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c7255388e1
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
306 lines
11 KiB
C++
306 lines
11 KiB
C++
/*************************************************************************/
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/* godot_step_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godot_step_2d.h"
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#include "core/os/os.h"
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#define BODY_ISLAND_COUNT_RESERVE 128
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#define BODY_ISLAND_SIZE_RESERVE 512
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#define ISLAND_COUNT_RESERVE 128
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#define ISLAND_SIZE_RESERVE 512
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#define CONSTRAINT_COUNT_RESERVE 1024
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void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) {
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p_body->set_island_step(_step);
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if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
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// Only dynamic bodies are tested for activation.
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p_body_island.push_back(p_body);
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}
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for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) {
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GodotConstraint2D *constraint = const_cast<GodotConstraint2D *>(E.first);
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if (constraint->get_island_step() == _step) {
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continue; // Already processed.
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}
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constraint->set_island_step(_step);
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p_constraint_island.push_back(constraint);
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all_constraints.push_back(constraint);
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for (int i = 0; i < constraint->get_body_count(); i++) {
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if (i == E.second) {
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continue;
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}
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GodotBody2D *other_body = constraint->get_body_ptr()[i];
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if (other_body->get_island_step() == _step) {
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continue; // Already processed.
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}
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if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) {
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continue; // Static bodies don't connect islands.
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}
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_populate_island(other_body, p_body_island, p_constraint_island);
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}
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}
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}
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void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
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GodotConstraint2D *constraint = all_constraints[p_constraint_index];
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constraint->setup(delta);
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}
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void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const {
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uint32_t constraint_count = p_constraint_island.size();
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uint32_t valid_constraint_count = 0;
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for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
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GodotConstraint2D *constraint = p_constraint_island[constraint_index];
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if (p_constraint_island[constraint_index]->pre_solve(delta)) {
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// Keep this constraint for solving.
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p_constraint_island[valid_constraint_count++] = constraint;
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}
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}
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p_constraint_island.resize(valid_constraint_count);
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}
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void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const {
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const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index];
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for (int i = 0; i < iterations; i++) {
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uint32_t constraint_count = constraint_island.size();
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for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
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constraint_island[constraint_index]->solve(delta);
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}
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}
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}
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void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const {
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bool can_sleep = true;
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uint32_t body_count = p_body_island.size();
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for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
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GodotBody2D *body = p_body_island[body_index];
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if (!body->sleep_test(delta)) {
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can_sleep = false;
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}
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}
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// Put all to sleep or wake up everyone.
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for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
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GodotBody2D *body = p_body_island[body_index];
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bool active = body->is_active();
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if (active == can_sleep) {
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body->set_active(!can_sleep);
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}
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}
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}
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void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
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p_space->lock(); // can't access space during this
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p_space->setup(); //update inertias, etc
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p_space->set_last_step(p_delta);
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iterations = p_space->get_solver_iterations();
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delta = p_delta;
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const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list();
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/* INTEGRATE FORCES */
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uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec();
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uint64_t profile_endtime = 0;
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int active_count = 0;
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const SelfList<GodotBody2D> *b = body_list->first();
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while (b) {
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b->self()->integrate_forces(p_delta);
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b = b->next();
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active_count++;
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}
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p_space->set_active_objects(active_count);
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// Update the broadphase to register collision pairs.
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p_space->update();
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
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uint32_t island_count = 0;
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const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list();
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while (aml.first()) {
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for (GodotConstraint2D *E : aml.first()->self()->get_constraints()) {
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GodotConstraint2D *constraint = E;
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if (constraint->get_island_step() == _step) {
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continue;
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}
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constraint->set_island_step(_step);
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// Each constraint can be on a separate island for areas as there's no solving phase.
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++island_count;
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if (constraint_islands.size() < island_count) {
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constraint_islands.resize(island_count);
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}
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LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1];
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constraint_island.clear();
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all_constraints.push_back(constraint);
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constraint_island.push_back(constraint);
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}
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p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here
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}
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/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
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b = body_list->first();
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uint32_t body_island_count = 0;
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while (b) {
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GodotBody2D *body = b->self();
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if (body->get_island_step() != _step) {
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++body_island_count;
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if (body_islands.size() < body_island_count) {
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body_islands.resize(body_island_count);
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}
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LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1];
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body_island.clear();
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body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
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++island_count;
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if (constraint_islands.size() < island_count) {
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constraint_islands.resize(island_count);
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}
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LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1];
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constraint_island.clear();
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constraint_island.reserve(ISLAND_SIZE_RESERVE);
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_populate_island(body, body_island, constraint_island);
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if (body_island.is_empty()) {
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--body_island_count;
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}
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if (constraint_island.is_empty()) {
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--island_count;
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}
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}
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b = b->next();
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}
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p_space->set_island_count((int)island_count);
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
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uint32_t total_contraint_count = all_constraints.size();
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* PRE-SOLVE CONSTRAINT ISLANDS */
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// Warning: This doesn't run on threads, because it involves thread-unsafe processing.
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for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
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_pre_solve_island(constraint_islands[island_index]);
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}
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/* SOLVE CONSTRAINT ISLANDS */
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// Warning: _solve_island modifies the constraint islands for optimization purpose,
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// their content is not reliable after these calls and shouldn't be used anymore.
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group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics2DConstraintSolveIslands"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* INTEGRATE VELOCITIES */
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b = body_list->first();
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while (b) {
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const SelfList<GodotBody2D> *n = b->next();
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b->self()->integrate_velocities(p_delta);
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b = n; // in case it shuts itself down
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}
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/* SLEEP / WAKE UP ISLANDS */
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for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
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_check_suspend(body_islands[island_index]);
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}
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
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//profile_begtime=profile_endtime;
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}
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all_constraints.clear();
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p_space->unlock();
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_step++;
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}
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GodotStep2D::GodotStep2D() {
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body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
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constraint_islands.reserve(ISLAND_COUNT_RESERVE);
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all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
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}
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GodotStep2D::~GodotStep2D() {
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}
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