}
}
}
-
+
+
if (allSleeping)
{
int idx;
if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
{
+
//kinematic objects don't merge islands, but wake up all connected objects
- if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
+ if (colObj0->isStaticOrKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
{
- colObj1->setActivationState(ACTIVE_TAG);
+ colObj1->activate();
}
- if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
+ if (colObj1->isStaticOrKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
{
- colObj0->setActivationState(ACTIVE_TAG);
+ colObj0->activate();
}
//filtering for response
int startManifoldIndex = 0;
int endManifoldIndex = 1;
- for (startManifoldIndex=0;startManifoldIndex<numManifolds;startManifoldIndex = endManifoldIndex)
+ int islandId;
+
+
+ //solve the constraint for each islands, if there are contacts/constraints
+ for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
- int islandId = getIslandId(islandmanifold[startManifoldIndex]);
- for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
+ int islandId = getUnionFind().getElement(startIslandIndex).m_id;
+
+ bool islandSleeping = false;
+
+ for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
+ int i = getUnionFind().getElement(endIslandIndex).m_sz;
+ btCollisionObject* colObj0 = collisionObjects[i];
+ if (!colObj0->isActive())
+ islandSleeping = true;
}
- /// Process the actual simulation, only if not sleeping/deactivated
- int numIslandManifolds = endManifoldIndex-startManifoldIndex;
- if (numIslandManifolds)
+
+ if (!islandSleeping)
{
- callback->ProcessIsland(&islandmanifold[startManifoldIndex],numIslandManifolds);
+ //find the accompanying contact manifold for this islandId
+ int numIslandManifolds = 0;
+ btPersistentManifold** startManifold = 0;
+
+ if (startManifoldIndex<numManifolds)
+ {
+ int curIslandId = getIslandId(islandmanifold[startManifoldIndex]);
+ if (curIslandId == islandId)
+ {
+ startManifold = &islandmanifold[startManifoldIndex];
+
+ for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
+ {
+
+ }
+ /// Process the actual simulation, only if not sleeping/deactivated
+ numIslandManifolds = endManifoldIndex-startManifoldIndex;
+ }
+
+ }
+
+ callback->ProcessIsland(startManifold,numIslandManifolds, islandId);
+
+ if (numIslandManifolds)
+ {
+ startManifoldIndex = endManifoldIndex;
+ }
}
}
}