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Diffstat (limited to 'thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp')
-rw-r--r-- | thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp | 327 |
1 files changed, 327 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp new file mode 100644 index 0000000000..1d10bad922 --- /dev/null +++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp @@ -0,0 +1,327 @@ +/* +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. +*/ + + +#include "btDiscreteDynamicsWorldMt.h" + +//collision detection +#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" +#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" +#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" +#include "BulletCollision/CollisionShapes/btCollisionShape.h" +#include "btSimulationIslandManagerMt.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btQuickprof.h" + +//rigidbody & constraints +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" +#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" +#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h" +#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h" +#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h" +#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h" +#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h" +#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h" +#include "BulletDynamics/ConstraintSolver/btContactConstraint.h" + + +#include "LinearMath/btIDebugDraw.h" +#include "BulletCollision/CollisionShapes/btSphereShape.h" + + +#include "BulletDynamics/Dynamics/btActionInterface.h" +#include "LinearMath/btQuickprof.h" +#include "LinearMath/btMotionState.h" + +#include "LinearMath/btSerializer.h" + + +struct InplaceSolverIslandCallbackMt : public btSimulationIslandManagerMt::IslandCallback +{ + btContactSolverInfo* m_solverInfo; + btConstraintSolver* m_solver; + btIDebugDraw* m_debugDrawer; + btDispatcher* m_dispatcher; + + InplaceSolverIslandCallbackMt( + btConstraintSolver* solver, + btStackAlloc* stackAlloc, + btDispatcher* dispatcher) + :m_solverInfo(NULL), + m_solver(solver), + m_debugDrawer(NULL), + m_dispatcher(dispatcher) + { + + } + + InplaceSolverIslandCallbackMt& operator=(InplaceSolverIslandCallbackMt& other) + { + btAssert(0); + (void)other; + return *this; + } + + SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btIDebugDraw* debugDrawer) + { + btAssert(solverInfo); + m_solverInfo = solverInfo; + m_debugDrawer = debugDrawer; + } + + + virtual void processIsland( btCollisionObject** bodies, + int numBodies, + btPersistentManifold** manifolds, + int numManifolds, + btTypedConstraint** constraints, + int numConstraints, + int islandId + ) + { + m_solver->solveGroup( bodies, + numBodies, + manifolds, + numManifolds, + constraints, + numConstraints, + *m_solverInfo, + m_debugDrawer, + m_dispatcher + ); + } + +}; + + +/// +/// btConstraintSolverPoolMt +/// + +btConstraintSolverPoolMt::ThreadSolver* btConstraintSolverPoolMt::getAndLockThreadSolver() +{ + int i = 0; +#if BT_THREADSAFE + i = btGetCurrentThreadIndex() % m_solvers.size(); +#endif // #if BT_THREADSAFE + while ( true ) + { + ThreadSolver& solver = m_solvers[ i ]; + if ( solver.mutex.tryLock() ) + { + return &solver; + } + // failed, try the next one + i = ( i + 1 ) % m_solvers.size(); + } + return NULL; +} + +void btConstraintSolverPoolMt::init( btConstraintSolver** solvers, int numSolvers ) +{ + m_solverType = BT_SEQUENTIAL_IMPULSE_SOLVER; + m_solvers.resize( numSolvers ); + for ( int i = 0; i < numSolvers; ++i ) + { + m_solvers[ i ].solver = solvers[ i ]; + } + if ( numSolvers > 0 ) + { + m_solverType = solvers[ 0 ]->getSolverType(); + } +} + +// create the solvers for me +btConstraintSolverPoolMt::btConstraintSolverPoolMt( int numSolvers ) +{ + btAlignedObjectArray<btConstraintSolver*> solvers; + solvers.reserve( numSolvers ); + for ( int i = 0; i < numSolvers; ++i ) + { + btConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); + solvers.push_back( solver ); + } + init( &solvers[ 0 ], numSolvers ); +} + +// pass in fully constructed solvers (destructor will delete them) +btConstraintSolverPoolMt::btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers ) +{ + init( solvers, numSolvers ); +} + +btConstraintSolverPoolMt::~btConstraintSolverPoolMt() +{ + // delete all solvers + for ( int i = 0; i < m_solvers.size(); ++i ) + { + ThreadSolver& solver = m_solvers[ i ]; + delete solver.solver; + solver.solver = NULL; + } +} + +///solve a group of constraints +btScalar btConstraintSolverPoolMt::solveGroup( btCollisionObject** bodies, + int numBodies, + btPersistentManifold** manifolds, + int numManifolds, + btTypedConstraint** constraints, + int numConstraints, + const btContactSolverInfo& info, + btIDebugDraw* debugDrawer, + btDispatcher* dispatcher +) +{ + ThreadSolver* ts = getAndLockThreadSolver(); + ts->solver->solveGroup( bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher ); + ts->mutex.unlock(); + return 0.0f; +} + +void btConstraintSolverPoolMt::reset() +{ + for ( int i = 0; i < m_solvers.size(); ++i ) + { + ThreadSolver& solver = m_solvers[ i ]; + solver.mutex.lock(); + solver.solver->reset(); + solver.mutex.unlock(); + } +} + + +/// +/// btDiscreteDynamicsWorldMt +/// + +btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolverPoolMt* constraintSolver, btCollisionConfiguration* collisionConfiguration) +: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration) +{ + if (m_ownsIslandManager) + { + m_islandManager->~btSimulationIslandManager(); + btAlignedFree( m_islandManager); + } + { + void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallbackMt),16); + m_solverIslandCallbackMt = new (mem) InplaceSolverIslandCallbackMt (m_constraintSolver, 0, dispatcher); + } + { + void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16); + btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt(); + im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize ); + m_islandManager = im; + } +} + + +btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt() +{ + if (m_solverIslandCallbackMt) + { + m_solverIslandCallbackMt->~InplaceSolverIslandCallbackMt(); + btAlignedFree(m_solverIslandCallbackMt); + } + if (m_ownsConstraintSolver) + { + m_constraintSolver->~btConstraintSolver(); + btAlignedFree(m_constraintSolver); + } +} + + +void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo) +{ + BT_PROFILE("solveConstraints"); + + m_solverIslandCallbackMt->setup(&solverInfo, getDebugDrawer()); + m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds()); + + /// solve all the constraints for this island + btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager); + im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, m_solverIslandCallbackMt ); + + m_constraintSolver->allSolved(solverInfo, m_debugDrawer); +} + + +struct UpdaterUnconstrainedMotion : public btIParallelForBody +{ + btScalar timeStep; + btRigidBody** rigidBodies; + + void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE + { + for ( int i = iBegin; i < iEnd; ++i ) + { + btRigidBody* body = rigidBodies[ i ]; + if ( !body->isStaticOrKinematicObject() ) + { + //don't integrate/update velocities here, it happens in the constraint solver + body->applyDamping( timeStep ); + body->predictIntegratedTransform( timeStep, body->getInterpolationWorldTransform() ); + } + } + } +}; + + +void btDiscreteDynamicsWorldMt::predictUnconstraintMotion( btScalar timeStep ) +{ + BT_PROFILE( "predictUnconstraintMotion" ); + if ( m_nonStaticRigidBodies.size() > 0 ) + { + UpdaterUnconstrainedMotion update; + update.timeStep = timeStep; + update.rigidBodies = &m_nonStaticRigidBodies[ 0 ]; + int grainSize = 50; // num of iterations per task for task scheduler + btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update ); + } +} + + +void btDiscreteDynamicsWorldMt::createPredictiveContacts( btScalar timeStep ) +{ + BT_PROFILE( "createPredictiveContacts" ); + releasePredictiveContacts(); + if ( m_nonStaticRigidBodies.size() > 0 ) + { + UpdaterCreatePredictiveContacts update; + update.world = this; + update.timeStep = timeStep; + update.rigidBodies = &m_nonStaticRigidBodies[ 0 ]; + int grainSize = 50; // num of iterations per task for task scheduler + btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update ); + } +} + + +void btDiscreteDynamicsWorldMt::integrateTransforms( btScalar timeStep ) +{ + BT_PROFILE( "integrateTransforms" ); + if ( m_nonStaticRigidBodies.size() > 0 ) + { + UpdaterIntegrateTransforms update; + update.world = this; + update.timeStep = timeStep; + update.rigidBodies = &m_nonStaticRigidBodies[ 0 ]; + int grainSize = 50; // num of iterations per task for task scheduler + btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update ); + } +} + |