diff options
Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp')
-rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp | 450 |
1 files changed, 450 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp new file mode 100644 index 0000000000..1344782257 --- /dev/null +++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp @@ -0,0 +1,450 @@ + +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ + +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 "btSimulationIslandManager.h" +#include "BulletCollision/BroadphaseCollision/btDispatcher.h" +#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" +#include "BulletCollision/CollisionDispatch/btCollisionObject.h" +#include "BulletCollision/CollisionDispatch/btCollisionWorld.h" + +//#include <stdio.h> +#include "LinearMath/btQuickprof.h" + +btSimulationIslandManager::btSimulationIslandManager(): +m_splitIslands(true) +{ +} + +btSimulationIslandManager::~btSimulationIslandManager() +{ +} + + +void btSimulationIslandManager::initUnionFind(int n) +{ + m_unionFind.reset(n); +} + + +void btSimulationIslandManager::findUnions(btDispatcher* /* dispatcher */,btCollisionWorld* colWorld) +{ + + { + btOverlappingPairCache* pairCachePtr = colWorld->getPairCache(); + const int numOverlappingPairs = pairCachePtr->getNumOverlappingPairs(); + if (numOverlappingPairs) + { + btBroadphasePair* pairPtr = pairCachePtr->getOverlappingPairArrayPtr(); + + for (int i=0;i<numOverlappingPairs;i++) + { + const btBroadphasePair& collisionPair = pairPtr[i]; + btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject; + btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject; + + if (((colObj0) && ((colObj0)->mergesSimulationIslands())) && + ((colObj1) && ((colObj1)->mergesSimulationIslands()))) + { + + m_unionFind.unite((colObj0)->getIslandTag(), + (colObj1)->getIslandTag()); + } + } + } + } +} + +#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION +void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher) +{ + + // put the index into m_controllers into m_tag + int index = 0; + { + + int i; + for (i=0;i<colWorld->getCollisionObjectArray().size(); i++) + { + btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; + //Adding filtering here + if (!collisionObject->isStaticOrKinematicObject()) + { + collisionObject->setIslandTag(index++); + } + collisionObject->setCompanionId(-1); + collisionObject->setHitFraction(btScalar(1.)); + } + } + // do the union find + + initUnionFind( index ); + + findUnions(dispatcher,colWorld); +} + +void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld) +{ + // put the islandId ('find' value) into m_tag + { + int index = 0; + int i; + for (i=0;i<colWorld->getCollisionObjectArray().size();i++) + { + btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; + if (!collisionObject->isStaticOrKinematicObject()) + { + collisionObject->setIslandTag( m_unionFind.find(index) ); + //Set the correct object offset in Collision Object Array + m_unionFind.getElement(index).m_sz = i; + collisionObject->setCompanionId(-1); + index++; + } else + { + collisionObject->setIslandTag(-1); + collisionObject->setCompanionId(-2); + } + } + } +} + + +#else //STATIC_SIMULATION_ISLAND_OPTIMIZATION +void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher) +{ + + initUnionFind( int (colWorld->getCollisionObjectArray().size())); + + // put the index into m_controllers into m_tag + { + + int index = 0; + int i; + for (i=0;i<colWorld->getCollisionObjectArray().size(); i++) + { + btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; + collisionObject->setIslandTag(index); + collisionObject->setCompanionId(-1); + collisionObject->setHitFraction(btScalar(1.)); + index++; + + } + } + // do the union find + + findUnions(dispatcher,colWorld); +} + +void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld) +{ + // put the islandId ('find' value) into m_tag + { + + + int index = 0; + int i; + for (i=0;i<colWorld->getCollisionObjectArray().size();i++) + { + btCollisionObject* collisionObject= colWorld->getCollisionObjectArray()[i]; + if (!collisionObject->isStaticOrKinematicObject()) + { + collisionObject->setIslandTag( m_unionFind.find(index) ); + collisionObject->setCompanionId(-1); + } else + { + collisionObject->setIslandTag(-1); + collisionObject->setCompanionId(-2); + } + index++; + } + } +} + +#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION + +inline int getIslandId(const btPersistentManifold* lhs) +{ + int islandId; + const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0()); + const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1()); + islandId= rcolObj0->getIslandTag()>=0?rcolObj0->getIslandTag():rcolObj1->getIslandTag(); + return islandId; + +} + + + +/// function object that routes calls to operator< +class btPersistentManifoldSortPredicate +{ + public: + + SIMD_FORCE_INLINE bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs ) const + { + return getIslandId(lhs) < getIslandId(rhs); + } +}; + + +void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld) +{ + + BT_PROFILE("islandUnionFindAndQuickSort"); + + btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray(); + + m_islandmanifold.resize(0); + + //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) + { + allSleeping = false; + } + if (colObj0->getActivationState()== DISABLE_DEACTIVATION) + { + allSleeping = false; + } + } + } + + + 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); + } + } + } + } + } + + + int i; + int maxNumManifolds = dispatcher->getNumManifolds(); + +//#define SPLIT_ISLANDS 1 +//#ifdef SPLIT_ISLANDS + + +//#endif //SPLIT_ISLANDS + + + for (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(); + } + if(m_splitIslands) + { + //filtering for response + if (dispatcher->needsResponse(colObj0,colObj1)) + m_islandmanifold.push_back(manifold); + } + } + } +} + + + +///@todo: this is random access, it can be walked 'cache friendly'! +void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback) +{ + btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray(); + + buildIslands(dispatcher,collisionWorld); + + int endIslandIndex=1; + int startIslandIndex; + int numElem = getUnionFind().getNumElements(); + + BT_PROFILE("processIslands"); + + if(!m_splitIslands) + { + btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer(); + int maxNumManifolds = dispatcher->getNumManifolds(); + callback->processIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, -1); + } + else + { + // Sort manifolds, based on islands + // Sort the vector using predicate and std::sort + //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate); + + int numManifolds = int (m_islandmanifold.size()); + + //tried a radix sort, but quicksort/heapsort seems still faster + //@todo rewrite island management + m_islandmanifold.quickSort(btPersistentManifoldSortPredicate()); + //m_islandmanifold.heapSort(btPersistentManifoldSortPredicate()); + + //now process all active islands (sets of manifolds for now) + + int startManifoldIndex = 0; + int endManifoldIndex = 1; + + //int islandId; + + + + // printf("Start Islands\n"); + + //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated + for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex) + { + int islandId = getUnionFind().getElement(startIslandIndex).m_id; + + + bool islandSleeping = true; + + for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++) + { + int i = getUnionFind().getElement(endIslandIndex).m_sz; + btCollisionObject* colObj0 = collisionObjects[i]; + m_islandBodies.push_back(colObj0); + if (colObj0->isActive()) + islandSleeping = false; + } + + + //find the accompanying contact manifold for this islandId + int numIslandManifolds = 0; + btPersistentManifold** startManifold = 0; + + if (startManifoldIndex<numManifolds) + { + int curIslandId = getIslandId(m_islandmanifold[startManifoldIndex]); + if (curIslandId == islandId) + { + startManifold = &m_islandmanifold[startManifoldIndex]; + + for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++) + { + + } + /// Process the actual simulation, only if not sleeping/deactivated + numIslandManifolds = endManifoldIndex-startManifoldIndex; + } + + } + + if (!islandSleeping) + { + callback->processIsland(&m_islandBodies[0],m_islandBodies.size(),startManifold,numIslandManifolds, islandId); + // printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds); + } + + if (numIslandManifolds) + { + startManifoldIndex = endManifoldIndex; + } + + m_islandBodies.resize(0); + } + } // else if(!splitIslands) + +} |