e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
110 lines
4.8 KiB
C++
110 lines
4.8 KiB
C++
/*
|
|
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.
|
|
*/
|
|
|
|
#ifndef BT_SIMULATION_ISLAND_MANAGER_MT_H
|
|
#define BT_SIMULATION_ISLAND_MANAGER_MT_H
|
|
|
|
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
|
|
|
|
class btTypedConstraint;
|
|
|
|
|
|
///
|
|
/// SimulationIslandManagerMt -- Multithread capable version of SimulationIslandManager
|
|
/// Splits the world up into islands which can be solved in parallel.
|
|
/// In order to solve islands in parallel, an IslandDispatch function
|
|
/// must be provided which will dispatch calls to multiple threads.
|
|
/// The amount of parallelism that can be achieved depends on the number
|
|
/// of islands. If only a single island exists, then no parallelism is
|
|
/// possible.
|
|
///
|
|
class btSimulationIslandManagerMt : public btSimulationIslandManager
|
|
{
|
|
public:
|
|
struct Island
|
|
{
|
|
// a simulation island consisting of bodies, manifolds and constraints,
|
|
// to be passed into a constraint solver.
|
|
btAlignedObjectArray<btCollisionObject*> bodyArray;
|
|
btAlignedObjectArray<btPersistentManifold*> manifoldArray;
|
|
btAlignedObjectArray<btTypedConstraint*> constraintArray;
|
|
int id; // island id
|
|
bool isSleeping;
|
|
|
|
void append( const Island& other ); // add bodies, manifolds, constraints to my own
|
|
};
|
|
struct IslandCallback
|
|
{
|
|
virtual ~IslandCallback() {};
|
|
|
|
virtual void processIsland( btCollisionObject** bodies,
|
|
int numBodies,
|
|
btPersistentManifold** manifolds,
|
|
int numManifolds,
|
|
btTypedConstraint** constraints,
|
|
int numConstraints,
|
|
int islandId
|
|
) = 0;
|
|
};
|
|
typedef void( *IslandDispatchFunc ) ( btAlignedObjectArray<Island*>* islands, IslandCallback* callback );
|
|
static void serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
|
|
static void parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
|
|
protected:
|
|
btAlignedObjectArray<Island*> m_allocatedIslands; // owner of all Islands
|
|
btAlignedObjectArray<Island*> m_activeIslands; // islands actively in use
|
|
btAlignedObjectArray<Island*> m_freeIslands; // islands ready to be reused
|
|
btAlignedObjectArray<Island*> m_lookupIslandFromId; // big lookup table to map islandId to Island pointer
|
|
Island* m_batchIsland;
|
|
int m_minimumSolverBatchSize;
|
|
int m_batchIslandMinBodyCount;
|
|
IslandDispatchFunc m_islandDispatch;
|
|
|
|
Island* getIsland( int id );
|
|
virtual Island* allocateIsland( int id, int numBodies );
|
|
virtual void initIslandPools();
|
|
virtual void addBodiesToIslands( btCollisionWorld* collisionWorld );
|
|
virtual void addManifoldsToIslands( btDispatcher* dispatcher );
|
|
virtual void addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints );
|
|
virtual void mergeIslands();
|
|
|
|
public:
|
|
btSimulationIslandManagerMt();
|
|
virtual ~btSimulationIslandManagerMt();
|
|
|
|
virtual void buildAndProcessIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld, btAlignedObjectArray<btTypedConstraint*>& constraints, IslandCallback* callback );
|
|
|
|
virtual void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
|
|
|
|
int getMinimumSolverBatchSize() const
|
|
{
|
|
return m_minimumSolverBatchSize;
|
|
}
|
|
void setMinimumSolverBatchSize( int sz )
|
|
{
|
|
m_minimumSolverBatchSize = sz;
|
|
}
|
|
IslandDispatchFunc getIslandDispatchFunction() const
|
|
{
|
|
return m_islandDispatch;
|
|
}
|
|
// allow users to set their own dispatch function for multithreaded dispatch
|
|
void setIslandDispatchFunction( IslandDispatchFunc func )
|
|
{
|
|
m_islandDispatch = func;
|
|
}
|
|
};
|
|
|
|
#endif //BT_SIMULATION_ISLAND_MANAGER_H
|
|
|