MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
- addition of a few lightweight mutexes (which are compiled out by default)
- slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
- PoolAllocator::allocate() can now be called when pool is full without
crashing (null pointer returned)
- PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
(default is un-threadsafe)
- CollisionDispatcher no longer checks if the pool allocator is full
before calling allocate(), instead it just calls allocate() and
checks if the return is null -- this avoids a race condition
- SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
getOrInitSolverBody() to avoid a race condition with kinematic bodies
- addition of 2 classes which together allow simulation islands to be run
in parallel:
- btSimulationIslandManagerMt
- btDiscreteDynamicsWorldMt
- MultiThreadedDemo example in the example browser demonstrating use of
OpenMP, Microsoft PPL, and Intel TBB
- use multithreading for other demos
- benchmark demo: add parallel raycasting
This commit is contained in:
@@ -716,8 +716,64 @@ btSolverConstraint& btSequentialImpulseConstraintSolver::addTorsionalFrictionCon
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int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject& body,btScalar timeStep)
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{
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#if BT_THREADSAFE
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int solverBodyId = -1;
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if ( !body.isStaticOrKinematicObject() )
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{
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// dynamic body
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// Dynamic bodies can only be in one island, so it's safe to write to the companionId
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solverBodyId = body.getCompanionId();
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if ( solverBodyId < 0 )
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{
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if ( btRigidBody* rb = btRigidBody::upcast( &body ) )
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{
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solverBodyId = m_tmpSolverBodyPool.size();
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btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
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initSolverBody( &solverBody, &body, timeStep );
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body.setCompanionId( solverBodyId );
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}
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}
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}
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else if ( body.isStaticObject() )
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{
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// all fixed bodies (inf mass) get mapped to a single solver id
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if ( m_fixedBodyId < 0 )
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{
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m_fixedBodyId = m_tmpSolverBodyPool.size();
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btSolverBody& fixedBody = m_tmpSolverBodyPool.expand();
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initSolverBody( &fixedBody, 0, timeStep );
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}
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solverBodyId = m_fixedBodyId;
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}
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else
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{
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// kinematic
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// Kinematic bodies can be in multiple islands at once, so it is a
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// race condition to write to them, so we use an alternate method
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// to record the solverBodyId
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int uniqueId = body.getUniqueId();
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const int INVALID_SOLVER_BODY_ID = -1;
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if (uniqueId >= m_kinematicBodyUniqueIdToSolverBodyTable.size())
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{
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m_kinematicBodyUniqueIdToSolverBodyTable.resize(uniqueId + 1, INVALID_SOLVER_BODY_ID);
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}
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solverBodyId = m_kinematicBodyUniqueIdToSolverBodyTable[ uniqueId ];
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// if no table entry yet,
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if ( solverBodyId == INVALID_SOLVER_BODY_ID )
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{
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// create a table entry for this body
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btRigidBody* rb = btRigidBody::upcast( &body );
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solverBodyId = m_tmpSolverBodyPool.size();
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btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
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initSolverBody( &solverBody, &body, timeStep );
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m_kinematicBodyUniqueIdToSolverBodyTable[ uniqueId ] = solverBodyId;
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}
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}
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btAssert( solverBodyId < m_tmpSolverBodyPool.size() );
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return solverBodyId;
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#else // BT_THREADSAFE
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int solverBodyIdA = -1;
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int solverBodyIdA = -1;
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if (body.getCompanionId() >= 0)
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{
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@@ -749,6 +805,7 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
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}
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return solverBodyIdA;
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#endif // BT_THREADSAFE
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}
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#include <stdio.h>
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@@ -1263,7 +1320,9 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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{
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bodies[i]->setCompanionId(-1);
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}
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#if BT_THREADSAFE
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m_kinematicBodyUniqueIdToSolverBodyTable.resize( 0 );
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#endif // BT_THREADSAFE
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m_tmpSolverBodyPool.reserve(numBodies+1);
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m_tmpSolverBodyPool.resize(0);
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