(contactManifold,
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body1->mContactManifoldsList);
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@ -485,7 +485,7 @@ void CollisionDetection::addContactManifoldToBody(OverlappingPair* pair) {
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// Add the contact manifold at the beginning of the linked
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// list of the contact manifolds of the second body
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void* allocatedMemory2 = mWorld->mMemoryAllocator.allocate(sizeof(ContactManifoldListElement));
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void* allocatedMemory2 = mWorld->mPoolAllocator.allocate(sizeof(ContactManifoldListElement));
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ContactManifoldListElement* listElement2 = new (allocatedMemory2)
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ContactManifoldListElement(contactManifold,
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body2->mContactManifoldsList);
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@ -520,8 +520,8 @@ EventListener* CollisionDetection::getWorldEventListener() {
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}
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/// Return a reference to the world memory allocator
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MemoryAllocator& CollisionDetection::getWorldMemoryAllocator() {
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return mWorld->mMemoryAllocator;
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PoolAllocator& CollisionDetection::getWorldMemoryAllocator() {
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return mWorld->mPoolAllocator;
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}
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// Called by a narrow-phase collision algorithm when a new contact has been found
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@ -32,7 +32,7 @@
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#include "engine/OverlappingPair.h"
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#include "engine/EventListener.h"
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#include "narrowphase/DefaultCollisionDispatch.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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#include "constraint/ContactPoint.h"
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#include <vector>
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#include <set>
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@ -93,7 +93,7 @@ class CollisionDetection : public NarrowPhaseCallback {
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NarrowPhaseAlgorithm* mCollisionMatrix[NB_COLLISION_SHAPE_TYPES][NB_COLLISION_SHAPE_TYPES];
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/// Reference to the memory allocator
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MemoryAllocator& mMemoryAllocator;
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PoolAllocator& mMemoryAllocator;
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/// Pointer to the physics world
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CollisionWorld* mWorld;
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@ -143,7 +143,7 @@ class CollisionDetection : public NarrowPhaseCallback {
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// -------------------- Methods -------------------- //
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/// Constructor
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CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator);
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CollisionDetection(CollisionWorld* world, PoolAllocator& memoryAllocator);
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/// Destructor
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~CollisionDetection() = default;
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@ -220,7 +220,7 @@ class CollisionDetection : public NarrowPhaseCallback {
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EventListener* getWorldEventListener();
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/// Return a reference to the world memory allocator
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MemoryAllocator& getWorldMemoryAllocator();
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PoolAllocator& getWorldMemoryAllocator();
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/// Called by a narrow-phase collision algorithm when a new contact has been found
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virtual void notifyContact(OverlappingPair* overlappingPair, const ContactPointInfo& contactInfo) override;
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@ -31,7 +31,7 @@ using namespace reactphysics3d;
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// Constructor
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ContactManifold::ContactManifold(ProxyShape* shape1, ProxyShape* shape2,
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MemoryAllocator& memoryAllocator, short normalDirectionId)
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PoolAllocator& memoryAllocator, short normalDirectionId)
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: mShape1(shape1), mShape2(shape2), mNormalDirectionId(normalDirectionId),
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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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@ -31,7 +31,7 @@
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#include "body/CollisionBody.h"
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#include "collision/ProxyShape.h"
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#include "constraint/ContactPoint.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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@ -126,7 +126,7 @@ class ContactManifold {
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bool mIsAlreadyInIsland;
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/// Reference to the memory allocator
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MemoryAllocator& mMemoryAllocator;
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PoolAllocator& mMemoryAllocator;
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// -------------------- Methods -------------------- //
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@ -151,7 +151,7 @@ class ContactManifold {
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/// Constructor
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ContactManifold(ProxyShape* shape1, ProxyShape* shape2,
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MemoryAllocator& memoryAllocator, short int normalDirectionId);
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PoolAllocator& memoryAllocator, short int normalDirectionId);
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/// Destructor
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~ContactManifold();
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@ -30,7 +30,7 @@ using namespace reactphysics3d;
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// Constructor
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ContactManifoldSet::ContactManifoldSet(ProxyShape* shape1, ProxyShape* shape2,
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MemoryAllocator& memoryAllocator, int nbMaxManifolds)
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PoolAllocator& memoryAllocator, int nbMaxManifolds)
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: mNbMaxManifolds(nbMaxManifolds), mNbManifolds(0), mShape1(shape1),
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mShape2(shape2), mMemoryAllocator(memoryAllocator) {
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assert(nbMaxManifolds >= 1);
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@ -61,7 +61,7 @@ class ContactManifoldSet {
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ProxyShape* mShape2;
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/// Reference to the memory allocator
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MemoryAllocator& mMemoryAllocator;
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PoolAllocator& mMemoryAllocator;
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/// Contact manifolds of the set
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ContactManifold* mManifolds[MAX_MANIFOLDS_IN_CONTACT_MANIFOLD_SET];
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@ -88,7 +88,7 @@ class ContactManifoldSet {
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/// Constructor
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ContactManifoldSet(ProxyShape* shape1, ProxyShape* shape2,
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MemoryAllocator& memoryAllocator, int nbMaxManifolds);
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PoolAllocator& memoryAllocator, int nbMaxManifolds);
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/// Destructor
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~ContactManifoldSet();
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@ -51,7 +51,7 @@ class CollisionDispatch {
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/// Initialize the collision dispatch configuration
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virtual void init(CollisionDetection* collisionDetection,
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MemoryAllocator* memoryAllocator) {
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PoolAllocator* memoryAllocator) {
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}
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@ -31,7 +31,7 @@ using namespace reactphysics3d;
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/// Initialize the collision dispatch configuration
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void DefaultCollisionDispatch::init(CollisionDetection* collisionDetection,
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MemoryAllocator* memoryAllocator) {
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PoolAllocator* memoryAllocator) {
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// Initialize the collision algorithms
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mSphereVsSphereAlgorithm.init(collisionDetection, memoryAllocator);
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@ -63,7 +63,7 @@ class DefaultCollisionDispatch : public CollisionDispatch {
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/// Initialize the collision dispatch configuration
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virtual void init(CollisionDetection* collisionDetection,
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MemoryAllocator* memoryAllocator) override;
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PoolAllocator* memoryAllocator) override;
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/// Select and return the narrow-phase collision detection algorithm to
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/// use between two types of collision shapes.
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@ -34,7 +34,7 @@
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#include "collision/narrowphase/NarrowPhaseAlgorithm.h"
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#include "mathematics/mathematics.h"
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#include "TriangleEPA.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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#include <algorithm>
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/// ReactPhysics3D namespace
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@ -88,7 +88,7 @@ class EPAAlgorithm {
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// -------------------- Attributes -------------------- //
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/// Reference to the memory allocator
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MemoryAllocator* mMemoryAllocator;
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PoolAllocator* mMemoryAllocator;
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/// Triangle comparison operator
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TriangleComparison mTriangleComparison;
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@ -120,7 +120,7 @@ class EPAAlgorithm {
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EPAAlgorithm& operator=(const EPAAlgorithm& algorithm) = delete;
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/// Initalize the algorithm
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void init(MemoryAllocator* memoryAllocator);
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void init(PoolAllocator* memoryAllocator);
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/// Compute the penetration depth with EPA algorithm.
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bool computePenetrationDepthAndContactPoints(const VoronoiSimplex& simplex,
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@ -151,7 +151,7 @@ inline void EPAAlgorithm::addFaceCandidate(TriangleEPA* triangle, TriangleEPA**
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}
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// Initalize the algorithm
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inline void EPAAlgorithm::init(MemoryAllocator* memoryAllocator) {
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inline void EPAAlgorithm::init(PoolAllocator* memoryAllocator) {
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mMemoryAllocator = memoryAllocator;
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}
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@ -94,7 +94,7 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
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/// Initalize the algorithm
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virtual void init(CollisionDetection* collisionDetection,
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MemoryAllocator* memoryAllocator) override;
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PoolAllocator* memoryAllocator) override;
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/// Compute a contact info if the two bounding volumes collide.
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virtual void testCollision(const CollisionShapeInfo& shape1Info,
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@ -110,7 +110,7 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
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// Initalize the algorithm
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inline void GJKAlgorithm::init(CollisionDetection* collisionDetection,
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MemoryAllocator* memoryAllocator) {
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PoolAllocator* memoryAllocator) {
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NarrowPhaseAlgorithm::init(collisionDetection, memoryAllocator);
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mAlgoEPA.init(memoryAllocator);
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}
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@ -563,7 +563,6 @@ bool VoronoiSimplex::computeClosestPointOnTetrahedron(const Vector3& a, const Ve
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if (squareDist < closestSquareDistance) {
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// Use it as the current closest point
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closestSquareDistance = squareDist;
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baryCoordsAB.setAllValues(0.0, triangleBaryCoords[0]);
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baryCoordsCD.setAllValues(triangleBaryCoords[2], triangleBaryCoords[1]);
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bitsUsedPoints = mapTriangleUsedVerticesToTetrahedron(tempUsedVertices, 1, 3, 2);
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@ -36,7 +36,7 @@ NarrowPhaseAlgorithm::NarrowPhaseAlgorithm()
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}
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// Initalize the algorithm
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void NarrowPhaseAlgorithm::init(CollisionDetection* collisionDetection, MemoryAllocator* memoryAllocator) {
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void NarrowPhaseAlgorithm::init(CollisionDetection* collisionDetection, PoolAllocator* memoryAllocator) {
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mCollisionDetection = collisionDetection;
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mMemoryAllocator = memoryAllocator;
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}
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@ -29,7 +29,7 @@
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// Libraries
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#include "body/Body.h"
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#include "constraint/ContactPoint.h"
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#include "memory/MemoryAllocator.h"
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#include "memory/PoolAllocator.h"
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#include "engine/OverlappingPair.h"
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#include "collision/CollisionShapeInfo.h"
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@ -71,7 +71,7 @@ class NarrowPhaseAlgorithm {
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CollisionDetection* mCollisionDetection;
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/// Pointer to the memory allocator
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MemoryAllocator* mMemoryAllocator;
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PoolAllocator* mMemoryAllocator;
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/// Overlapping pair of the bodies currently tested for collision
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OverlappingPair* mCurrentOverlappingPair;
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@ -93,7 +93,7 @@ class NarrowPhaseAlgorithm {
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NarrowPhaseAlgorithm& operator=(const NarrowPhaseAlgorithm& algorithm) = delete;
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/// Initalize the algorithm
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virtual void init(CollisionDetection* collisionDetection, MemoryAllocator* memoryAllocator);
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virtual void init(CollisionDetection* collisionDetection, PoolAllocator* memoryAllocator);
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/// Set the current overlapping pair of bodies
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void setCurrentOverlappingPair(OverlappingPair* overlappingPair);
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
#include "mathematics/Ray.h"
|
||||
#include "AABB.h"
|
||||
#include "collision/RaycastInfo.h"
|
||||
#include "memory/MemoryAllocator.h"
|
||||
#include "memory/PoolAllocator.h"
|
||||
|
||||
/// ReactPhysics3D namespace
|
||||
namespace reactphysics3d {
|
||||
|
|
|
@ -144,6 +144,9 @@ constexpr int NB_MAX_CONTACT_MANIFOLDS_CONVEX_SHAPE = 1;
|
|||
/// least one concave collision shape.
|
||||
constexpr int NB_MAX_CONTACT_MANIFOLDS_CONCAVE_SHAPE = 3;
|
||||
|
||||
/// Size (in bytes) of the single frame allocator
|
||||
constexpr size_t SIZE_SINGLE_FRAME_ALLOCATOR_BYTES = 1048576;
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -33,7 +33,7 @@ using namespace std;
|
|||
|
||||
// Constructor
|
||||
CollisionWorld::CollisionWorld()
|
||||
: mCollisionDetection(this, mMemoryAllocator), mCurrentBodyID(0),
|
||||
: mCollisionDetection(this, mPoolAllocator), mCurrentBodyID(0),
|
||||
mEventListener(nullptr) {
|
||||
|
||||
}
|
||||
|
@ -66,7 +66,7 @@ CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
|
|||
assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
|
||||
|
||||
// Create the collision body
|
||||
CollisionBody* collisionBody = new (mMemoryAllocator.allocate(sizeof(CollisionBody)))
|
||||
CollisionBody* collisionBody = new (mPoolAllocator.allocate(sizeof(CollisionBody)))
|
||||
CollisionBody(transform, *this, bodyID);
|
||||
|
||||
assert(collisionBody != nullptr);
|
||||
|
@ -97,7 +97,7 @@ void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
|
|||
mBodies.erase(collisionBody);
|
||||
|
||||
// Free the object from the memory allocator
|
||||
mMemoryAllocator.release(collisionBody, sizeof(CollisionBody));
|
||||
mPoolAllocator.release(collisionBody, sizeof(CollisionBody));
|
||||
}
|
||||
|
||||
// Return the next available body ID
|
||||
|
|
|
@ -39,7 +39,7 @@
|
|||
#include "collision/CollisionDetection.h"
|
||||
#include "constraint/Joint.h"
|
||||
#include "constraint/ContactPoint.h"
|
||||
#include "memory/MemoryAllocator.h"
|
||||
#include "memory/PoolAllocator.h"
|
||||
#include "EventListener.h"
|
||||
|
||||
/// Namespace reactphysics3d
|
||||
|
@ -72,8 +72,8 @@ class CollisionWorld {
|
|||
/// List of free ID for rigid bodies
|
||||
std::vector<luint> mFreeBodiesIDs;
|
||||
|
||||
/// Memory allocator
|
||||
MemoryAllocator mMemoryAllocator;
|
||||
/// Pool Memory allocator
|
||||
PoolAllocator mPoolAllocator;
|
||||
|
||||
/// Pointer to an event listener object
|
||||
EventListener* mEventListener;
|
||||
|
|
|
@ -39,55 +39,75 @@ 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)
|
||||
ContactSolver::ContactSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex,
|
||||
SingleFrameAllocator& singleFrameAllocator)
|
||||
:mSplitLinearVelocities(nullptr), mSplitAngularVelocities(nullptr),
|
||||
mContactConstraints(nullptr), mPenetrationConstraints(nullptr),
|
||||
mFrictionConstraints(nullptr), mLinearVelocities(nullptr), mAngularVelocities(nullptr),
|
||||
mSingleFrameAllocator(singleFrameAllocator),
|
||||
mPenetrationConstraints(nullptr), mFrictionConstraints(nullptr),
|
||||
mLinearVelocities(nullptr), mAngularVelocities(nullptr),
|
||||
mMapBodyToConstrainedVelocityIndex(mapBodyToVelocityIndex),
|
||||
mIsWarmStartingActive(true), mIsSplitImpulseActive(true),
|
||||
mIsSolveFrictionAtContactManifoldCenterActive(true) {
|
||||
|
||||
}
|
||||
|
||||
// Initialize the contact constraints
|
||||
void ContactSolver::init(Island** islands, uint nbIslands, decimal timeStep) {
|
||||
|
||||
mTimeStep = timeStep;
|
||||
|
||||
// TODO : Try not to count manifolds here
|
||||
// Count the contact manifolds
|
||||
uint nbContactManifolds = 0;
|
||||
for (uint i = 0; i < nbIslands; i++) {
|
||||
nbContactManifolds += islands[i]->getNbContactManifolds();
|
||||
}
|
||||
|
||||
mNbFrictionConstraints = 0;
|
||||
mNbPenetrationConstraints = 0;
|
||||
|
||||
mPenetrationConstraints = nullptr;
|
||||
mFrictionConstraints = nullptr;
|
||||
|
||||
if (nbContactManifolds == 0) return;
|
||||
|
||||
// TODO : Count exactly the number of constraints to allocate here
|
||||
uint nbPenetrationConstraints = nbContactManifolds * MAX_CONTACT_POINTS_IN_MANIFOLD;
|
||||
mPenetrationConstraints = static_cast<PenetrationConstraint*>(mSingleFrameAllocator.allocate(sizeof(PenetrationConstraint) * nbPenetrationConstraints));
|
||||
//mPenetrationConstraints = new PenetrationConstraint[nbPenetrationConstraints];
|
||||
assert(mPenetrationConstraints != nullptr);
|
||||
//mPenetrationConstraints = new PenetrationConstraint[mNbContactManifolds * 4];
|
||||
|
||||
mFrictionConstraints = static_cast<FrictionConstraint*>(mSingleFrameAllocator.allocate(sizeof(FrictionConstraint) * nbContactManifolds));
|
||||
//mFrictionConstraints = new FrictionConstraint[nbContactManifolds];
|
||||
assert(mFrictionConstraints != nullptr);
|
||||
//mFrictionConstraints = new FrictionConstraint[mNbContactManifolds];
|
||||
|
||||
// For each island of the world
|
||||
for (uint islandIndex = 0; islandIndex < nbIslands; islandIndex++) {
|
||||
initializeForIsland(islands[islandIndex]);
|
||||
}
|
||||
|
||||
// Warmstarting
|
||||
warmStart();
|
||||
}
|
||||
|
||||
// Initialize the constraint solver for a given island
|
||||
void ContactSolver::initializeForIsland(decimal dt, Island* island) {
|
||||
void ContactSolver::initializeForIsland(Island* island) {
|
||||
|
||||
PROFILE("ContactSolver::initializeForIsland()");
|
||||
|
||||
assert(island != nullptr);
|
||||
assert(island->getNbBodies() > 0);
|
||||
assert(island->getNbContactManifolds() > 0);
|
||||
assert(mSplitLinearVelocities != nullptr);
|
||||
assert(mSplitAngularVelocities != nullptr);
|
||||
|
||||
// Set the current time step
|
||||
mTimeStep = dt;
|
||||
|
||||
mNbContactManifolds = island->getNbContactManifolds();
|
||||
|
||||
mNbFrictionConstraints = 0;
|
||||
mNbPenetrationConstraints = 0;
|
||||
|
||||
// TODO : Try to do faster allocation here
|
||||
mContactConstraints = new ContactManifoldSolver[mNbContactManifolds];
|
||||
assert(mContactConstraints != nullptr);
|
||||
|
||||
// TODO : Count exactly the number of constraints to allocate here (do not reallocate each frame)
|
||||
mPenetrationConstraints = new PenetrationConstraint[mNbContactManifolds * 4];
|
||||
assert(mPenetrationConstraints != nullptr);
|
||||
|
||||
// TODO : Do not reallocate each frame)
|
||||
mFrictionConstraints = new FrictionConstraint[mNbContactManifolds];
|
||||
assert(mFrictionConstraints != nullptr);
|
||||
|
||||
// For each contact manifold of the island
|
||||
ContactManifold** contactManifolds = island->getContactManifolds();
|
||||
for (uint i=0; i<mNbContactManifolds; i++) {
|
||||
for (uint i=0; i<island->getNbContactManifolds(); i++) {
|
||||
|
||||
ContactManifold* externalManifold = contactManifolds[i];
|
||||
|
||||
ContactManifoldSolver& internalManifold = mContactConstraints[i];
|
||||
|
||||
assert(externalManifold->getNbContactPoints() > 0);
|
||||
|
||||
// Get the two bodies of the contact
|
||||
|
@ -100,6 +120,7 @@ void ContactSolver::initializeForIsland(decimal dt, Island* island) {
|
|||
uint indexBody1 = mMapBodyToConstrainedVelocityIndex.find(body1)->second;
|
||||
uint indexBody2 = mMapBodyToConstrainedVelocityIndex.find(body2)->second;
|
||||
|
||||
new (mFrictionConstraints + mNbFrictionConstraints) FrictionConstraint();
|
||||
mFrictionConstraints[mNbFrictionConstraints].indexBody1 = indexBody1;
|
||||
mFrictionConstraints[mNbFrictionConstraints].indexBody2 = indexBody2;
|
||||
mFrictionConstraints[mNbFrictionConstraints].contactManifold = externalManifold;
|
||||
|
@ -129,7 +150,6 @@ void ContactSolver::initializeForIsland(decimal dt, Island* island) {
|
|||
decimal restitutionFactor = computeMixedRestitutionFactor(body1, body2);
|
||||
mFrictionConstraints[mNbFrictionConstraints].frictionCoefficient = computeMixedFrictionCoefficient(body1, body2);
|
||||
mFrictionConstraints[mNbFrictionConstraints].rollingResistanceFactor = computeMixedRollingResistance(body1, body2);
|
||||
internalManifold.externalContactManifold = externalManifold;
|
||||
mFrictionConstraints[mNbFrictionConstraints].hasAtLeastOneRestingContactPoint = false;
|
||||
//internalManifold.isBody1DynamicType = body1->getType() == BodyType::DYNAMIC;
|
||||
//internalManifold.isBody2DynamicType = body2->getType() == BodyType::DYNAMIC;
|
||||
|
@ -159,6 +179,7 @@ void ContactSolver::initializeForIsland(decimal dt, Island* island) {
|
|||
// Get a contact point
|
||||
ContactPoint* externalContact = externalManifold->getContactPoint(c);
|
||||
|
||||
new (mPenetrationConstraints + mNbPenetrationConstraints) PenetrationConstraint();
|
||||
mPenetrationConstraints[mNbPenetrationConstraints].indexBody1 = indexBody1;
|
||||
mPenetrationConstraints[mNbPenetrationConstraints].indexBody2 = indexBody2;
|
||||
mPenetrationConstraints[mNbPenetrationConstraints].inverseInertiaTensorBody1 = I1;
|
||||
|
@ -301,168 +322,19 @@ void ContactSolver::initializeForIsland(decimal dt, Island* island) {
|
|||
frictionTwistMass > decimal(0.0) ? mFrictionConstraints[mNbFrictionConstraints].inverseTwistFrictionMass = decimal(1.0) /
|
||||
frictionTwistMass :
|
||||
decimal(0.0);
|
||||
//}
|
||||
|
||||
mNbFrictionConstraints++;
|
||||
}
|
||||
|
||||
// Fill-in all the matrices needed to solve the LCP problem
|
||||
//initializeContactConstraints();
|
||||
}
|
||||
|
||||
// TODO : Delete this method
|
||||
// Initialize the contact constraints before solving the system
|
||||
void ContactSolver::initializeContactConstraints() {
|
||||
// Solve the contact constraints of one iteration of the solve
|
||||
void ContactSolver::solve() {
|
||||
|
||||
PROFILE("ContactSolver::initializeContactConstraints()");
|
||||
assert(mTimeStep > decimal(0.0));
|
||||
|
||||
// For each contact constraint
|
||||
//for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
||||
// ContactManifoldSolver& manifold = mContactConstraints[c];
|
||||
|
||||
// // Get the inertia tensors of both bodies
|
||||
// Matrix3x3& I1 = manifold.inverseInertiaTensorBody1;
|
||||
// Matrix3x3& I2 = manifold.inverseInertiaTensorBody2;
|
||||
|
||||
// If we solve the friction constraints at the center of the contact manifold
|
||||
// if (mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
// manifold.normal = Vector3(0.0, 0.0, 0.0);
|
||||
// }
|
||||
|
||||
// Get the velocities of the bodies
|
||||
// const Vector3& v1 = mLinearVelocities[manifold.indexBody1];
|
||||
// const Vector3& w1 = mAngularVelocities[manifold.indexBody1];
|
||||
// const Vector3& v2 = mLinearVelocities[manifold.indexBody2];
|
||||
// const Vector3& w2 = mAngularVelocities[manifold.indexBody2];
|
||||
|
||||
// For each contact point constraint
|
||||
//for (uint i=0; i<manifold.nbContacts; i++) {
|
||||
|
||||
//ContactPointSolver& contactPoint = manifold.contacts[i];
|
||||
//ContactPoint* externalContact = contactPoint.externalContact;
|
||||
|
||||
// // Compute the velocity difference
|
||||
// Vector3 deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
|
||||
|
||||
// contactPoint.r1CrossN = contactPoint.r1.cross(contactPoint.normal);
|
||||
// contactPoint.r2CrossN = contactPoint.r2.cross(contactPoint.normal);
|
||||
|
||||
// // Compute the inverse mass matrix K for the penetration constraint
|
||||
// decimal massPenetration = manifold.massInverseBody1 + manifold.massInverseBody2 +
|
||||
// ((I1 * contactPoint.r1CrossN).cross(contactPoint.r1)).dot(contactPoint.normal) +
|
||||
// ((I2 * contactPoint.r2CrossN).cross(contactPoint.r2)).dot(contactPoint.normal);
|
||||
// massPenetration > 0.0 ? contactPoint.inversePenetrationMass = decimal(1.0) /
|
||||
// massPenetration :
|
||||
// decimal(0.0);
|
||||
|
||||
// If we do not solve the friction constraints at the center of the contact manifold
|
||||
// if (!mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// // Compute the friction vectors
|
||||
// computeFrictionVectors(deltaV, contactPoint);
|
||||
|
||||
// contactPoint.r1CrossT1 = contactPoint.r1.cross(contactPoint.frictionVector1);
|
||||
// contactPoint.r1CrossT2 = contactPoint.r1.cross(contactPoint.frictionVector2);
|
||||
// contactPoint.r2CrossT1 = contactPoint.r2.cross(contactPoint.frictionVector1);
|
||||
// contactPoint.r2CrossT2 = contactPoint.r2.cross(contactPoint.frictionVector2);
|
||||
|
||||
// // Compute the inverse mass matrix K for the friction
|
||||
// // constraints at each contact point
|
||||
// decimal friction1Mass = manifold.massInverseBody1 + manifold.massInverseBody2 +
|
||||
// ((I1 * contactPoint.r1CrossT1).cross(contactPoint.r1)).dot(
|
||||
// contactPoint.frictionVector1) +
|
||||
// ((I2 * contactPoint.r2CrossT1).cross(contactPoint.r2)).dot(
|
||||
// contactPoint.frictionVector1);
|
||||
// decimal friction2Mass = manifold.massInverseBody1 + manifold.massInverseBody2 +
|
||||
// ((I1 * contactPoint.r1CrossT2).cross(contactPoint.r1)).dot(
|
||||
// contactPoint.frictionVector2) +
|
||||
// ((I2 * contactPoint.r2CrossT2).cross(contactPoint.r2)).dot(
|
||||
// contactPoint.frictionVector2);
|
||||
// friction1Mass > 0.0 ? contactPoint.inverseFriction1Mass = decimal(1.0) /
|
||||
// friction1Mass :
|
||||
// decimal(0.0);
|
||||
// friction2Mass > 0.0 ? contactPoint.inverseFriction2Mass = decimal(1.0) /
|
||||
// friction2Mass :
|
||||
// decimal(0.0);
|
||||
// }
|
||||
|
||||
// Compute the restitution velocity bias "b". We compute this here instead
|
||||
// of inside the solve() method because we need to use the velocity difference
|
||||
// at the beginning of the contact. Note that if it is a resting contact (normal
|
||||
// velocity bellow a given threshold), we do not add a restitution velocity bias
|
||||
// contactPoint.restitutionBias = 0.0;
|
||||
// decimal deltaVDotN = deltaV.dot(contactPoint.normal);
|
||||
// if (deltaVDotN < -RESTITUTION_VELOCITY_THRESHOLD) {
|
||||
// contactPoint.restitutionBias = manifold.restitutionFactor * deltaVDotN;
|
||||
// }
|
||||
|
||||
// // If the warm starting of the contact solver is active
|
||||
// if (mIsWarmStartingActive) {
|
||||
|
||||
// // Get the cached accumulated impulses from the previous step
|
||||
// contactPoint.penetrationImpulse = externalContact->getPenetrationImpulse();
|
||||
// contactPoint.friction1Impulse = externalContact->getFrictionImpulse1();
|
||||
// contactPoint.friction2Impulse = externalContact->getFrictionImpulse2();
|
||||
// contactPoint.rollingResistanceImpulse = externalContact->getRollingResistanceImpulse();
|
||||
// }
|
||||
|
||||
// // Initialize the split impulses to zero
|
||||
// contactPoint.penetrationSplitImpulse = 0.0;
|
||||
|
||||
// // If we solve the friction constraints at the center of the contact manifold
|
||||
// if (mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
// manifold.normal += contactPoint.normal;
|
||||
// }
|
||||
//}
|
||||
|
||||
// // Compute the inverse K matrix for the rolling resistance constraint
|
||||
// manifold.inverseRollingResistance.setToZero();
|
||||
// if (manifold.rollingResistanceFactor > 0 && (manifold.isBody1DynamicType || manifold.isBody2DynamicType)) {
|
||||
// manifold.inverseRollingResistance = manifold.inverseInertiaTensorBody1 + manifold.inverseInertiaTensorBody2;
|
||||
// manifold.inverseRollingResistance = manifold.inverseRollingResistance.getInverse();
|
||||
// }
|
||||
|
||||
// If we solve the friction constraints at the center of the contact manifold
|
||||
//if (mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// manifold.normal.normalize();
|
||||
|
||||
// Vector3 deltaVFrictionPoint = v2 + w2.cross(manifold.r2Friction) -
|
||||
// v1 - w1.cross(manifold.r1Friction);
|
||||
|
||||
// // Compute the friction vectors
|
||||
// computeFrictionVectors(deltaVFrictionPoint, manifold);
|
||||
|
||||
// // Compute the inverse mass matrix K for the friction constraints at the center of
|
||||
// // the contact manifold
|
||||
// manifold.r1CrossT1 = manifold.r1Friction.cross(manifold.frictionVector1);
|
||||
// manifold.r1CrossT2 = manifold.r1Friction.cross(manifold.frictionVector2);
|
||||
// manifold.r2CrossT1 = manifold.r2Friction.cross(manifold.frictionVector1);
|
||||
// manifold.r2CrossT2 = manifold.r2Friction.cross(manifold.frictionVector2);
|
||||
// decimal friction1Mass = manifold.massInverseBody1 + manifold.massInverseBody2 +
|
||||
// ((I1 * manifold.r1CrossT1).cross(manifold.r1Friction)).dot(
|
||||
// manifold.frictionVector1) +
|
||||
// ((I2 * manifold.r2CrossT1).cross(manifold.r2Friction)).dot(
|
||||
// manifold.frictionVector1);
|
||||
// decimal friction2Mass = manifold.massInverseBody1 + manifold.massInverseBody2 +
|
||||
// ((I1 * manifold.r1CrossT2).cross(manifold.r1Friction)).dot(
|
||||
// manifold.frictionVector2) +
|
||||
// ((I2 * manifold.r2CrossT2).cross(manifold.r2Friction)).dot(
|
||||
// manifold.frictionVector2);
|
||||
// decimal frictionTwistMass = manifold.normal.dot(manifold.inverseInertiaTensorBody1 *
|
||||
// manifold.normal) +
|
||||
// manifold.normal.dot(manifold.inverseInertiaTensorBody2 *
|
||||
// manifold.normal);
|
||||
// friction1Mass > 0.0 ? manifold.inverseFriction1Mass = decimal(1.0)/friction1Mass
|
||||
// : decimal(0.0);
|
||||
// friction2Mass > 0.0 ? manifold.inverseFriction2Mass = decimal(1.0)/friction2Mass
|
||||
// : decimal(0.0);
|
||||
// frictionTwistMass > 0.0 ? manifold.inverseTwistFrictionMass = decimal(1.0) /
|
||||
// frictionTwistMass :
|
||||
// decimal(0.0);
|
||||
//}
|
||||
//}
|
||||
resetTotalPenetrationImpulse();
|
||||
solvePenetrationConstraints();
|
||||
solveFrictionConstraints();
|
||||
}
|
||||
|
||||
// Warm start the solver.
|
||||
|
@ -576,177 +448,6 @@ void ContactSolver::warmStart() {
|
|||
mFrictionConstraints[i].rollingResistanceImpulse.setToZero();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
|
||||
// Check that warm starting is active
|
||||
if (!mIsWarmStartingActive) return;
|
||||
|
||||
// For each constraint
|
||||
for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
||||
ContactManifoldSolver& contactManifold = mContactConstraints[c];
|
||||
|
||||
bool atLeastOneRestingContactPoint = false;
|
||||
|
||||
for (uint i=0; i<contactManifold.nbContacts; i++) {
|
||||
|
||||
ContactPointSolver& contactPoint = contactManifold.contacts[i];
|
||||
|
||||
// If it is not a new contact (this contact was already existing at last time step)
|
||||
if (contactPoint.isRestingContact) {
|
||||
|
||||
atLeastOneRestingContactPoint = true;
|
||||
|
||||
// --------- Penetration --------- //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
const Impulse impulsePenetration = computePenetrationImpulse(
|
||||
contactPoint.penetrationImpulse, contactPoint);
|
||||
|
||||
// Apply the impulse to the bodies of the constraint
|
||||
applyImpulse(impulsePenetration, contactManifold);
|
||||
|
||||
// If we do not solve the friction constraints at the center of the contact manifold
|
||||
if (!mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// Project the old friction impulses (with old friction vectors) into
|
||||
// the new friction vectors to get the new friction impulses
|
||||
Vector3 oldFrictionImpulse = contactPoint.friction1Impulse *
|
||||
contactPoint.oldFrictionVector1 +
|
||||
contactPoint.friction2Impulse *
|
||||
contactPoint.oldFrictionVector2;
|
||||
contactPoint.friction1Impulse = oldFrictionImpulse.dot(
|
||||
contactPoint.frictionVector1);
|
||||
contactPoint.friction2Impulse = oldFrictionImpulse.dot(
|
||||
contactPoint.frictionVector2);
|
||||
|
||||
// --------- Friction 1 --------- //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
const Impulse impulseFriction1 = computeFriction1Impulse(
|
||||
contactPoint.friction1Impulse, contactPoint);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction1, contactManifold);
|
||||
|
||||
// --------- Friction 2 --------- //
|
||||
|
||||
// Compute the impulse P=J^T * lambda
|
||||
const Impulse impulseFriction2 = computeFriction2Impulse(
|
||||
contactPoint.friction2Impulse, contactPoint);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// ------ Rolling resistance------ //
|
||||
|
||||
if (contactManifold.rollingResistanceFactor > 0) {
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
const Impulse impulseRollingResistance(Vector3::zero(), -contactPoint.rollingResistanceImpulse,
|
||||
Vector3::zero(), contactPoint.rollingResistanceImpulse);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseRollingResistance, contactManifold);
|
||||
}
|
||||
}
|
||||
}
|
||||
else { // If it is a new contact point
|
||||
|
||||
// Initialize the accumulated impulses to zero
|
||||
contactPoint.penetrationImpulse = 0.0;
|
||||
contactPoint.friction1Impulse = 0.0;
|
||||
contactPoint.friction2Impulse = 0.0;
|
||||
contactPoint.rollingResistanceImpulse = Vector3::zero();
|
||||
}
|
||||
}
|
||||
|
||||
// If we solve the friction constraints at the center of the contact manifold and there is
|
||||
// at least one resting contact point in the contact manifold
|
||||
if (mIsSolveFrictionAtContactManifoldCenterActive && atLeastOneRestingContactPoint) {
|
||||
|
||||
// Project the old friction impulses (with old friction vectors) into the new friction
|
||||
// vectors to get the new friction impulses
|
||||
Vector3 oldFrictionImpulse = contactManifold.friction1Impulse *
|
||||
contactManifold.oldFrictionVector1 +
|
||||
contactManifold.friction2Impulse *
|
||||
contactManifold.oldFrictionVector2;
|
||||
contactManifold.friction1Impulse = oldFrictionImpulse.dot(
|
||||
contactManifold.frictionVector1);
|
||||
contactManifold.friction2Impulse = oldFrictionImpulse.dot(
|
||||
contactManifold.frictionVector2);
|
||||
|
||||
// ------ First friction constraint at the center of the contact manifold ------ //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
Vector3 linearImpulseBody1 = -contactManifold.frictionVector1 *
|
||||
contactManifold.friction1Impulse;
|
||||
Vector3 angularImpulseBody1 = -contactManifold.r1CrossT1 *
|
||||
contactManifold.friction1Impulse;
|
||||
Vector3 linearImpulseBody2 = contactManifold.frictionVector1 *
|
||||
contactManifold.friction1Impulse;
|
||||
Vector3 angularImpulseBody2 = contactManifold.r2CrossT1 *
|
||||
contactManifold.friction1Impulse;
|
||||
const Impulse impulseFriction1(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction1, contactManifold);
|
||||
|
||||
// ------ Second friction constraint at the center of the contact manifold ----- //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
linearImpulseBody1 = -contactManifold.frictionVector2 *
|
||||
contactManifold.friction2Impulse;
|
||||
angularImpulseBody1 = -contactManifold.r1CrossT2 *
|
||||
contactManifold.friction2Impulse;
|
||||
linearImpulseBody2 = contactManifold.frictionVector2 *
|
||||
contactManifold.friction2Impulse;
|
||||
angularImpulseBody2 = contactManifold.r2CrossT2 *
|
||||
contactManifold.friction2Impulse;
|
||||
const Impulse impulseFriction2(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// ------ Twist friction constraint at the center of the contact manifold ------ //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
linearImpulseBody1 = Vector3(0.0, 0.0, 0.0);
|
||||
angularImpulseBody1 = -contactManifold.normal * contactManifold.frictionTwistImpulse;
|
||||
linearImpulseBody2 = Vector3(0.0, 0.0, 0.0);
|
||||
angularImpulseBody2 = contactManifold.normal * contactManifold.frictionTwistImpulse;
|
||||
const Impulse impulseTwistFriction(linearImpulseBody1, angularImpulseBody1,
|
||||
linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseTwistFriction, contactManifold);
|
||||
|
||||
// ------ Rolling resistance at the center of the contact manifold ------ //
|
||||
|
||||
// Compute the impulse P = J^T * lambda
|
||||
angularImpulseBody1 = -contactManifold.rollingResistanceImpulse;
|
||||
angularImpulseBody2 = contactManifold.rollingResistanceImpulse;
|
||||
const Impulse impulseRollingResistance(Vector3::zero(), angularImpulseBody1,
|
||||
Vector3::zero(), angularImpulseBody2);
|
||||
|
||||
// Apply the impulses to the bodies of the constraint
|
||||
applyImpulse(impulseRollingResistance, contactManifold);
|
||||
}
|
||||
else { // If it is a new contact manifold
|
||||
|
||||
// Initialize the accumulated impulses to zero
|
||||
contactManifold.friction1Impulse = 0.0;
|
||||
contactManifold.friction2Impulse = 0.0;
|
||||
contactManifold.frictionTwistImpulse = 0.0;
|
||||
contactManifold.rollingResistanceImpulse = Vector3::zero();
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// Reset the total penetration impulse of friction constraints
|
||||
|
@ -978,288 +679,13 @@ void ContactSolver::solveFrictionConstraints() {
|
|||
}
|
||||
}
|
||||
|
||||
// Solve the contacts
|
||||
//void ContactSolver::solve() {
|
||||
|
||||
// PROFILE("ContactSolver::solve()");
|
||||
|
||||
// decimal deltaLambda;
|
||||
// decimal lambdaTemp;
|
||||
|
||||
// // For each contact manifold
|
||||
// for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
||||
// ContactManifoldSolver& contactManifold = mContactConstraints[c];
|
||||
|
||||
// decimal sumPenetrationImpulse = 0.0;
|
||||
|
||||
// // Get the constrained velocities
|
||||
// const Vector3& v1 = mLinearVelocities[contactManifold.indexBody1];
|
||||
// const Vector3& w1 = mAngularVelocities[contactManifold.indexBody1];
|
||||
// const Vector3& v2 = mLinearVelocities[contactManifold.indexBody2];
|
||||
// const Vector3& w2 = mAngularVelocities[contactManifold.indexBody2];
|
||||
|
||||
// for (uint i=0; i<contactManifold.nbContacts; i++) {
|
||||
|
||||
// ContactPointSolver& contactPoint = contactManifold.contacts[i];
|
||||
|
||||
// // --------- Penetration --------- //
|
||||
|
||||
// // Compute J*v
|
||||
// Vector3 deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
|
||||
// decimal deltaVDotN = deltaV.dot(contactPoint.normal);
|
||||
// decimal Jv = deltaVDotN;
|
||||
|
||||
// // Compute the bias "b" of the constraint
|
||||
// decimal beta = mIsSplitImpulseActive ? BETA_SPLIT_IMPULSE : BETA;
|
||||
// decimal biasPenetrationDepth = 0.0;
|
||||
// if (contactPoint.penetrationDepth > SLOP) biasPenetrationDepth = -(beta/mTimeStep) *
|
||||
// max(0.0f, float(contactPoint.penetrationDepth - SLOP));
|
||||
// decimal b = biasPenetrationDepth + contactPoint.restitutionBias;
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// if (mIsSplitImpulseActive) {
|
||||
// deltaLambda = - (Jv + contactPoint.restitutionBias) *
|
||||
// contactPoint.inversePenetrationMass;
|
||||
// }
|
||||
// else {
|
||||
// deltaLambda = - (Jv + b) * contactPoint.inversePenetrationMass;
|
||||
// }
|
||||
// lambdaTemp = contactPoint.penetrationImpulse;
|
||||
// contactPoint.penetrationImpulse = std::max(contactPoint.penetrationImpulse +
|
||||
// deltaLambda, decimal(0.0));
|
||||
// deltaLambda = contactPoint.penetrationImpulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// const Impulse impulsePenetration = computePenetrationImpulse(deltaLambda,
|
||||
// contactPoint);
|
||||
|
||||
// // Apply the impulse to the bodies of the constraint
|
||||
// applyImpulse(impulsePenetration, contactManifold);
|
||||
|
||||
// sumPenetrationImpulse += contactPoint.penetrationImpulse;
|
||||
|
||||
// // If the split impulse position correction is active
|
||||
// if (mIsSplitImpulseActive) {
|
||||
|
||||
// // Split impulse (position correction)
|
||||
// const Vector3& v1Split = mSplitLinearVelocities[contactManifold.indexBody1];
|
||||
// const Vector3& w1Split = mSplitAngularVelocities[contactManifold.indexBody1];
|
||||
// const Vector3& v2Split = mSplitLinearVelocities[contactManifold.indexBody2];
|
||||
// const Vector3& w2Split = mSplitAngularVelocities[contactManifold.indexBody2];
|
||||
// Vector3 deltaVSplit = v2Split + w2Split.cross(contactPoint.r2) -
|
||||
// v1Split - w1Split.cross(contactPoint.r1);
|
||||
// decimal JvSplit = deltaVSplit.dot(contactPoint.normal);
|
||||
// decimal deltaLambdaSplit = - (JvSplit + biasPenetrationDepth) *
|
||||
// contactPoint.inversePenetrationMass;
|
||||
// decimal lambdaTempSplit = contactPoint.penetrationSplitImpulse;
|
||||
// contactPoint.penetrationSplitImpulse = std::max(
|
||||
// contactPoint.penetrationSplitImpulse +
|
||||
// deltaLambdaSplit, decimal(0.0));
|
||||
// deltaLambda = contactPoint.penetrationSplitImpulse - lambdaTempSplit;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// const Impulse splitImpulsePenetration = computePenetrationImpulse(
|
||||
// deltaLambdaSplit, contactPoint);
|
||||
|
||||
// applySplitImpulse(splitImpulsePenetration, contactManifold);
|
||||
// }
|
||||
|
||||
// // If we do not solve the friction constraints at the center of the contact manifold
|
||||
// if (!mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// // --------- Friction 1 --------- //
|
||||
|
||||
// // Compute J*v
|
||||
// deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
|
||||
// Jv = deltaV.dot(contactPoint.frictionVector1);
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// deltaLambda = -Jv;
|
||||
// deltaLambda *= contactPoint.inverseFriction1Mass;
|
||||
// decimal frictionLimit = contactManifold.frictionCoefficient *
|
||||
// contactPoint.penetrationImpulse;
|
||||
// lambdaTemp = contactPoint.friction1Impulse;
|
||||
// contactPoint.friction1Impulse = std::max(-frictionLimit,
|
||||
// std::min(contactPoint.friction1Impulse
|
||||
// + deltaLambda, frictionLimit));
|
||||
// deltaLambda = contactPoint.friction1Impulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// const Impulse impulseFriction1 = computeFriction1Impulse(deltaLambda,
|
||||
// contactPoint);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseFriction1, contactManifold);
|
||||
|
||||
// // --------- Friction 2 --------- //
|
||||
|
||||
// // Compute J*v
|
||||
// deltaV = v2 + w2.cross(contactPoint.r2) - v1 - w1.cross(contactPoint.r1);
|
||||
// Jv = deltaV.dot(contactPoint.frictionVector2);
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// deltaLambda = -Jv;
|
||||
// deltaLambda *= contactPoint.inverseFriction2Mass;
|
||||
// frictionLimit = contactManifold.frictionCoefficient *
|
||||
// contactPoint.penetrationImpulse;
|
||||
// lambdaTemp = contactPoint.friction2Impulse;
|
||||
// contactPoint.friction2Impulse = std::max(-frictionLimit,
|
||||
// std::min(contactPoint.friction2Impulse
|
||||
// + deltaLambda, frictionLimit));
|
||||
// deltaLambda = contactPoint.friction2Impulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// const Impulse impulseFriction2 = computeFriction2Impulse(deltaLambda,
|
||||
// contactPoint);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// // --------- Rolling resistance constraint --------- //
|
||||
|
||||
// if (contactManifold.rollingResistanceFactor > 0) {
|
||||
|
||||
// // Compute J*v
|
||||
// const Vector3 JvRolling = w2 - w1;
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// Vector3 deltaLambdaRolling = contactManifold.inverseRollingResistance * (-JvRolling);
|
||||
// decimal rollingLimit = contactManifold.rollingResistanceFactor * contactPoint.penetrationImpulse;
|
||||
// Vector3 lambdaTempRolling = contactPoint.rollingResistanceImpulse;
|
||||
// contactPoint.rollingResistanceImpulse = clamp(contactPoint.rollingResistanceImpulse +
|
||||
// deltaLambdaRolling, rollingLimit);
|
||||
// deltaLambdaRolling = contactPoint.rollingResistanceImpulse - lambdaTempRolling;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// const Impulse impulseRolling(Vector3::zero(), -deltaLambdaRolling,
|
||||
// Vector3::zero(), deltaLambdaRolling);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseRolling, contactManifold);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
// If we solve the friction constraints at the center of the contact manifold
|
||||
// if (mIsSolveFrictionAtContactManifoldCenterActive) {
|
||||
|
||||
// // ------ First friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
// // Compute J*v
|
||||
// Vector3 deltaV = v2 + w2.cross(contactManifold.r2Friction)
|
||||
// - v1 - w1.cross(contactManifold.r1Friction);
|
||||
// decimal Jv = deltaV.dot(contactManifold.frictionVector1);
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// decimal deltaLambda = -Jv * contactManifold.inverseFriction1Mass;
|
||||
// decimal frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
// lambdaTemp = contactManifold.friction1Impulse;
|
||||
// contactManifold.friction1Impulse = std::max(-frictionLimit,
|
||||
// std::min(contactManifold.friction1Impulse +
|
||||
// deltaLambda, frictionLimit));
|
||||
// deltaLambda = contactManifold.friction1Impulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// Vector3 linearImpulseBody1 = -contactManifold.frictionVector1 * deltaLambda;
|
||||
// Vector3 angularImpulseBody1 = -contactManifold.r1CrossT1 * deltaLambda;
|
||||
// Vector3 linearImpulseBody2 = contactManifold.frictionVector1 * deltaLambda;
|
||||
// Vector3 angularImpulseBody2 = contactManifold.r2CrossT1 * deltaLambda;
|
||||
// const Impulse impulseFriction1(linearImpulseBody1, angularImpulseBody1,
|
||||
// linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseFriction1, contactManifold);
|
||||
|
||||
// // ------ Second friction constraint at the center of the contact manifol ----- //
|
||||
|
||||
// // Compute J*v
|
||||
// deltaV = v2 + w2.cross(contactManifold.r2Friction)
|
||||
// - v1 - w1.cross(contactManifold.r1Friction);
|
||||
// Jv = deltaV.dot(contactManifold.frictionVector2);
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// deltaLambda = -Jv * contactManifold.inverseFriction2Mass;
|
||||
// frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
// lambdaTemp = contactManifold.friction2Impulse;
|
||||
// contactManifold.friction2Impulse = std::max(-frictionLimit,
|
||||
// std::min(contactManifold.friction2Impulse +
|
||||
// deltaLambda, frictionLimit));
|
||||
// deltaLambda = contactManifold.friction2Impulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// linearImpulseBody1 = -contactManifold.frictionVector2 * deltaLambda;
|
||||
// angularImpulseBody1 = -contactManifold.r1CrossT2 * deltaLambda;
|
||||
// linearImpulseBody2 = contactManifold.frictionVector2 * deltaLambda;
|
||||
// angularImpulseBody2 = contactManifold.r2CrossT2 * deltaLambda;
|
||||
// const Impulse impulseFriction2(linearImpulseBody1, angularImpulseBody1,
|
||||
// linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseFriction2, contactManifold);
|
||||
|
||||
// // ------ Twist friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
// // Compute J*v
|
||||
// deltaV = w2 - w1;
|
||||
// Jv = deltaV.dot(contactManifold.normal);
|
||||
|
||||
// deltaLambda = -Jv * (contactManifold.inverseTwistFrictionMass);
|
||||
// frictionLimit = contactManifold.frictionCoefficient * sumPenetrationImpulse;
|
||||
// lambdaTemp = contactManifold.frictionTwistImpulse;
|
||||
// contactManifold.frictionTwistImpulse = std::max(-frictionLimit,
|
||||
// std::min(contactManifold.frictionTwistImpulse
|
||||
// + deltaLambda, frictionLimit));
|
||||
// deltaLambda = contactManifold.frictionTwistImpulse - lambdaTemp;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// linearImpulseBody1 = Vector3(0.0, 0.0, 0.0);
|
||||
// angularImpulseBody1 = -contactManifold.normal * deltaLambda;
|
||||
// linearImpulseBody2 = Vector3(0.0, 0.0, 0.0);;
|
||||
// angularImpulseBody2 = contactManifold.normal * deltaLambda;
|
||||
// const Impulse impulseTwistFriction(linearImpulseBody1, angularImpulseBody1,
|
||||
// linearImpulseBody2, angularImpulseBody2);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseTwistFriction, contactManifold);
|
||||
|
||||
// // --------- Rolling resistance constraint at the center of the contact manifold --------- //
|
||||
|
||||
// if (contactManifold.rollingResistanceFactor > 0) {
|
||||
|
||||
// // Compute J*v
|
||||
// const Vector3 JvRolling = w2 - w1;
|
||||
|
||||
// // Compute the Lagrange multiplier lambda
|
||||
// Vector3 deltaLambdaRolling = contactManifold.inverseRollingResistance * (-JvRolling);
|
||||
// decimal rollingLimit = contactManifold.rollingResistanceFactor * sumPenetrationImpulse;
|
||||
// Vector3 lambdaTempRolling = contactManifold.rollingResistanceImpulse;
|
||||
// contactManifold.rollingResistanceImpulse = clamp(contactManifold.rollingResistanceImpulse +
|
||||
// deltaLambdaRolling, rollingLimit);
|
||||
// deltaLambdaRolling = contactManifold.rollingResistanceImpulse - lambdaTempRolling;
|
||||
|
||||
// // Compute the impulse P=J^T * lambda
|
||||
// angularImpulseBody1 = -deltaLambdaRolling;
|
||||
// angularImpulseBody2 = deltaLambdaRolling;
|
||||
// const Impulse impulseRolling(Vector3::zero(), angularImpulseBody1,
|
||||
// Vector3::zero(), angularImpulseBody2);
|
||||
|
||||
// // Apply the impulses to the bodies of the constraint
|
||||
// applyImpulse(impulseRolling, contactManifold);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
// Store the computed impulses to use them to
|
||||
// warm start the solver at the next iteration
|
||||
void ContactSolver::storeImpulses() {
|
||||
|
||||
// Penetration constraints
|
||||
for (uint i=0; i<mNbPenetrationConstraints; i++) {
|
||||
|
||||
mPenetrationConstraints[i].contactPoint->setPenetrationImpulse(mPenetrationConstraints[i].penetrationImpulse);
|
||||
|
||||
}
|
||||
|
||||
// Friction constraints
|
||||
|
@ -1274,104 +700,16 @@ void ContactSolver::storeImpulses() {
|
|||
}
|
||||
|
||||
/*
|
||||
// For each contact manifold
|
||||
for (uint c=0; c<mNbContactManifolds; c++) {
|
||||
|
||||
ContactManifoldSolver& manifold = mContactConstraints[c];
|
||||
|
||||
for (uint i=0; i<manifold.nbContacts; i++) {
|
||||
|
||||
ContactPointSolver& contactPoint = manifold.contacts[i];
|
||||
|
||||
contactPoint.externalContact->setPenetrationImpulse(contactPoint.penetrationImpulse);
|
||||
contactPoint.externalContact->setFrictionImpulse1(contactPoint.friction1Impulse);
|
||||
contactPoint.externalContact->setFrictionImpulse2(contactPoint.friction2Impulse);
|
||||
contactPoint.externalContact->setRollingResistanceImpulse(contactPoint.rollingResistanceImpulse);
|
||||
|
||||
contactPoint.externalContact->setFrictionVector1(contactPoint.frictionVector1);
|
||||
contactPoint.externalContact->setFrictionVector2(contactPoint.frictionVector2);
|
||||
}
|
||||
|
||||
manifold.externalContactManifold->setFrictionImpulse1(manifold.friction1Impulse);
|
||||
manifold.externalContactManifold->setFrictionImpulse2(manifold.friction2Impulse);
|
||||
manifold.externalContactManifold->setFrictionTwistImpulse(manifold.frictionTwistImpulse);
|
||||
manifold.externalContactManifold->setRollingResistanceImpulse(manifold.rollingResistanceImpulse);
|
||||
manifold.externalContactManifold->setFrictionVector1(manifold.frictionVector1);
|
||||
manifold.externalContactManifold->setFrictionVector2(manifold.frictionVector2);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
/*
|
||||
// Apply an impulse to the two bodies of a constraint
|
||||
void ContactSolver::applyImpulse(const Impulse& impulse,
|
||||
const ContactManifoldSolver& manifold) {
|
||||
|
||||
PROFILE("ContactSolver::applyImpulse()");
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mLinearVelocities[manifold.indexBody1] += manifold.massInverseBody1 *
|
||||
impulse.linearImpulseBody1;
|
||||
mAngularVelocities[manifold.indexBody1] += manifold.inverseInertiaTensorBody1 *
|
||||
impulse.angularImpulseBody1;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mLinearVelocities[manifold.indexBody2] += manifold.massInverseBody2 *
|
||||
impulse.linearImpulseBody2;
|
||||
mAngularVelocities[manifold.indexBody2] += manifold.inverseInertiaTensorBody2 *
|
||||
impulse.angularImpulseBody2;
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
// Apply an impulse to the two bodies of a constraint
|
||||
void ContactSolver::applySplitImpulse(const Impulse& impulse,
|
||||
const ContactManifoldSolver& manifold) {
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mSplitLinearVelocities[manifold.indexBody1] += manifold.massInverseBody1 *
|
||||
impulse.linearImpulseBody1;
|
||||
mSplitAngularVelocities[manifold.indexBody1] += manifold.inverseInertiaTensorBody1 *
|
||||
impulse.angularImpulseBody1;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mSplitLinearVelocities[manifold.indexBody2] += manifold.massInverseBody2 *
|
||||
impulse.linearImpulseBody2;
|
||||
mSplitAngularVelocities[manifold.indexBody2] += manifold.inverseInertiaTensorBody2 *
|
||||
impulse.angularImpulseBody2;
|
||||
}
|
||||
*/
|
||||
|
||||
if (mPenetrationConstraints != nullptr) {
|
||||
// TODO : Delete this
|
||||
// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction plane
|
||||
// for a contact point. The two vectors have to be such that : t1 x t2 = contactNormal.
|
||||
//void ContactSolver::computeFrictionVectors(const Vector3& deltaVelocity,
|
||||
// ContactPointSolver& contactPoint) const {
|
||||
delete[] mPenetrationConstraints;
|
||||
}
|
||||
|
||||
// assert(contactPoint.normal.length() > 0.0);
|
||||
|
||||
// // Compute the velocity difference vector in the tangential plane
|
||||
// Vector3 normalVelocity = deltaVelocity.dot(contactPoint.normal) * contactPoint.normal;
|
||||
// Vector3 tangentVelocity = deltaVelocity - normalVelocity;
|
||||
|
||||
// // If the velocty difference in the tangential plane is not zero
|
||||
// decimal lengthTangenVelocity = tangentVelocity.length();
|
||||
// if (lengthTangenVelocity > MACHINE_EPSILON) {
|
||||
|
||||
// // Compute the first friction vector in the direction of the tangent
|
||||
// // velocity difference
|
||||
// contactPoint.frictionVector1 = tangentVelocity / lengthTangenVelocity;
|
||||
// }
|
||||
// else {
|
||||
|
||||
// // Get any orthogonal vector to the normal as the first friction vector
|
||||
// contactPoint.frictionVector1 = contactPoint.normal.getOneUnitOrthogonalVector();
|
||||
// }
|
||||
|
||||
// // The second friction vector is computed by the cross product of the firs
|
||||
// // friction vector and the contact normal
|
||||
// contactPoint.frictionVector2 =contactPoint.normal.cross(contactPoint.frictionVector1).getUnit();
|
||||
//}
|
||||
if (mFrictionConstraints != nullptr) {
|
||||
delete[] mFrictionConstraints;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction plane
|
||||
// for a contact manifold. The two vectors have to be such that : t1 x t2 = contactNormal.
|
||||
|
@ -1402,22 +740,3 @@ void ContactSolver::computeFrictionVectors(const Vector3& deltaVelocity,
|
|||
// friction vector and the contact normal
|
||||
frictionConstraint.frictionVector2 = frictionConstraint.normal.cross(frictionConstraint.frictionVector1).getUnit();
|
||||
}
|
||||
|
||||
// Clean up the constraint solver
|
||||
void ContactSolver::cleanup() {
|
||||
|
||||
if (mContactConstraints != nullptr) {
|
||||
delete[] mContactConstraints;
|
||||
mContactConstraints = nullptr;
|
||||
}
|
||||
|
||||
if (mPenetrationConstraints != nullptr) {
|
||||
delete[] mPenetrationConstraints;
|
||||
mPenetrationConstraints = nullptr;
|
||||
}
|
||||
|
||||
if (mFrictionConstraints != nullptr) {
|
||||
delete[] mFrictionConstraints;
|
||||
mFrictionConstraints = nullptr;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "configuration.h"
|
||||
#include "constraint/Joint.h"
|
||||
#include "collision/ContactManifold.h"
|
||||
#include "memory/SingleFrameAllocator.h"
|
||||
#include "Island.h"
|
||||
#include "Impulse.h"
|
||||
#include <map>
|
||||
|
@ -278,228 +279,6 @@ class ContactSolver {
|
|||
bool hasAtLeastOneRestingContactPoint;
|
||||
};
|
||||
|
||||
// Structure ContactPointSolver
|
||||
/**
|
||||
* Contact solver internal data structure that to store all the
|
||||
* information relative to a contact point
|
||||
*/
|
||||
struct ContactPointSolver {
|
||||
|
||||
/// Index of body 1 in the constraint solver
|
||||
uint indexBody1;
|
||||
|
||||
/// Index of body 2 in the constraint solver
|
||||
uint indexBody2;
|
||||
|
||||
/// Inverse of the mass of body 1
|
||||
decimal massInverseBody1;
|
||||
|
||||
/// Inverse of the mass of body 2
|
||||
decimal massInverseBody2;
|
||||
|
||||
/// Inverse inertia tensor of body 1
|
||||
Matrix3x3 inverseInertiaTensorBody1;
|
||||
|
||||
/// Inverse inertia tensor of body 2
|
||||
Matrix3x3 inverseInertiaTensorBody2;
|
||||
|
||||
/// Point on body 1 where to apply the friction constraints
|
||||
Vector3 frictionPointBody1;
|
||||
|
||||
/// Point on body 2 where to apply the friction constraints
|
||||
Vector3 frictionPointBody2;
|
||||
|
||||
/// Accumulated normal impulse
|
||||
decimal penetrationImpulse;
|
||||
|
||||
/// Accumulated impulse in the 1st friction direction
|
||||
decimal friction1Impulse;
|
||||
|
||||
/// Accumulated impulse in the 2nd friction direction
|
||||
decimal friction2Impulse;
|
||||
|
||||
/// Accumulated split impulse for penetration correction
|
||||
decimal penetrationSplitImpulse;
|
||||
|
||||
/// Accumulated rolling resistance impulse
|
||||
Vector3 rollingResistanceImpulse;
|
||||
|
||||
/// Normal vector of the contact
|
||||
Vector3 normal;
|
||||
|
||||
/// First friction vector in the tangent plane
|
||||
//Vector3 frictionVector1;
|
||||
|
||||
/// Second friction vector in the tangent plane
|
||||
//Vector3 frictionVector2;
|
||||
|
||||
/// Old first friction vector in the tangent plane
|
||||
Vector3 oldFrictionVector1;
|
||||
|
||||
/// Old second friction vector in the tangent plane
|
||||
Vector3 oldFrictionVector2;
|
||||
|
||||
/// Vector from the body 1 center to the contact point
|
||||
Vector3 r1;
|
||||
|
||||
/// Vector from the body 2 center to the contact point
|
||||
Vector3 r2;
|
||||
|
||||
/// Cross product of r1 with 1st friction vector
|
||||
//Vector3 r1CrossT1;
|
||||
|
||||
/// Cross product of r1 with 2nd friction vector
|
||||
//Vector3 r1CrossT2;
|
||||
|
||||
/// Cross product of r2 with 1st friction vector
|
||||
//Vector3 r2CrossT1;
|
||||
|
||||
/// Cross product of r2 with 2nd friction vector
|
||||
//Vector3 r2CrossT2;
|
||||
|
||||
/// Cross product of r1 with the contact normal
|
||||
//Vector3 r1CrossN;
|
||||
|
||||
/// Cross product of r2 with the contact normal
|
||||
//Vector3 r2CrossN;
|
||||
|
||||
/// Penetration depth
|
||||
decimal penetrationDepth;
|
||||
|
||||
/// Velocity restitution bias
|
||||
decimal restitutionBias;
|
||||
|
||||
/// Inverse of the matrix K for the penenetration
|
||||
//decimal inversePenetrationMass;
|
||||
|
||||
/// Inverse of the matrix K for the 1st friction
|
||||
decimal inverseFriction1Mass;
|
||||
|
||||
/// Inverse of the matrix K for the 2nd friction
|
||||
decimal inverseFriction2Mass;
|
||||
|
||||
/// True if the contact was existing last time step
|
||||
bool isRestingContact;
|
||||
|
||||
/// Pointer to the external contact
|
||||
ContactPoint* externalContact;
|
||||
};
|
||||
|
||||
// Structure ContactManifoldSolver
|
||||
/**
|
||||
* Contact solver internal data structure to store all the
|
||||
* information relative to a contact manifold.
|
||||
*/
|
||||
struct ContactManifoldSolver {
|
||||
|
||||
/// Index of body 1 in the constraint solver
|
||||
//uint indexBody1;
|
||||
|
||||
/// Index of body 2 in the constraint solver
|
||||
//uint indexBody2;
|
||||
|
||||
/// Inverse of the mass of body 1
|
||||
//decimal massInverseBody1;
|
||||
|
||||
// Inverse of the mass of body 2
|
||||
//decimal massInverseBody2;
|
||||
|
||||
/// Inverse inertia tensor of body 1
|
||||
//Matrix3x3 inverseInertiaTensorBody1;
|
||||
|
||||
/// Inverse inertia tensor of body 2
|
||||
//Matrix3x3 inverseInertiaTensorBody2;
|
||||
|
||||
/// Contact point constraints
|
||||
//ContactPointSolver contacts[MAX_CONTACT_POINTS_IN_MANIFOLD];
|
||||
|
||||
/// Number of contact points
|
||||
//uint nbContacts;
|
||||
|
||||
/// True if the body 1 is of type dynamic
|
||||
//bool isBody1DynamicType;
|
||||
|
||||
/// True if the body 2 is of type dynamic
|
||||
//bool isBody2DynamicType;
|
||||
|
||||
/// Mix of the restitution factor for two bodies
|
||||
//decimal restitutionFactor;
|
||||
|
||||
/// Mix friction coefficient for the two bodies
|
||||
//decimal frictionCoefficient;
|
||||
|
||||
/// Rolling resistance factor between the two bodies
|
||||
decimal rollingResistanceFactor;
|
||||
|
||||
/// Pointer to the external contact manifold
|
||||
ContactManifold* externalContactManifold;
|
||||
|
||||
// - Variables used when friction constraints are apply at the center of the manifold-//
|
||||
|
||||
/// Average normal vector of the contact manifold
|
||||
//Vector3 normal;
|
||||
|
||||
/// Point on body 1 where to apply the friction constraints
|
||||
//Vector3 frictionPointBody1;
|
||||
|
||||
/// Point on body 2 where to apply the friction constraints
|
||||
//Vector3 frictionPointBody2;
|
||||
|
||||
/// R1 vector for the friction constraints
|
||||
//Vector3 r1Friction;
|
||||
|
||||
/// R2 vector for the friction constraints
|
||||
//Vector3 r2Friction;
|
||||
|
||||
/// Cross product of r1 with 1st friction vector
|
||||
//Vector3 r1CrossT1;
|
||||
|
||||
/// Cross product of r1 with 2nd friction vector
|
||||
//Vector3 r1CrossT2;
|
||||
|
||||
/// Cross product of r2 with 1st friction vector
|
||||
//Vector3 r2CrossT1;
|
||||
|
||||
/// Cross product of r2 with 2nd friction vector
|
||||
//Vector3 r2CrossT2;
|
||||
|
||||
/// Matrix K for the first friction constraint
|
||||
//decimal inverseFriction1Mass;
|
||||
|
||||
/// Matrix K for the second friction constraint
|
||||
//decimal inverseFriction2Mass;
|
||||
|
||||
/// Matrix K for the twist friction constraint
|
||||
//decimal inverseTwistFrictionMass;
|
||||
|
||||
/// Matrix K for the rolling resistance constraint
|
||||
//Matrix3x3 inverseRollingResistance;
|
||||
|
||||
/// First friction direction at contact manifold center
|
||||
//Vector3 frictionVector1;
|
||||
|
||||
/// Second friction direction at contact manifold center
|
||||
//Vector3 frictionVector2;
|
||||
|
||||
/// Old 1st friction direction at contact manifold center
|
||||
//Vector3 oldFrictionVector1;
|
||||
|
||||
/// Old 2nd friction direction at contact manifold center
|
||||
//Vector3 oldFrictionVector2;
|
||||
|
||||
/// First friction direction impulse at manifold center
|
||||
//decimal friction1Impulse;
|
||||
|
||||
/// Second friction direction impulse at manifold center
|
||||
//decimal friction2Impulse;
|
||||
|
||||
/// Twist friction impulse at contact manifold center
|
||||
//decimal frictionTwistImpulse;
|
||||
|
||||
/// Rolling resistance impulse
|
||||
//Vector3 rollingResistanceImpulse;
|
||||
};
|
||||
|
||||
// -------------------- Constants --------------------- //
|
||||
|
||||
/// Beta value for the penetration depth position correction without split impulses
|
||||
|
@ -519,12 +298,12 @@ class ContactSolver {
|
|||
/// Split angular velocities for the position contact solver (split impulse)
|
||||
Vector3* mSplitAngularVelocities;
|
||||
|
||||
/// Reference to the single frame memory allocator
|
||||
SingleFrameAllocator& mSingleFrameAllocator;
|
||||
|
||||
/// Current time step
|
||||
decimal mTimeStep;
|
||||
|
||||
/// Contact constraints
|
||||
ContactManifoldSolver* mContactConstraints;
|
||||
|
||||
PenetrationConstraint* mPenetrationConstraints;
|
||||
|
||||
FrictionConstraint* mFrictionConstraints;
|
||||
|
@ -533,9 +312,6 @@ class ContactSolver {
|
|||
|
||||
uint mNbFrictionConstraints;
|
||||
|
||||
/// Number of contact constraints
|
||||
uint mNbContactManifolds;
|
||||
|
||||
/// Array of linear velocities
|
||||
Vector3* mLinearVelocities;
|
||||
|
||||
|
@ -557,8 +333,8 @@ class ContactSolver {
|
|||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Initialize the contact constraints before solving the system
|
||||
void initializeContactConstraints();
|
||||
/// Initialize the constraint solver for a given island
|
||||
void initializeForIsland(Island* island);
|
||||
|
||||
/// Apply an impulse to the two bodies of a constraint
|
||||
//void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
|
||||
|
@ -608,13 +384,17 @@ class ContactSolver {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ContactSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex);
|
||||
ContactSolver(const std::map<RigidBody*, uint>& mapBodyToVelocityIndex,
|
||||
SingleFrameAllocator& singleFrameAllocator);
|
||||
|
||||
/// Destructor
|
||||
~ContactSolver() = default;
|
||||
|
||||
/// Initialize the constraint solver for a given island
|
||||
void initializeForIsland(decimal dt, Island* island);
|
||||
/// Initialize the contact constraints
|
||||
void init(Island** islands, uint nbIslands, decimal timeStep);
|
||||
|
||||
/// Solve the contact constraints of one iteration of the solve
|
||||
void solve();
|
||||
|
||||
/// Set the split velocities arrays
|
||||
void setSplitVelocitiesArrays(Vector3* splitLinearVelocities,
|
||||
|
@ -653,9 +433,6 @@ class ContactSolver {
|
|||
/// the contact manifold instead of solving them at each contact point
|
||||
void setIsSolveFrictionAtContactManifoldCenterActive(bool isActive);
|
||||
|
||||
/// Clean up the constraint solver
|
||||
void cleanup();
|
||||
|
||||
/// Return true if warmstarting is active
|
||||
bool IsWarmStartingActive() const;
|
||||
};
|
||||
|
|
|
@ -40,7 +40,8 @@ using namespace std;
|
|||
*/
|
||||
DynamicsWorld::DynamicsWorld(const Vector3 &gravity)
|
||||
: CollisionWorld(),
|
||||
mContactSolver(mMapBodyToConstrainedVelocityIndex),
|
||||
mSingleFrameAllocator(SIZE_SINGLE_FRAME_ALLOCATOR_BYTES),
|
||||
mContactSolver(mMapBodyToConstrainedVelocityIndex, mSingleFrameAllocator),
|
||||
mConstraintSolver(mMapBodyToConstrainedVelocityIndex),
|
||||
mNbVelocitySolverIterations(DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS),
|
||||
mNbPositionSolverIterations(DEFAULT_POSITION_SOLVER_NB_ITERATIONS),
|
||||
|
@ -82,10 +83,10 @@ DynamicsWorld::~DynamicsWorld() {
|
|||
mIslands[i]->~Island();
|
||||
|
||||
// Release the allocated memory for the island
|
||||
mMemoryAllocator.release(mIslands[i], sizeof(Island));
|
||||
mPoolAllocator.release(mIslands[i], sizeof(Island));
|
||||
}
|
||||
if (mNbIslandsCapacity > 0) {
|
||||
mMemoryAllocator.release(mIslands, sizeof(Island*) * mNbIslandsCapacity);
|
||||
mPoolAllocator.release(mIslands, sizeof(Island*) * mNbIslandsCapacity);
|
||||
}
|
||||
|
||||
// Release the memory allocated for the bodies velocity arrays
|
||||
|
@ -161,6 +162,9 @@ void DynamicsWorld::update(decimal timeStep) {
|
|||
|
||||
// Reset the external force and torque applied to the bodies
|
||||
resetBodiesForceAndTorque();
|
||||
|
||||
// Reset the single frame memory allocator
|
||||
mSingleFrameAllocator.reset();
|
||||
}
|
||||
|
||||
// Integrate position and orientation of the rigid bodies.
|
||||
|
@ -364,27 +368,28 @@ void DynamicsWorld::solveContactsAndConstraints() {
|
|||
mConstraintSolver.setConstrainedPositionsArrays(mConstrainedPositions,
|
||||
mConstrainedOrientations);
|
||||
|
||||
// ---------- Solve velocity constraints for joints and contacts ---------- //
|
||||
// Initialize the contact solver
|
||||
mContactSolver.init(mIslands, mNbIslands, mTimeStep);
|
||||
|
||||
// For each island of the world
|
||||
for (uint islandIndex = 0; islandIndex < mNbIslands; islandIndex++) {
|
||||
|
||||
// Check if there are contacts and constraints to solve
|
||||
bool isConstraintsToSolve = mIslands[islandIndex]->getNbJoints() > 0;
|
||||
bool isContactsToSolve = mIslands[islandIndex]->getNbContactManifolds() > 0;
|
||||
if (!isConstraintsToSolve && !isContactsToSolve) continue;
|
||||
//bool isContactsToSolve = mIslands[islandIndex]->getNbContactManifolds() > 0;
|
||||
//if (!isConstraintsToSolve && !isContactsToSolve) continue;
|
||||
|
||||
// If there are contacts in the current island
|
||||
if (isContactsToSolve) {
|
||||
// if (isContactsToSolve) {
|
||||
|
||||
// Initialize the solver
|
||||
mContactSolver.initializeForIsland(mTimeStep, mIslands[islandIndex]);
|
||||
// // Initialize the solver
|
||||
// mContactSolver.initializeForIsland(mTimeStep, mIslands[islandIndex]);
|
||||
|
||||
// Warm start the contact solver
|
||||
if (mContactSolver.IsWarmStartingActive()) {
|
||||
mContactSolver.warmStart();
|
||||
}
|
||||
}
|
||||
// // Warm start the contact solver
|
||||
// if (mContactSolver.IsWarmStartingActive()) {
|
||||
// mContactSolver.warmStart();
|
||||
// }
|
||||
// }
|
||||
|
||||
// If there are constraints
|
||||
if (isConstraintsToSolve) {
|
||||
|
@ -392,32 +397,40 @@ void DynamicsWorld::solveContactsAndConstraints() {
|
|||
// Initialize the constraint solver
|
||||
mConstraintSolver.initializeForIsland(mTimeStep, mIslands[islandIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
// For each iteration of the velocity solver
|
||||
for (uint i=0; i<mNbVelocitySolverIterations; i++) {
|
||||
|
||||
for (uint islandIndex = 0; islandIndex < mNbIslands; islandIndex++) {
|
||||
// Solve the constraints
|
||||
bool isConstraintsToSolve = mIslands[islandIndex]->getNbJoints() > 0;
|
||||
if (isConstraintsToSolve) {
|
||||
mConstraintSolver.solveVelocityConstraints(mIslands[islandIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
mContactSolver.solve();
|
||||
|
||||
// Solve the contacts
|
||||
if (isContactsToSolve) {
|
||||
// if (isContactsToSolve) {
|
||||
|
||||
mContactSolver.resetTotalPenetrationImpulse();
|
||||
// mContactSolver.resetTotalPenetrationImpulse();
|
||||
|
||||
mContactSolver.solvePenetrationConstraints();
|
||||
mContactSolver.solveFrictionConstraints();
|
||||
}
|
||||
// mContactSolver.solvePenetrationConstraints();
|
||||
// mContactSolver.solveFrictionConstraints();
|
||||
// }
|
||||
}
|
||||
|
||||
// Cache the lambda values in order to use them in the next
|
||||
// step and cleanup the contact solver
|
||||
if (isContactsToSolve) {
|
||||
// if (isContactsToSolve) {
|
||||
// mContactSolver.storeImpulses();
|
||||
// mContactSolver.cleanup();
|
||||
// }
|
||||
//}
|
||||
|
||||
mContactSolver.storeImpulses();
|
||||
mContactSolver.cleanup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Solve the position error correction of the constraints
|
||||
|
@ -456,7 +469,7 @@ RigidBody* DynamicsWorld::createRigidBody(const Transform& transform) {
|
|||
assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
|
||||
|
||||
// Create the rigid body
|
||||
RigidBody* rigidBody = new (mMemoryAllocator.allocate(sizeof(RigidBody))) RigidBody(transform,
|
||||
RigidBody* rigidBody = new (mPoolAllocator.allocate(sizeof(RigidBody))) RigidBody(transform,
|
||||
*this, bodyID);
|
||||
assert(rigidBody != nullptr);
|
||||
|
||||
|
@ -497,7 +510,7 @@ void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
|
|||
mRigidBodies.erase(rigidBody);
|
||||
|
||||
// Free the object from the memory allocator
|
||||
mMemoryAllocator.release(rigidBody, sizeof(RigidBody));
|
||||
mPoolAllocator.release(rigidBody, sizeof(RigidBody));
|
||||
}
|
||||
|
||||
// Create a joint between two bodies in the world and return a pointer to the new joint
|
||||
|
@ -515,7 +528,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
// Ball-and-Socket joint
|
||||
case JointType::BALLSOCKETJOINT:
|
||||
{
|
||||
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(BallAndSocketJoint));
|
||||
void* allocatedMemory = mPoolAllocator.allocate(sizeof(BallAndSocketJoint));
|
||||
const BallAndSocketJointInfo& info = static_cast<const BallAndSocketJointInfo&>(
|
||||
jointInfo);
|
||||
newJoint = new (allocatedMemory) BallAndSocketJoint(info);
|
||||
|
@ -525,7 +538,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
// Slider joint
|
||||
case JointType::SLIDERJOINT:
|
||||
{
|
||||
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(SliderJoint));
|
||||
void* allocatedMemory = mPoolAllocator.allocate(sizeof(SliderJoint));
|
||||
const SliderJointInfo& info = static_cast<const SliderJointInfo&>(jointInfo);
|
||||
newJoint = new (allocatedMemory) SliderJoint(info);
|
||||
break;
|
||||
|
@ -534,7 +547,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
// Hinge joint
|
||||
case JointType::HINGEJOINT:
|
||||
{
|
||||
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(HingeJoint));
|
||||
void* allocatedMemory = mPoolAllocator.allocate(sizeof(HingeJoint));
|
||||
const HingeJointInfo& info = static_cast<const HingeJointInfo&>(jointInfo);
|
||||
newJoint = new (allocatedMemory) HingeJoint(info);
|
||||
break;
|
||||
|
@ -543,7 +556,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
// Fixed joint
|
||||
case JointType::FIXEDJOINT:
|
||||
{
|
||||
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(FixedJoint));
|
||||
void* allocatedMemory = mPoolAllocator.allocate(sizeof(FixedJoint));
|
||||
const FixedJointInfo& info = static_cast<const FixedJointInfo&>(jointInfo);
|
||||
newJoint = new (allocatedMemory) FixedJoint(info);
|
||||
break;
|
||||
|
@ -596,8 +609,8 @@ void DynamicsWorld::destroyJoint(Joint* joint) {
|
|||
mJoints.erase(joint);
|
||||
|
||||
// Remove the joint from the joint list of the bodies involved in the joint
|
||||
joint->mBody1->removeJointFromJointsList(mMemoryAllocator, joint);
|
||||
joint->mBody2->removeJointFromJointsList(mMemoryAllocator, joint);
|
||||
joint->mBody1->removeJointFromJointsList(mPoolAllocator, joint);
|
||||
joint->mBody2->removeJointFromJointsList(mPoolAllocator, joint);
|
||||
|
||||
size_t nbBytes = joint->getSizeInBytes();
|
||||
|
||||
|
@ -605,7 +618,7 @@ void DynamicsWorld::destroyJoint(Joint* joint) {
|
|||
joint->~Joint();
|
||||
|
||||
// Release the allocated memory
|
||||
mMemoryAllocator.release(joint, nbBytes);
|
||||
mPoolAllocator.release(joint, nbBytes);
|
||||
}
|
||||
|
||||
// Add the joint to the list of joints of the two bodies involved in the joint
|
||||
|
@ -614,13 +627,13 @@ void DynamicsWorld::addJointToBody(Joint* joint) {
|
|||
assert(joint != nullptr);
|
||||
|
||||
// Add the joint at the beginning of the linked list of joints of the first body
|
||||
void* allocatedMemory1 = mMemoryAllocator.allocate(sizeof(JointListElement));
|
||||
void* allocatedMemory1 = mPoolAllocator.allocate(sizeof(JointListElement));
|
||||
JointListElement* jointListElement1 = new (allocatedMemory1) JointListElement(joint,
|
||||
joint->mBody1->mJointsList);
|
||||
joint->mBody1->mJointsList = jointListElement1;
|
||||
|
||||
// Add the joint at the beginning of the linked list of joints of the second body
|
||||
void* allocatedMemory2 = mMemoryAllocator.allocate(sizeof(JointListElement));
|
||||
void* allocatedMemory2 = mPoolAllocator.allocate(sizeof(JointListElement));
|
||||
JointListElement* jointListElement2 = new (allocatedMemory2) JointListElement(joint,
|
||||
joint->mBody2->mJointsList);
|
||||
joint->mBody2->mJointsList = jointListElement2;
|
||||
|
@ -646,16 +659,16 @@ void DynamicsWorld::computeIslands() {
|
|||
mIslands[i]->~Island();
|
||||
|
||||
// Release the allocated memory for the island
|
||||
mMemoryAllocator.release(mIslands[i], sizeof(Island));
|
||||
mPoolAllocator.release(mIslands[i], sizeof(Island));
|
||||
}
|
||||
|
||||
// Allocate and create the array of islands
|
||||
if (mNbIslandsCapacity != nbBodies && nbBodies > 0) {
|
||||
if (mNbIslandsCapacity > 0) {
|
||||
mMemoryAllocator.release(mIslands, sizeof(Island*) * mNbIslandsCapacity);
|
||||
mPoolAllocator.release(mIslands, sizeof(Island*) * mNbIslandsCapacity);
|
||||
}
|
||||
mNbIslandsCapacity = nbBodies;
|
||||
mIslands = (Island**)mMemoryAllocator.allocate(sizeof(Island*) * mNbIslandsCapacity);
|
||||
mIslands = (Island**)mPoolAllocator.allocate(sizeof(Island*) * mNbIslandsCapacity);
|
||||
}
|
||||
mNbIslands = 0;
|
||||
|
||||
|
@ -672,7 +685,7 @@ void DynamicsWorld::computeIslands() {
|
|||
|
||||
// Create a stack (using an array) for the rigid bodies to visit during the Depth First Search
|
||||
size_t nbBytesStack = sizeof(RigidBody*) * nbBodies;
|
||||
RigidBody** stackBodiesToVisit = (RigidBody**)mMemoryAllocator.allocate(nbBytesStack);
|
||||
RigidBody** stackBodiesToVisit = (RigidBody**)mPoolAllocator.allocate(nbBytesStack);
|
||||
|
||||
// For each rigid body of the world
|
||||
for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
|
||||
|
@ -695,10 +708,10 @@ void DynamicsWorld::computeIslands() {
|
|||
body->mIsAlreadyInIsland = true;
|
||||
|
||||
// Create the new island
|
||||
void* allocatedMemoryIsland = mMemoryAllocator.allocate(sizeof(Island));
|
||||
void* allocatedMemoryIsland = mPoolAllocator.allocate(sizeof(Island));
|
||||
mIslands[mNbIslands] = new (allocatedMemoryIsland) Island(nbBodies,
|
||||
nbContactManifolds,
|
||||
mJoints.size(), mMemoryAllocator);
|
||||
mJoints.size(), mPoolAllocator);
|
||||
|
||||
// While there are still some bodies to visit in the stack
|
||||
while (stackIndex > 0) {
|
||||
|
@ -790,7 +803,7 @@ void DynamicsWorld::computeIslands() {
|
|||
}
|
||||
|
||||
// Release the allocated memory for the stack of bodies to visit
|
||||
mMemoryAllocator.release(stackBodiesToVisit, nbBytesStack);
|
||||
mPoolAllocator.release(stackBodiesToVisit, nbBytesStack);
|
||||
}
|
||||
|
||||
// Put bodies to sleep if needed.
|
||||
|
|
|
@ -50,6 +50,9 @@ class DynamicsWorld : public CollisionWorld {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Single frame Memory allocator
|
||||
SingleFrameAllocator mSingleFrameAllocator;
|
||||
|
||||
/// Contact solver
|
||||
ContactSolver mContactSolver;
|
||||
|
||||
|
|
|
@ -30,7 +30,7 @@ using namespace reactphysics3d;
|
|||
|
||||
// Constructor
|
||||
Island::Island(uint nbMaxBodies, uint nbMaxContactManifolds, uint nbMaxJoints,
|
||||
MemoryAllocator& memoryAllocator)
|
||||
PoolAllocator& memoryAllocator)
|
||||
: mBodies(nullptr), mContactManifolds(nullptr), mJoints(nullptr), mNbBodies(0),
|
||||
mNbContactManifolds(0), mNbJoints(0), mMemoryAllocator(memoryAllocator) {
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
#define REACTPHYSICS3D_ISLAND_H
|
||||
|
||||
// Libraries
|
||||
#include "memory/MemoryAllocator.h"
|
||||
#include "memory/PoolAllocator.h"
|
||||
#include "body/RigidBody.h"
|
||||
#include "constraint/Joint.h"
|
||||
#include "collision/ContactManifold.h"
|
||||
|
@ -64,7 +64,7 @@ class Island {
|
|||
uint mNbJoints;
|
||||
|
||||
/// Reference to the memory allocator
|
||||
MemoryAllocator& mMemoryAllocator;
|
||||
PoolAllocator& mMemoryAllocator;
|
||||
|
||||
/// Number of bytes allocated for the bodies array
|
||||
size_t mNbAllocatedBytesBodies;
|
||||
|
@ -81,7 +81,7 @@ class Island {
|
|||
|
||||
/// Constructor
|
||||
Island(uint nbMaxBodies, uint nbMaxContactManifolds, uint nbMaxJoints,
|
||||
MemoryAllocator& memoryAllocator);
|
||||
PoolAllocator& memoryAllocator);
|
||||
|
||||
/// Destructor
|
||||
~Island();
|
||||
|
|
|
@ -31,7 +31,7 @@ using namespace reactphysics3d;
|
|||
|
||||
// Constructor
|
||||
OverlappingPair::OverlappingPair(ProxyShape* shape1, ProxyShape* shape2,
|
||||
int nbMaxContactManifolds, MemoryAllocator& memoryAllocator)
|
||||
int nbMaxContactManifolds, PoolAllocator& memoryAllocator)
|
||||
: mContactManifoldSet(shape1, shape2, memoryAllocator, nbMaxContactManifolds),
|
||||
mCachedSeparatingAxis(0.0, 1.0, 0.0) {
|
||||
|
||||
|
|
|
@ -63,7 +63,7 @@ class OverlappingPair {
|
|||
|
||||
/// Constructor
|
||||
OverlappingPair(ProxyShape* shape1, ProxyShape* shape2,
|
||||
int nbMaxContactManifolds, MemoryAllocator& memoryAllocator);
|
||||
int nbMaxContactManifolds, PoolAllocator& memoryAllocator);
|
||||
|
||||
/// Destructor
|
||||
~OverlappingPair() = default;
|
||||
|
|
Loading…
Reference in New Issue
Block a user