godot/servers/physics_3d/step_3d_sw.h
PouleyKetchoupp b65d6b56fb Godot Physics solver optimization
Several optimizations in the way solver islands are processed in both
2D and 3D physics:
- Use LocalVector instead of linked list to avoid cache misses (with
persistent storage based on worst case scenario)
- Remove pairs when setup fails (no valid contact) to avoid unnecessary
solving of non-colliding rigid bodies just to return immediately
2021-04-12 18:59:49 -07:00

55 lines
2.9 KiB
C++

/*************************************************************************/
/* step_3d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef STEP_SW_H
#define STEP_SW_H
#include "space_3d_sw.h"
#include "core/templates/local_vector.h"
class Step3DSW {
uint64_t _step;
LocalVector<LocalVector<Body3DSW *>> body_islands;
LocalVector<LocalVector<Constraint3DSW *>> constraint_islands;
void _populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
void _setup_island(LocalVector<Constraint3DSW *> &p_constraint_island, real_t p_delta);
void _solve_island(LocalVector<Constraint3DSW *> &p_constraint_island, int p_iterations, real_t p_delta);
void _check_suspend(const LocalVector<Body3DSW *> &p_body_island, real_t p_delta);
public:
void step(Space3DSW *p_space, real_t p_delta, int p_iterations);
Step3DSW();
};
#endif // STEP__SW_H