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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans https://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.
- */
- #include "LinearMath/btScalar.h"
- #include "LinearMath/btThreads.h"
- #include "btSimulationIslandManagerMt.h"
- #include "BulletCollision/BroadphaseCollision/btDispatcher.h"
- #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
- #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
- #include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
- #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
- #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h" // for s_minimumContactManifoldsForBatching
- //#include <stdio.h>
- #include "LinearMath/btQuickprof.h"
- SIMD_FORCE_INLINE int calcBatchCost(int bodies, int manifolds, int constraints)
- {
- // rough estimate of the cost of a batch, used for merging
- int batchCost = bodies + 8 * manifolds + 4 * constraints;
- return batchCost;
- }
- SIMD_FORCE_INLINE int calcBatchCost(const btSimulationIslandManagerMt::Island* island)
- {
- return calcBatchCost(island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size());
- }
- btSimulationIslandManagerMt::btSimulationIslandManagerMt()
- {
- m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
- m_batchIslandMinBodyCount = 32;
- m_islandDispatch = parallelIslandDispatch;
- m_batchIsland = NULL;
- }
- btSimulationIslandManagerMt::~btSimulationIslandManagerMt()
- {
- for (int i = 0; i < m_allocatedIslands.size(); ++i)
- {
- delete m_allocatedIslands[i];
- }
- m_allocatedIslands.resize(0);
- m_activeIslands.resize(0);
- m_freeIslands.resize(0);
- }
- inline int getIslandId(const btPersistentManifold* lhs)
- {
- const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
- const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
- int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
- return islandId;
- }
- SIMD_FORCE_INLINE int btGetConstraintIslandId1(const btTypedConstraint* lhs)
- {
- const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
- const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
- int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
- return islandId;
- }
- /// function object that routes calls to operator<
- class IslandBatchSizeSortPredicate
- {
- public:
- bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
- {
- int lCost = calcBatchCost(lhs);
- int rCost = calcBatchCost(rhs);
- return lCost > rCost;
- }
- };
- class IslandBodyCapacitySortPredicate
- {
- public:
- bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
- {
- return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
- }
- };
- void btSimulationIslandManagerMt::Island::append(const Island& other)
- {
- // append bodies
- for (int i = 0; i < other.bodyArray.size(); ++i)
- {
- bodyArray.push_back(other.bodyArray[i]);
- }
- // append manifolds
- for (int i = 0; i < other.manifoldArray.size(); ++i)
- {
- manifoldArray.push_back(other.manifoldArray[i]);
- }
- // append constraints
- for (int i = 0; i < other.constraintArray.size(); ++i)
- {
- constraintArray.push_back(other.constraintArray[i]);
- }
- }
- bool btIsBodyInIsland(const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj)
- {
- for (int i = 0; i < island.bodyArray.size(); ++i)
- {
- if (island.bodyArray[i] == obj)
- {
- return true;
- }
- }
- return false;
- }
- void btSimulationIslandManagerMt::initIslandPools()
- {
- // reset island pools
- int numElem = getUnionFind().getNumElements();
- m_lookupIslandFromId.resize(numElem);
- for (int i = 0; i < m_lookupIslandFromId.size(); ++i)
- {
- m_lookupIslandFromId[i] = NULL;
- }
- m_activeIslands.resize(0);
- m_freeIslands.resize(0);
- // check whether allocated islands are sorted by body capacity (largest to smallest)
- int lastCapacity = 0;
- bool isSorted = true;
- for (int i = 0; i < m_allocatedIslands.size(); ++i)
- {
- Island* island = m_allocatedIslands[i];
- int cap = island->bodyArray.capacity();
- if (cap > lastCapacity)
- {
- isSorted = false;
- break;
- }
- lastCapacity = cap;
- }
- if (!isSorted)
- {
- m_allocatedIslands.quickSort(IslandBodyCapacitySortPredicate());
- }
- m_batchIsland = NULL;
- // mark all islands free (but avoid deallocation)
- for (int i = 0; i < m_allocatedIslands.size(); ++i)
- {
- Island* island = m_allocatedIslands[i];
- island->bodyArray.resize(0);
- island->manifoldArray.resize(0);
- island->constraintArray.resize(0);
- island->id = -1;
- island->isSleeping = true;
- m_freeIslands.push_back(island);
- }
- }
- btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland(int id)
- {
- btAssert(id >= 0);
- btAssert(id < m_lookupIslandFromId.size());
- Island* island = m_lookupIslandFromId[id];
- if (island == NULL)
- {
- // search for existing island
- for (int i = 0; i < m_activeIslands.size(); ++i)
- {
- if (m_activeIslands[i]->id == id)
- {
- island = m_activeIslands[i];
- break;
- }
- }
- m_lookupIslandFromId[id] = island;
- }
- return island;
- }
- btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland(int id, int numBodies)
- {
- Island* island = NULL;
- int allocSize = numBodies;
- if (numBodies < m_batchIslandMinBodyCount)
- {
- if (m_batchIsland)
- {
- island = m_batchIsland;
- m_lookupIslandFromId[id] = island;
- // if we've made a large enough batch,
- if (island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount)
- {
- // next time start a new batch
- m_batchIsland = NULL;
- }
- return island;
- }
- else
- {
- // need to allocate a batch island
- allocSize = m_batchIslandMinBodyCount * 2;
- }
- }
- btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
- // search for free island
- if (freeIslands.size() > 0)
- {
- // try to reuse a previously allocated island
- int iFound = freeIslands.size();
- // linear search for smallest island that can hold our bodies
- for (int i = freeIslands.size() - 1; i >= 0; --i)
- {
- if (freeIslands[i]->bodyArray.capacity() >= allocSize)
- {
- iFound = i;
- island = freeIslands[i];
- island->id = id;
- break;
- }
- }
- // if found, shrink array while maintaining ordering
- if (island)
- {
- int iDest = iFound;
- int iSrc = iDest + 1;
- while (iSrc < freeIslands.size())
- {
- freeIslands[iDest++] = freeIslands[iSrc++];
- }
- freeIslands.pop_back();
- }
- }
- if (island == NULL)
- {
- // no free island found, allocate
- island = new Island(); // TODO: change this to use the pool allocator
- island->id = id;
- island->bodyArray.reserve(allocSize);
- m_allocatedIslands.push_back(island);
- }
- m_lookupIslandFromId[id] = island;
- if (numBodies < m_batchIslandMinBodyCount)
- {
- m_batchIsland = island;
- }
- m_activeIslands.push_back(island);
- return island;
- }
- void btSimulationIslandManagerMt::buildIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld)
- {
- BT_PROFILE("buildIslands");
- btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
- //we are going to sort the unionfind array, and store the element id in the size
- //afterwards, we clean unionfind, to make sure no-one uses it anymore
- getUnionFind().sortIslands();
- int numElem = getUnionFind().getNumElements();
- int endIslandIndex = 1;
- int startIslandIndex;
- //update the sleeping state for bodies, if all are sleeping
- for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
- {
- int islandId = getUnionFind().getElement(startIslandIndex).m_id;
- for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
- {
- }
- //int numSleeping = 0;
- bool allSleeping = true;
- int idx;
- for (idx = startIslandIndex; idx < endIslandIndex; idx++)
- {
- int i = getUnionFind().getElement(idx).m_sz;
- btCollisionObject* colObj0 = collisionObjects[i];
- if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
- {
- // printf("error in island management\n");
- }
- btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
- if (colObj0->getIslandTag() == islandId)
- {
- if (colObj0->getActivationState() == ACTIVE_TAG ||
- colObj0->getActivationState() == DISABLE_DEACTIVATION)
- {
- allSleeping = false;
- break;
- }
- }
- }
- if (allSleeping)
- {
- int idx;
- for (idx = startIslandIndex; idx < endIslandIndex; idx++)
- {
- int i = getUnionFind().getElement(idx).m_sz;
- btCollisionObject* colObj0 = collisionObjects[i];
- if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
- {
- // printf("error in island management\n");
- }
- btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
- if (colObj0->getIslandTag() == islandId)
- {
- colObj0->setActivationState(ISLAND_SLEEPING);
- }
- }
- }
- else
- {
- int idx;
- for (idx = startIslandIndex; idx < endIslandIndex; idx++)
- {
- int i = getUnionFind().getElement(idx).m_sz;
- btCollisionObject* colObj0 = collisionObjects[i];
- if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
- {
- // printf("error in island management\n");
- }
- btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
- if (colObj0->getIslandTag() == islandId)
- {
- if (colObj0->getActivationState() == ISLAND_SLEEPING)
- {
- colObj0->setActivationState(WANTS_DEACTIVATION);
- colObj0->setDeactivationTime(0.f);
- }
- }
- }
- }
- }
- }
- void btSimulationIslandManagerMt::addBodiesToIslands(btCollisionWorld* collisionWorld)
- {
- btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
- int endIslandIndex = 1;
- int startIslandIndex;
- int numElem = getUnionFind().getNumElements();
- // create explicit islands and add bodies to each
- for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
- {
- int islandId = getUnionFind().getElement(startIslandIndex).m_id;
- // find end index
- for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
- {
- }
- // check if island is sleeping
- bool islandSleeping = true;
- for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
- {
- int i = getUnionFind().getElement(iElem).m_sz;
- btCollisionObject* colObj = collisionObjects[i];
- if (colObj->isActive())
- {
- islandSleeping = false;
- }
- }
- if (!islandSleeping)
- {
- // want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
- int numBodies = endIslandIndex - startIslandIndex;
- Island* island = allocateIsland(islandId, numBodies);
- island->isSleeping = false;
- // add bodies to island
- for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
- {
- int i = getUnionFind().getElement(iElem).m_sz;
- btCollisionObject* colObj = collisionObjects[i];
- island->bodyArray.push_back(colObj);
- }
- }
- }
- }
- void btSimulationIslandManagerMt::addManifoldsToIslands(btDispatcher* dispatcher)
- {
- // walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
- int maxNumManifolds = dispatcher->getNumManifolds();
- for (int i = 0; i < maxNumManifolds; i++)
- {
- btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
- const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
- const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
- ///@todo: check sleeping conditions!
- 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->hasContactResponse())
- colObj1->activate();
- }
- if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
- {
- if (colObj1->hasContactResponse())
- colObj0->activate();
- }
- //filtering for response
- if (dispatcher->needsResponse(colObj0, colObj1))
- {
- // scatter manifolds into various islands
- int islandId = getIslandId(manifold);
- // if island not sleeping,
- if (Island* island = getIsland(islandId))
- {
- island->manifoldArray.push_back(manifold);
- }
- }
- }
- }
- }
- void btSimulationIslandManagerMt::addConstraintsToIslands(btAlignedObjectArray<btTypedConstraint*>& constraints)
- {
- // walk constraints
- for (int i = 0; i < constraints.size(); i++)
- {
- // scatter constraints into various islands
- btTypedConstraint* constraint = constraints[i];
- if (constraint->isEnabled())
- {
- int islandId = btGetConstraintIslandId1(constraint);
- // if island is not sleeping,
- if (Island* island = getIsland(islandId))
- {
- island->constraintArray.push_back(constraint);
- }
- }
- }
- }
- void btSimulationIslandManagerMt::mergeIslands()
- {
- // sort islands in order of decreasing batch size
- m_activeIslands.quickSort(IslandBatchSizeSortPredicate());
- // merge small islands to satisfy minimum batch size
- // find first small batch island
- int destIslandIndex = m_activeIslands.size();
- for (int i = 0; i < m_activeIslands.size(); ++i)
- {
- Island* island = m_activeIslands[i];
- int batchSize = calcBatchCost(island);
- if (batchSize < m_minimumSolverBatchSize)
- {
- destIslandIndex = i;
- break;
- }
- }
- int lastIndex = m_activeIslands.size() - 1;
- while (destIslandIndex < lastIndex)
- {
- // merge islands from the back of the list
- Island* island = m_activeIslands[destIslandIndex];
- int numBodies = island->bodyArray.size();
- int numManifolds = island->manifoldArray.size();
- int numConstraints = island->constraintArray.size();
- int firstIndex = lastIndex;
- // figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
- while (true)
- {
- Island* src = m_activeIslands[firstIndex];
- numBodies += src->bodyArray.size();
- numManifolds += src->manifoldArray.size();
- numConstraints += src->constraintArray.size();
- int batchCost = calcBatchCost(numBodies, numManifolds, numConstraints);
- if (batchCost >= m_minimumSolverBatchSize)
- {
- break;
- }
- if (firstIndex - 1 == destIslandIndex)
- {
- break;
- }
- firstIndex--;
- }
- // reserve space for these pointers to minimize reallocation
- island->bodyArray.reserve(numBodies);
- island->manifoldArray.reserve(numManifolds);
- island->constraintArray.reserve(numConstraints);
- // merge islands
- for (int i = firstIndex; i <= lastIndex; ++i)
- {
- island->append(*m_activeIslands[i]);
- }
- // shrink array to exclude the islands that were merged from
- m_activeIslands.resize(firstIndex);
- lastIndex = firstIndex - 1;
- destIslandIndex++;
- }
- }
- void btSimulationIslandManagerMt::solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams)
- {
- btPersistentManifold** manifolds = island.manifoldArray.size() ? &island.manifoldArray[0] : NULL;
- btTypedConstraint** constraintsPtr = island.constraintArray.size() ? &island.constraintArray[0] : NULL;
- solver->solveGroup(&island.bodyArray[0],
- island.bodyArray.size(),
- manifolds,
- island.manifoldArray.size(),
- constraintsPtr,
- island.constraintArray.size(),
- *solverParams.m_solverInfo,
- solverParams.m_debugDrawer,
- solverParams.m_dispatcher);
- }
- void btSimulationIslandManagerMt::serialIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
- {
- BT_PROFILE("serialIslandDispatch");
- // serial dispatch
- btAlignedObjectArray<Island*>& islands = *islandsPtr;
- btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
- for (int i = 0; i < islands.size(); ++i)
- {
- solveIsland(solver, *islands[i], solverParams);
- }
- }
- struct UpdateIslandDispatcher : public btIParallelForBody
- {
- btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& m_islandsPtr;
- const btSimulationIslandManagerMt::SolverParams& m_solverParams;
- UpdateIslandDispatcher(btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& islandsPtr, const btSimulationIslandManagerMt::SolverParams& solverParams)
- : m_islandsPtr(islandsPtr), m_solverParams(solverParams)
- {
- }
- void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
- {
- btConstraintSolver* solver = m_solverParams.m_solverPool;
- for (int i = iBegin; i < iEnd; ++i)
- {
- btSimulationIslandManagerMt::Island* island = m_islandsPtr[i];
- btSimulationIslandManagerMt::solveIsland(solver, *island, m_solverParams);
- }
- }
- };
- void btSimulationIslandManagerMt::parallelIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
- {
- BT_PROFILE("parallelIslandDispatch");
- //
- // if there are islands with many contacts, it may be faster to submit these
- // large islands *serially* to a single parallel constraint solver, and then later
- // submit the remaining smaller islands in parallel to multiple sequential solvers.
- //
- // Some task schedulers do not deal well with nested parallelFor loops. One implementation
- // of OpenMP was actually slower than doing everything single-threaded. Intel TBB
- // on the other hand, seems to do a pretty respectable job with it.
- //
- // When solving islands in parallel, the worst case performance happens when there
- // is one very large island and then perhaps a smattering of very small
- // islands -- one worker thread takes the large island and the remaining workers
- // tear through the smaller islands and then sit idle waiting for the first worker
- // to finish. Solving islands in parallel works best when there are numerous small
- // islands, roughly equal in size.
- //
- // By contrast, the other approach -- the parallel constraint solver -- is only
- // able to deliver a worthwhile speedup when the island is large. For smaller islands,
- // it is difficult to extract a useful amount of parallelism -- the overhead of grouping
- // the constraints into batches and sending the batches to worker threads can nullify
- // any gains from parallelism.
- //
- UpdateIslandDispatcher dispatcher(*islandsPtr, solverParams);
- // We take advantage of the fact the islands are sorted in order of decreasing size
- int iBegin = 0;
- if (solverParams.m_solverMt)
- {
- while (iBegin < islandsPtr->size())
- {
- btSimulationIslandManagerMt::Island* island = (*islandsPtr)[iBegin];
- if (island->manifoldArray.size() < btSequentialImpulseConstraintSolverMt::s_minimumContactManifoldsForBatching)
- {
- // OK to submit the rest of the array in parallel
- break;
- }
- // serial dispatch to parallel solver for large islands (if any)
- solveIsland(solverParams.m_solverMt, *island, solverParams);
- ++iBegin;
- }
- }
- // parallel dispatch to sequential solvers for rest
- btParallelFor(iBegin, islandsPtr->size(), 1, dispatcher);
- }
- ///@todo: this is random access, it can be walked 'cache friendly'!
- void btSimulationIslandManagerMt::buildAndProcessIslands(btDispatcher* dispatcher,
- btCollisionWorld* collisionWorld,
- btAlignedObjectArray<btTypedConstraint*>& constraints,
- const SolverParams& solverParams)
- {
- BT_PROFILE("buildAndProcessIslands");
- btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
- buildIslands(dispatcher, collisionWorld);
- if (!getSplitIslands())
- {
- btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
- int maxNumManifolds = dispatcher->getNumManifolds();
- for (int i = 0; i < maxNumManifolds; i++)
- {
- btPersistentManifold* manifold = manifolds[i];
- const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
- const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
- ///@todo: check sleeping conditions!
- 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->hasContactResponse())
- colObj1->activate();
- }
- if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
- {
- if (colObj1->hasContactResponse())
- colObj0->activate();
- }
- }
- }
- btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[0] : NULL;
- btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
- solver->solveGroup(&collisionObjects[0],
- collisionObjects.size(),
- manifolds,
- maxNumManifolds,
- constraintsPtr,
- constraints.size(),
- *solverParams.m_solverInfo,
- solverParams.m_debugDrawer,
- solverParams.m_dispatcher);
- }
- else
- {
- initIslandPools();
- //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
- addBodiesToIslands(collisionWorld);
- addManifoldsToIslands(dispatcher);
- addConstraintsToIslands(constraints);
- // m_activeIslands array should now contain all non-sleeping Islands, and each Island should
- // have all the necessary bodies, manifolds and constraints.
- // if we want to merge islands with small batch counts,
- if (m_minimumSolverBatchSize > 1)
- {
- mergeIslands();
- }
- // dispatch islands to solver
- m_islandDispatch(&m_activeIslands, solverParams);
- }
- }
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