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/* * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from the use of this software. * Permission is granted to anyone to use this software for any purpose,  * including commercial applications, and to alter it and redistribute it freely,  * subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. * * Copied and modified from btDiscreteDynamicsWorld.cpp by AndrewMeadows on 2014.11.12. * */ #include <LinearMath/btQuickprof.h> #include "ThreadSafeDynamicsWorld.h" ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(        btDispatcher* dispatcher,        btBroadphaseInterface* pairCache,        btConstraintSolver* constraintSolver,        btCollisionConfiguration* collisionConfiguration)    :   btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration) {} int ThreadSafeDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) {    BT_PROFILE("stepSimulation");    int subSteps = 0;    if (maxSubSteps) {        //fixed timestep with interpolation        m_fixedTimeStep = fixedTimeStep;        m_localTime += timeStep;        if (m_localTime >= fixedTimeStep)        {            subSteps = int( m_localTime / fixedTimeStep);            m_localTime -= subSteps * fixedTimeStep;        }    } else {        //variable timestep        fixedTimeStep = timeStep;        m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;        m_fixedTimeStep = 0;        if (btFuzzyZero(timeStep))        {            subSteps = 0;            maxSubSteps = 0;        } else        {            subSteps = 1;            maxSubSteps = 1;        }    }     /*//process some debugging flags    if (getDebugDrawer()) {        btIDebugDraw* debugDrawer = getDebugDrawer();        gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;    }*/    if (subSteps) {        //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt        int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;         saveKinematicState(fixedTimeStep*clampedSimulationSteps);         applyGravity();         for (int i=0;i<clampedSimulationSteps;i++) {            internalSingleStepSimulation(fixedTimeStep);        }    }     // NOTE: We do NOT call synchronizeMotionState() after each substep (to avoid multiple locks on the    // object data outside of the physics engine).  A consequence of this is that the transforms of the    // external objects only ever update at the end of the full step.     // NOTE: We do NOT call synchronizeMotionStates() here.  Instead it is called by an external class    // that knows how to lock threads correctly.     clearForces();     return subSteps;} void ThreadSafeDynamicsWorld::synchronizeMotionStates() {    _changedMotionStates.clear();    BT_PROFILE("synchronizeMotionStates");    if (m_synchronizeAllMotionStates) {        //iterate  over all collision objects        for (int i=0;i<m_collisionObjects.size();i++) {            btCollisionObject* colObj = m_collisionObjects[i];            btRigidBody* body = btRigidBody::upcast(colObj);            if (body) {                if (body->getMotionState()) {                    synchronizeSingleMotionState(body);                    _changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));                }            }        }    } else  {               //iterate over all active rigid bodies        for (int i=0;i<m_nonStaticRigidBodies.size();i++) {            btRigidBody* body = m_nonStaticRigidBodies[i];            if (body->isActive()) {                if (body->getMotionState()) {                    synchronizeSingleMotionState(body);                    _changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));                }            }        }    }   }