make 2d constraint solving more deterministic by solving in push order
(cherry picked from commit 043b6c2d93
)
This commit is contained in:
parent
11b8b8ad27
commit
266314ba26
7 changed files with 27 additions and 31 deletions
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@ -89,7 +89,7 @@ AreaPair2DSW::~AreaPair2DSW() {
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if (area->has_monitor_callback())
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area->remove_body_from_query(body, body_shape, area_shape);
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}
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body->remove_constraint(this);
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body->remove_constraint(this, 0);
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area->remove_constraint(this);
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}
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@ -576,16 +576,13 @@ void Body2DSW::integrate_velocities(real_t p_step) {
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}
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void Body2DSW::wakeup_neighbours() {
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for (Map<Constraint2DSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
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const Constraint2DSW *c = E->key();
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for (List<Pair<Constraint2DSW *, int> >::Element *E = constraint_list.front(); E; E = E->next()) {
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const Constraint2DSW *c = E->get().first;
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Body2DSW **n = c->get_body_ptr();
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int bc = c->get_body_count();
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for (int i = 0; i < bc; i++) {
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if (i == E->get())
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if (i == E->get().second)
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continue;
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Body2DSW *b = n[i];
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if (b->mode != Physics2DServer::BODY_MODE_RIGID)
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@ -33,6 +33,8 @@
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#include "area_2d_sw.h"
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#include "collision_object_2d_sw.h"
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#include "core/list.h"
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#include "core/pair.h"
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#include "core/vset.h"
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class Constraint2DSW;
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@ -84,7 +86,7 @@ class Body2DSW : public CollisionObject2DSW {
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virtual void _shapes_changed();
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Transform2D new_transform;
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Map<Constraint2DSW *, int> constraint_map;
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List<Pair<Constraint2DSW *, int> > constraint_list;
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struct AreaCMP {
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@ -180,10 +182,10 @@ public:
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_FORCE_INLINE_ Body2DSW *get_island_list_next() const { return island_list_next; }
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_FORCE_INLINE_ void set_island_list_next(Body2DSW *p_next) { island_list_next = p_next; }
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_FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
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_FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraint_map.erase(p_constraint); }
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const Map<Constraint2DSW *, int> &get_constraint_map() const { return constraint_map; }
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_FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
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_FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }
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_FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }
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const List<Pair<Constraint2DSW *, int> > &get_constraint_list() const { return constraint_list; }
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_FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); }
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_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
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_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
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@ -516,7 +516,6 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh
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}
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BodyPair2DSW::~BodyPair2DSW() {
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A->remove_constraint(this);
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B->remove_constraint(this);
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A->remove_constraint(this, 0);
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B->remove_constraint(this, 1);
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}
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@ -204,11 +204,12 @@ PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p
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}
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PinJoint2DSW::~PinJoint2DSW() {
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if (A)
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A->remove_constraint(this);
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if (B)
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B->remove_constraint(this);
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if (A) {
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A->remove_constraint(this, 0);
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}
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if (B) {
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B->remove_constraint(this, 1);
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}
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}
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//////////////////////////////////////////////
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@ -350,9 +351,8 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
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}
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GrooveJoint2DSW::~GrooveJoint2DSW() {
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A->remove_constraint(this);
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B->remove_constraint(this);
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A->remove_constraint(this, 0);
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B->remove_constraint(this, 1);
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}
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//////////////////////////////////////////////
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@ -463,7 +463,6 @@ DampedSpringJoint2DSW::DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Ve
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}
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DampedSpringJoint2DSW::~DampedSpringJoint2DSW() {
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A->remove_constraint(this);
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B->remove_constraint(this);
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A->remove_constraint(this, 0);
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B->remove_constraint(this, 1);
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}
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@ -598,7 +598,7 @@ void Physics2DServerSW::body_set_space(RID p_body, RID p_space) {
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if (body->get_space() == space)
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return; //pointless
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body->clear_constraint_map();
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body->clear_constraint_list();
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body->set_space(space);
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};
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@ -37,9 +37,8 @@ void Step2DSW::_populate_island(Body2DSW *p_body, Body2DSW **p_island, Constrain
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p_body->set_island_next(*p_island);
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*p_island = p_body;
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for (Map<Constraint2DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
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Constraint2DSW *c = (Constraint2DSW *)E->key();
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for (const List<Pair<Constraint2DSW *, int> >::Element *E = p_body->get_constraint_list().front(); E; E = E->next()) {
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Constraint2DSW *c = (Constraint2DSW *)E->get().first;
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if (c->get_island_step() == _step)
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continue; //already processed
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c->set_island_step(_step);
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@ -47,7 +46,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, Body2DSW **p_island, Constrain
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*p_constraint_island = c;
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for (int i = 0; i < c->get_body_count(); i++) {
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if (i == E->get())
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if (i == E->get().second)
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continue;
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Body2DSW *b = c->get_body_ptr()[i];
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if (b->get_island_step() == _step || b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC)
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