e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
327 lines
10 KiB
C++
327 lines
10 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btDiscreteDynamicsWorldMt.h"
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//collision detection
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "btSimulationIslandManagerMt.h"
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#include "LinearMath/btTransformUtil.h"
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#include "LinearMath/btQuickprof.h"
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//rigidbody & constraints
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
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#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletDynamics/Dynamics/btActionInterface.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btMotionState.h"
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#include "LinearMath/btSerializer.h"
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struct InplaceSolverIslandCallbackMt : public btSimulationIslandManagerMt::IslandCallback
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{
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btContactSolverInfo* m_solverInfo;
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btConstraintSolver* m_solver;
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btIDebugDraw* m_debugDrawer;
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btDispatcher* m_dispatcher;
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InplaceSolverIslandCallbackMt(
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btConstraintSolver* solver,
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btStackAlloc* stackAlloc,
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btDispatcher* dispatcher)
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:m_solverInfo(NULL),
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m_solver(solver),
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m_debugDrawer(NULL),
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m_dispatcher(dispatcher)
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{
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}
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InplaceSolverIslandCallbackMt& operator=(InplaceSolverIslandCallbackMt& other)
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{
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btAssert(0);
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(void)other;
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return *this;
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}
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SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btIDebugDraw* debugDrawer)
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{
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btAssert(solverInfo);
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m_solverInfo = solverInfo;
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m_debugDrawer = debugDrawer;
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}
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virtual void processIsland( btCollisionObject** bodies,
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int numBodies,
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btPersistentManifold** manifolds,
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int numManifolds,
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btTypedConstraint** constraints,
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int numConstraints,
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int islandId
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)
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{
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m_solver->solveGroup( bodies,
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numBodies,
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manifolds,
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numManifolds,
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constraints,
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numConstraints,
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*m_solverInfo,
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m_debugDrawer,
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m_dispatcher
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);
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}
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};
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///
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/// btConstraintSolverPoolMt
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///
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btConstraintSolverPoolMt::ThreadSolver* btConstraintSolverPoolMt::getAndLockThreadSolver()
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{
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int i = 0;
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#if BT_THREADSAFE
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i = btGetCurrentThreadIndex() % m_solvers.size();
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#endif // #if BT_THREADSAFE
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while ( true )
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{
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ThreadSolver& solver = m_solvers[ i ];
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if ( solver.mutex.tryLock() )
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{
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return &solver;
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}
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// failed, try the next one
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i = ( i + 1 ) % m_solvers.size();
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}
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return NULL;
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}
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void btConstraintSolverPoolMt::init( btConstraintSolver** solvers, int numSolvers )
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{
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m_solverType = BT_SEQUENTIAL_IMPULSE_SOLVER;
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m_solvers.resize( numSolvers );
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for ( int i = 0; i < numSolvers; ++i )
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{
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m_solvers[ i ].solver = solvers[ i ];
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}
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if ( numSolvers > 0 )
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{
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m_solverType = solvers[ 0 ]->getSolverType();
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}
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}
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// create the solvers for me
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btConstraintSolverPoolMt::btConstraintSolverPoolMt( int numSolvers )
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{
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btAlignedObjectArray<btConstraintSolver*> solvers;
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solvers.reserve( numSolvers );
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for ( int i = 0; i < numSolvers; ++i )
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{
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btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
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solvers.push_back( solver );
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}
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init( &solvers[ 0 ], numSolvers );
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}
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// pass in fully constructed solvers (destructor will delete them)
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btConstraintSolverPoolMt::btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers )
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{
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init( solvers, numSolvers );
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}
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btConstraintSolverPoolMt::~btConstraintSolverPoolMt()
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{
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// delete all solvers
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for ( int i = 0; i < m_solvers.size(); ++i )
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{
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ThreadSolver& solver = m_solvers[ i ];
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delete solver.solver;
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solver.solver = NULL;
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}
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}
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///solve a group of constraints
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btScalar btConstraintSolverPoolMt::solveGroup( btCollisionObject** bodies,
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int numBodies,
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btPersistentManifold** manifolds,
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int numManifolds,
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btTypedConstraint** constraints,
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int numConstraints,
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const btContactSolverInfo& info,
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btIDebugDraw* debugDrawer,
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btDispatcher* dispatcher
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)
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{
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ThreadSolver* ts = getAndLockThreadSolver();
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ts->solver->solveGroup( bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher );
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ts->mutex.unlock();
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return 0.0f;
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}
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void btConstraintSolverPoolMt::reset()
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{
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for ( int i = 0; i < m_solvers.size(); ++i )
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{
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ThreadSolver& solver = m_solvers[ i ];
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solver.mutex.lock();
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solver.solver->reset();
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solver.mutex.unlock();
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}
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}
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///
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/// btDiscreteDynamicsWorldMt
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///
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btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolverPoolMt* constraintSolver, btCollisionConfiguration* collisionConfiguration)
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: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
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{
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if (m_ownsIslandManager)
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{
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m_islandManager->~btSimulationIslandManager();
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btAlignedFree( m_islandManager);
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}
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{
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void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallbackMt),16);
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m_solverIslandCallbackMt = new (mem) InplaceSolverIslandCallbackMt (m_constraintSolver, 0, dispatcher);
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}
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{
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void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16);
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btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt();
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im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize );
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m_islandManager = im;
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}
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}
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btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt()
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{
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if (m_solverIslandCallbackMt)
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{
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m_solverIslandCallbackMt->~InplaceSolverIslandCallbackMt();
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btAlignedFree(m_solverIslandCallbackMt);
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}
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if (m_ownsConstraintSolver)
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{
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m_constraintSolver->~btConstraintSolver();
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btAlignedFree(m_constraintSolver);
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}
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}
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void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo)
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{
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BT_PROFILE("solveConstraints");
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m_solverIslandCallbackMt->setup(&solverInfo, getDebugDrawer());
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m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
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/// solve all the constraints for this island
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btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
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im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, m_solverIslandCallbackMt );
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m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
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}
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struct UpdaterUnconstrainedMotion : public btIParallelForBody
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{
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btScalar timeStep;
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btRigidBody** rigidBodies;
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void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
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{
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for ( int i = iBegin; i < iEnd; ++i )
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{
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btRigidBody* body = rigidBodies[ i ];
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if ( !body->isStaticOrKinematicObject() )
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{
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//don't integrate/update velocities here, it happens in the constraint solver
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body->applyDamping( timeStep );
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body->predictIntegratedTransform( timeStep, body->getInterpolationWorldTransform() );
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}
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}
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}
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};
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void btDiscreteDynamicsWorldMt::predictUnconstraintMotion( btScalar timeStep )
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{
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BT_PROFILE( "predictUnconstraintMotion" );
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if ( m_nonStaticRigidBodies.size() > 0 )
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{
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UpdaterUnconstrainedMotion update;
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update.timeStep = timeStep;
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update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
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int grainSize = 50; // num of iterations per task for task scheduler
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btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
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}
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}
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void btDiscreteDynamicsWorldMt::createPredictiveContacts( btScalar timeStep )
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{
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BT_PROFILE( "createPredictiveContacts" );
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releasePredictiveContacts();
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if ( m_nonStaticRigidBodies.size() > 0 )
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{
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UpdaterCreatePredictiveContacts update;
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update.world = this;
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update.timeStep = timeStep;
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update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
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int grainSize = 50; // num of iterations per task for task scheduler
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btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
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}
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}
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void btDiscreteDynamicsWorldMt::integrateTransforms( btScalar timeStep )
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{
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BT_PROFILE( "integrateTransforms" );
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if ( m_nonStaticRigidBodies.size() > 0 )
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{
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UpdaterIntegrateTransforms update;
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update.world = this;
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update.timeStep = timeStep;
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update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
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int grainSize = 50; // num of iterations per task for task scheduler
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btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
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}
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}
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