| 1 | /**************************************************************************/ | 
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| 2 | /*  godot_step_3d.cpp                                                     */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "godot_step_3d.h" | 
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| 32 |  | 
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| 33 | #include "godot_joint_3d.h" | 
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| 34 |  | 
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| 35 | #include "core/object/worker_thread_pool.h" | 
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| 36 | #include "core/os/os.h" | 
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| 37 |  | 
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| 38 | #define BODY_ISLAND_COUNT_RESERVE 128 | 
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| 39 | #define BODY_ISLAND_SIZE_RESERVE 512 | 
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| 40 | #define ISLAND_COUNT_RESERVE 128 | 
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| 41 | #define ISLAND_SIZE_RESERVE 512 | 
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| 42 | #define CONSTRAINT_COUNT_RESERVE 1024 | 
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| 43 |  | 
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| 44 | void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { | 
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| 45 | p_body->set_island_step(_step); | 
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| 46 |  | 
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| 47 | if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) { | 
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| 48 | // Only rigid bodies are tested for activation. | 
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| 49 | p_body_island.push_back(p_body); | 
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| 50 | } | 
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| 51 |  | 
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| 52 | for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) { | 
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| 53 | GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key); | 
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| 54 | if (constraint->get_island_step() == _step) { | 
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| 55 | continue; // Already processed. | 
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| 56 | } | 
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| 57 | constraint->set_island_step(_step); | 
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| 58 | p_constraint_island.push_back(constraint); | 
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| 59 |  | 
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| 60 | all_constraints.push_back(constraint); | 
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| 61 |  | 
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| 62 | // Find connected rigid bodies. | 
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| 63 | for (int i = 0; i < constraint->get_body_count(); i++) { | 
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| 64 | if (i == E.value) { | 
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| 65 | continue; | 
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| 66 | } | 
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| 67 | GodotBody3D *other_body = constraint->get_body_ptr()[i]; | 
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| 68 | if (other_body->get_island_step() == _step) { | 
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| 69 | continue; // Already processed. | 
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| 70 | } | 
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| 71 | if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { | 
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| 72 | continue; // Static bodies don't connect islands. | 
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| 73 | } | 
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| 74 | _populate_island(other_body, p_body_island, p_constraint_island); | 
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| 75 | } | 
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| 76 |  | 
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| 77 | // Find connected soft bodies. | 
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| 78 | for (int i = 0; i < constraint->get_soft_body_count(); i++) { | 
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| 79 | GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i); | 
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| 80 | if (soft_body->get_island_step() == _step) { | 
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| 81 | continue; // Already processed. | 
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| 82 | } | 
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| 83 | _populate_island_soft_body(soft_body, p_body_island, p_constraint_island); | 
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| 84 | } | 
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| 85 | } | 
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| 86 | } | 
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| 87 |  | 
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| 88 | void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { | 
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| 89 | p_soft_body->set_island_step(_step); | 
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| 90 |  | 
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| 91 | for (const GodotConstraint3D *E : p_soft_body->get_constraints()) { | 
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| 92 | GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E); | 
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| 93 | if (constraint->get_island_step() == _step) { | 
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| 94 | continue; // Already processed. | 
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| 95 | } | 
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| 96 | constraint->set_island_step(_step); | 
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| 97 | p_constraint_island.push_back(constraint); | 
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| 98 |  | 
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| 99 | all_constraints.push_back(constraint); | 
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| 100 |  | 
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| 101 | // Find connected rigid bodies. | 
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| 102 | for (int i = 0; i < constraint->get_body_count(); i++) { | 
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| 103 | GodotBody3D *body = constraint->get_body_ptr()[i]; | 
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| 104 | if (body->get_island_step() == _step) { | 
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| 105 | continue; // Already processed. | 
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| 106 | } | 
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| 107 | if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { | 
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| 108 | continue; // Static bodies don't connect islands. | 
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| 109 | } | 
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| 110 | _populate_island(body, p_body_island, p_constraint_island); | 
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| 111 | } | 
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| 112 | } | 
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| 113 | } | 
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| 114 |  | 
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| 115 | void GodotStep3D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) { | 
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| 116 | GodotConstraint3D *constraint = all_constraints[p_constraint_index]; | 
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| 117 | constraint->setup(delta); | 
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| 118 | } | 
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| 119 |  | 
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| 120 | void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const { | 
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| 121 | uint32_t constraint_count = p_constraint_island.size(); | 
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| 122 | uint32_t valid_constraint_count = 0; | 
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| 123 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
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| 124 | GodotConstraint3D *constraint = p_constraint_island[constraint_index]; | 
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| 125 | if (p_constraint_island[constraint_index]->pre_solve(delta)) { | 
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| 126 | // Keep this constraint for solving. | 
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| 127 | p_constraint_island[valid_constraint_count++] = constraint; | 
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| 128 | } | 
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| 129 | } | 
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| 130 | p_constraint_island.resize(valid_constraint_count); | 
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| 131 | } | 
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| 132 |  | 
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| 133 | void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) { | 
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| 134 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index]; | 
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| 135 |  | 
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| 136 | int current_priority = 1; | 
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| 137 |  | 
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| 138 | uint32_t constraint_count = constraint_island.size(); | 
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| 139 | while (constraint_count > 0) { | 
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| 140 | for (int i = 0; i < iterations; i++) { | 
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| 141 | // Go through all iterations. | 
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| 142 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
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| 143 | constraint_island[constraint_index]->solve(delta); | 
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| 144 | } | 
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| 145 | } | 
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| 146 |  | 
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| 147 | // Check priority to keep only higher priority constraints. | 
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| 148 | uint32_t priority_constraint_count = 0; | 
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| 149 | ++current_priority; | 
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| 150 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
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| 151 | GodotConstraint3D *constraint = constraint_island[constraint_index]; | 
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| 152 | if (constraint->get_priority() >= current_priority) { | 
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| 153 | // Keep this constraint for the next iteration. | 
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| 154 | constraint_island[priority_constraint_count++] = constraint; | 
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| 155 | } | 
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| 156 | } | 
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| 157 | constraint_count = priority_constraint_count; | 
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| 158 | } | 
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| 159 | } | 
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| 160 |  | 
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| 161 | void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const { | 
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| 162 | bool can_sleep = true; | 
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| 163 |  | 
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| 164 | uint32_t body_count = p_body_island.size(); | 
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| 165 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
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| 166 | GodotBody3D *body = p_body_island[body_index]; | 
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| 167 |  | 
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| 168 | if (!body->sleep_test(delta)) { | 
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| 169 | can_sleep = false; | 
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| 170 | } | 
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| 171 | } | 
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| 172 |  | 
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| 173 | // Put all to sleep or wake up everyone. | 
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| 174 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
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| 175 | GodotBody3D *body = p_body_island[body_index]; | 
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| 176 |  | 
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| 177 | bool active = body->is_active(); | 
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| 178 |  | 
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| 179 | if (active == can_sleep) { | 
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| 180 | body->set_active(!can_sleep); | 
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| 181 | } | 
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| 182 | } | 
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| 183 | } | 
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| 184 |  | 
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| 185 | void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { | 
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| 186 | p_space->lock(); // can't access space during this | 
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| 187 |  | 
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| 188 | p_space->setup(); //update inertias, etc | 
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| 189 |  | 
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| 190 | p_space->set_last_step(p_delta); | 
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| 191 |  | 
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| 192 | iterations = p_space->get_solver_iterations(); | 
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| 193 | delta = p_delta; | 
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| 194 |  | 
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| 195 | const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list(); | 
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| 196 |  | 
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| 197 | const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list(); | 
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| 198 |  | 
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| 199 | /* INTEGRATE FORCES */ | 
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| 200 |  | 
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| 201 | uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); | 
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| 202 | uint64_t profile_endtime = 0; | 
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| 203 |  | 
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| 204 | int active_count = 0; | 
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| 205 |  | 
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| 206 | const SelfList<GodotBody3D> *b = body_list->first(); | 
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| 207 | while (b) { | 
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| 208 | b->self()->integrate_forces(p_delta); | 
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| 209 | b = b->next(); | 
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| 210 | active_count++; | 
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| 211 | } | 
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| 212 |  | 
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| 213 | /* UPDATE SOFT BODY MOTION */ | 
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| 214 |  | 
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| 215 | const SelfList<GodotSoftBody3D> *sb = soft_body_list->first(); | 
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| 216 | while (sb) { | 
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| 217 | sb->self()->predict_motion(p_delta); | 
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| 218 | sb = sb->next(); | 
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| 219 | active_count++; | 
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| 220 | } | 
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| 221 |  | 
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| 222 | p_space->set_active_objects(active_count); | 
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| 223 |  | 
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| 224 | // Update the broadphase to register collision pairs. | 
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| 225 | p_space->update(); | 
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| 226 |  | 
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| 227 | { //profile | 
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| 228 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 229 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); | 
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| 230 | profile_begtime = profile_endtime; | 
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| 231 | } | 
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| 232 |  | 
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| 233 | /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ | 
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| 234 |  | 
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| 235 | uint32_t island_count = 0; | 
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| 236 |  | 
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| 237 | const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list(); | 
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| 238 |  | 
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| 239 | while (aml.first()) { | 
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| 240 | for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) { | 
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| 241 | GodotConstraint3D *constraint = E; | 
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| 242 | if (constraint->get_island_step() == _step) { | 
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| 243 | continue; | 
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| 244 | } | 
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| 245 | constraint->set_island_step(_step); | 
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| 246 |  | 
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| 247 | // Each constraint can be on a separate island for areas as there's no solving phase. | 
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| 248 | ++island_count; | 
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| 249 | if (constraint_islands.size() < island_count) { | 
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| 250 | constraint_islands.resize(island_count); | 
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| 251 | } | 
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| 252 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
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| 253 | constraint_island.clear(); | 
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| 254 |  | 
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| 255 | all_constraints.push_back(constraint); | 
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| 256 | constraint_island.push_back(constraint); | 
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| 257 | } | 
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| 258 | p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here | 
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| 259 | } | 
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| 260 |  | 
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| 261 | /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ | 
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| 262 |  | 
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| 263 | b = body_list->first(); | 
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| 264 |  | 
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| 265 | uint32_t body_island_count = 0; | 
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| 266 |  | 
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| 267 | while (b) { | 
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| 268 | GodotBody3D *body = b->self(); | 
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| 269 |  | 
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| 270 | if (body->get_island_step() != _step) { | 
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| 271 | ++body_island_count; | 
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| 272 | if (body_islands.size() < body_island_count) { | 
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| 273 | body_islands.resize(body_island_count); | 
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| 274 | } | 
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| 275 | LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; | 
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| 276 | body_island.clear(); | 
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| 277 | body_island.reserve(BODY_ISLAND_SIZE_RESERVE); | 
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| 278 |  | 
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| 279 | ++island_count; | 
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| 280 | if (constraint_islands.size() < island_count) { | 
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| 281 | constraint_islands.resize(island_count); | 
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| 282 | } | 
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| 283 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
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| 284 | constraint_island.clear(); | 
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| 285 | constraint_island.reserve(ISLAND_SIZE_RESERVE); | 
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| 286 |  | 
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| 287 | _populate_island(body, body_island, constraint_island); | 
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| 288 |  | 
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| 289 | if (body_island.is_empty()) { | 
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| 290 | --body_island_count; | 
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| 291 | } | 
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| 292 |  | 
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| 293 | if (constraint_island.is_empty()) { | 
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| 294 | --island_count; | 
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| 295 | } | 
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| 296 | } | 
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| 297 | b = b->next(); | 
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| 298 | } | 
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| 299 |  | 
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| 300 | /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */ | 
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| 301 |  | 
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| 302 | sb = soft_body_list->first(); | 
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| 303 | while (sb) { | 
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| 304 | GodotSoftBody3D *soft_body = sb->self(); | 
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| 305 |  | 
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| 306 | if (soft_body->get_island_step() != _step) { | 
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| 307 | ++body_island_count; | 
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| 308 | if (body_islands.size() < body_island_count) { | 
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| 309 | body_islands.resize(body_island_count); | 
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| 310 | } | 
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| 311 | LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; | 
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| 312 | body_island.clear(); | 
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| 313 | body_island.reserve(BODY_ISLAND_SIZE_RESERVE); | 
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| 314 |  | 
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| 315 | ++island_count; | 
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| 316 | if (constraint_islands.size() < island_count) { | 
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| 317 | constraint_islands.resize(island_count); | 
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| 318 | } | 
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| 319 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
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| 320 | constraint_island.clear(); | 
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| 321 | constraint_island.reserve(ISLAND_SIZE_RESERVE); | 
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| 322 |  | 
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| 323 | _populate_island_soft_body(soft_body, body_island, constraint_island); | 
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| 324 |  | 
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| 325 | if (body_island.is_empty()) { | 
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| 326 | --body_island_count; | 
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| 327 | } | 
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| 328 |  | 
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| 329 | if (constraint_island.is_empty()) { | 
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| 330 | --island_count; | 
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| 331 | } | 
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| 332 | } | 
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| 333 | sb = sb->next(); | 
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| 334 | } | 
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| 335 |  | 
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| 336 | p_space->set_island_count((int)island_count); | 
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| 337 |  | 
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| 338 | { //profile | 
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| 339 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 340 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); | 
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| 341 | profile_begtime = profile_endtime; | 
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| 342 | } | 
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| 343 |  | 
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| 344 | /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ | 
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| 345 |  | 
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| 346 | uint32_t total_constraint_count = all_constraints.size(); | 
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| 347 | WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME( "Physics3DConstraintSetup")); | 
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| 348 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
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| 349 |  | 
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| 350 | { //profile | 
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| 351 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 352 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); | 
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| 353 | profile_begtime = profile_endtime; | 
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| 354 | } | 
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| 355 |  | 
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| 356 | /* PRE-SOLVE CONSTRAINT ISLANDS */ | 
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| 357 |  | 
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| 358 | // Warning: This doesn't run on threads, because it involves thread-unsafe processing. | 
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| 359 | for (uint32_t island_index = 0; island_index < island_count; ++island_index) { | 
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| 360 | _pre_solve_island(constraint_islands[island_index]); | 
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| 361 | } | 
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| 362 |  | 
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| 363 | /* SOLVE CONSTRAINT ISLANDS */ | 
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| 364 |  | 
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| 365 | // Warning: _solve_island modifies the constraint islands for optimization purpose, | 
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| 366 | // their content is not reliable after these calls and shouldn't be used anymore. | 
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| 367 | group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME( "Physics3DConstraintSolveIslands")); | 
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| 368 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
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| 369 |  | 
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| 370 | { //profile | 
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| 371 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 372 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); | 
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| 373 | profile_begtime = profile_endtime; | 
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| 374 | } | 
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| 375 |  | 
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| 376 | /* INTEGRATE VELOCITIES */ | 
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| 377 |  | 
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| 378 | b = body_list->first(); | 
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| 379 | while (b) { | 
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| 380 | const SelfList<GodotBody3D> *n = b->next(); | 
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| 381 | b->self()->integrate_velocities(p_delta); | 
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| 382 | b = n; | 
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| 383 | } | 
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| 384 |  | 
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| 385 | /* SLEEP / WAKE UP ISLANDS */ | 
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| 386 |  | 
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| 387 | for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { | 
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| 388 | _check_suspend(body_islands[island_index]); | 
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| 389 | } | 
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| 390 |  | 
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| 391 | /* UPDATE SOFT BODY CONSTRAINTS */ | 
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| 392 |  | 
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| 393 | sb = soft_body_list->first(); | 
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| 394 | while (sb) { | 
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| 395 | sb->self()->solve_constraints(p_delta); | 
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| 396 | sb = sb->next(); | 
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| 397 | } | 
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| 398 |  | 
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| 399 | { //profile | 
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| 400 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 401 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); | 
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| 402 | profile_begtime = profile_endtime; | 
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| 403 | } | 
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| 404 |  | 
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| 405 | all_constraints.clear(); | 
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| 406 |  | 
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| 407 | p_space->unlock(); | 
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| 408 | _step++; | 
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| 409 | } | 
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| 410 |  | 
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| 411 | GodotStep3D::GodotStep3D() { | 
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| 412 | body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); | 
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| 413 | constraint_islands.reserve(ISLAND_COUNT_RESERVE); | 
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| 414 | all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); | 
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| 415 | } | 
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| 416 |  | 
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| 417 | GodotStep3D::~GodotStep3D() { | 
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| 418 | } | 
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| 419 |  | 
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