/*************************************************************************/ /* step_sw.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "step_sw.h" void StepSW::_populate_island(BodySW* p_body,BodySW** p_island,ConstraintSW **p_constraint_island) { p_body->set_island_step(_step); p_body->set_island_next(*p_island); *p_island=p_body; for(Map::Element *E=p_body->get_constraint_map().front();E;E=E->next()) { ConstraintSW *c=(ConstraintSW*)E->key(); if (c->get_island_step()==_step) continue; //already processed c->set_island_step(_step); c->set_island_next(*p_constraint_island); *p_constraint_island=c; for(int i=0;iget_body_count();i++) { if (i==E->get()) continue; BodySW *b = c->get_body_ptr()[i]; if (b->get_island_step()==_step || b->get_mode()==PhysicsServer::BODY_MODE_STATIC || b->get_mode()==PhysicsServer::BODY_MODE_KINEMATIC) continue; //no go _populate_island(c->get_body_ptr()[i],p_island,p_constraint_island); } } } void StepSW::_setup_island(ConstraintSW *p_island,float p_delta) { ConstraintSW *ci=p_island; while(ci) { bool process = ci->setup(p_delta); //todo remove from island if process fails ci=ci->get_island_next(); } } void StepSW::_solve_island(ConstraintSW *p_island,int p_iterations,float p_delta){ for(int i=0;isolve(p_delta); ci=ci->get_island_next(); } } } void StepSW::_check_suspend(BodySW *p_island,float p_delta) { bool can_sleep=true; BodySW *b = p_island; while(b) { if (b->get_mode()==PhysicsServer::BODY_MODE_STATIC || b->get_mode()==PhysicsServer::BODY_MODE_KINEMATIC) { b=b->get_island_next(); continue; //ignore for static } if (!b->sleep_test(p_delta)) can_sleep=false; b=b->get_island_next(); } //put all to sleep or wake up everyoen b = p_island; while(b) { if (b->get_mode()==PhysicsServer::BODY_MODE_STATIC || b->get_mode()==PhysicsServer::BODY_MODE_KINEMATIC) { b=b->get_island_next(); continue; //ignore for static } bool active = b->is_active(); if (active==can_sleep) b->set_active(!can_sleep); b=b->get_island_next(); } } void StepSW::step(SpaceSW* p_space,float p_delta,int p_iterations) { p_space->lock(); // can't access space during this p_space->setup(); //update inertias, etc const SelfList::List * body_list = &p_space->get_active_body_list(); /* INTEGRATE FORCES */ int active_count=0; const SelfList*b = body_list->first(); while(b) { b->self()->integrate_forces(p_delta); b=b->next(); active_count++; } p_space->set_active_objects(active_count); /* GENERATE CONSTRAINT ISLANDS */ BodySW *island_list=NULL; ConstraintSW *constraint_island_list=NULL; b = body_list->first(); int island_count=0; while(b) { BodySW *body = b->self(); if (body->get_island_step()!=_step) { BodySW *island=NULL; ConstraintSW *constraint_island=NULL; _populate_island(body,&island,&constraint_island); island->set_island_list_next(island_list); island_list=island; if (constraint_island) { constraint_island->set_island_list_next(constraint_island_list); constraint_island_list=constraint_island; island_count++; } } b=b->next(); } p_space->set_island_count(island_count); const SelfList::List &aml = p_space->get_moved_area_list(); while(aml.first()) { for(const Set::Element *E=aml.first()->self()->get_constraints().front();E;E=E->next()) { ConstraintSW*c=E->get(); if (c->get_island_step()==_step) continue; c->set_island_step(_step); c->set_island_next(NULL); c->set_island_list_next(constraint_island_list); constraint_island_list=c; } p_space->area_remove_from_moved_list((SelfList*)aml.first()); //faster to remove here } // print_line("island count: "+itos(island_count)+" active count: "+itos(active_count)); /* SETUP CONSTRAINT ISLANDS */ { ConstraintSW *ci=constraint_island_list; while(ci) { _setup_island(ci,p_delta); ci=ci->get_island_list_next(); } } /* SOLVE CONSTRAINT ISLANDS */ { ConstraintSW *ci=constraint_island_list; while(ci) { //iterating each island separatedly improves cache efficiency _solve_island(ci,p_iterations,p_delta); ci=ci->get_island_list_next(); } } /* INTEGRATE VELOCITIES */ b = body_list->first(); while(b) { const SelfList*n=b->next(); b->self()->integrate_velocities(p_delta); b=n; } /* SLEEP / WAKE UP ISLANDS */ { BodySW *bi=island_list; while(bi) { _check_suspend(bi,p_delta); bi=bi->get_island_list_next(); } } p_space->update(); p_space->unlock(); _step++; } StepSW::StepSW() { _step=1; }