various fixes

move btSimulationIslandManagerMt.cpp from BulletCollision to BulletDynamics
This commit is contained in:
Erwin Coumans
2016-11-10 16:18:20 -08:00
parent fd90589cc2
commit 3b5d0f444b
8 changed files with 10 additions and 10 deletions

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@@ -21,7 +21,7 @@ subject to the following restrictions:
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManagerMt.h"
#include "btSimulationIslandManagerMt.h"
#include "LinearMath/btTransformUtil.h"
#include "LinearMath/btQuickprof.h"

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@@ -0,0 +1,641 @@
/*
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 "btSimulationIslandManagerMt.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
//#include <stdio.h>
#include "LinearMath/btQuickprof.h"
SIMD_FORCE_INLINE int calcBatchCost( int bodies, int manifolds, int constraints )
{
// rough estimate of the cost of a batch, used for merging
int batchCost = bodies + 8 * manifolds + 4 * constraints;
return batchCost;
}
SIMD_FORCE_INLINE int calcBatchCost( const btSimulationIslandManagerMt::Island* island )
{
return calcBatchCost( island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size() );
}
btSimulationIslandManagerMt::btSimulationIslandManagerMt()
{
m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
m_batchIslandMinBodyCount = 32;
m_islandDispatch = defaultIslandDispatch;
m_batchIsland = NULL;
}
btSimulationIslandManagerMt::~btSimulationIslandManagerMt()
{
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
delete m_allocatedIslands[ i ];
}
m_allocatedIslands.resize( 0 );
m_activeIslands.resize( 0 );
m_freeIslands.resize( 0 );
}
inline int getIslandId(const btPersistentManifold* lhs)
{
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
return islandId;
}
SIMD_FORCE_INLINE int btGetConstraintIslandId( const btTypedConstraint* lhs )
{
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
return islandId;
}
/// function object that routes calls to operator<
class IslandBatchSizeSortPredicate
{
public:
bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
{
int lCost = calcBatchCost( lhs );
int rCost = calcBatchCost( rhs );
return lCost > rCost;
}
};
class IslandBodyCapacitySortPredicate
{
public:
bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
{
return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
}
};
void btSimulationIslandManagerMt::Island::append( const Island& other )
{
// append bodies
for ( int i = 0; i < other.bodyArray.size(); ++i )
{
bodyArray.push_back( other.bodyArray[ i ] );
}
// append manifolds
for ( int i = 0; i < other.manifoldArray.size(); ++i )
{
manifoldArray.push_back( other.manifoldArray[ i ] );
}
// append constraints
for ( int i = 0; i < other.constraintArray.size(); ++i )
{
constraintArray.push_back( other.constraintArray[ i ] );
}
}
bool btIsBodyInIsland( const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj )
{
for ( int i = 0; i < island.bodyArray.size(); ++i )
{
if ( island.bodyArray[ i ] == obj )
{
return true;
}
}
return false;
}
void btSimulationIslandManagerMt::initIslandPools()
{
// reset island pools
int numElem = getUnionFind().getNumElements();
m_lookupIslandFromId.resize( numElem );
for ( int i = 0; i < m_lookupIslandFromId.size(); ++i )
{
m_lookupIslandFromId[ i ] = NULL;
}
m_activeIslands.resize( 0 );
m_freeIslands.resize( 0 );
// check whether allocated islands are sorted by body capacity (largest to smallest)
int lastCapacity = 0;
bool isSorted = true;
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
Island* island = m_allocatedIslands[ i ];
int cap = island->bodyArray.capacity();
if ( cap > lastCapacity )
{
isSorted = false;
break;
}
lastCapacity = cap;
}
if ( !isSorted )
{
m_allocatedIslands.quickSort( IslandBodyCapacitySortPredicate() );
}
m_batchIsland = NULL;
// mark all islands free (but avoid deallocation)
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
Island* island = m_allocatedIslands[ i ];
island->bodyArray.resize( 0 );
island->manifoldArray.resize( 0 );
island->constraintArray.resize( 0 );
island->id = -1;
island->isSleeping = true;
m_freeIslands.push_back( island );
}
}
btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland( int id )
{
Island* island = m_lookupIslandFromId[ id ];
if ( island == NULL )
{
// search for existing island
for ( int i = 0; i < m_activeIslands.size(); ++i )
{
if ( m_activeIslands[ i ]->id == id )
{
island = m_activeIslands[ i ];
break;
}
}
m_lookupIslandFromId[ id ] = island;
}
return island;
}
btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland( int id, int numBodies )
{
Island* island = NULL;
int allocSize = numBodies;
if ( numBodies < m_batchIslandMinBodyCount )
{
if ( m_batchIsland )
{
island = m_batchIsland;
m_lookupIslandFromId[ id ] = island;
// if we've made a large enough batch,
if ( island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount )
{
// next time start a new batch
m_batchIsland = NULL;
}
return island;
}
else
{
// need to allocate a batch island
allocSize = m_batchIslandMinBodyCount * 2;
}
}
btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
// search for free island
if ( freeIslands.size() > 0 )
{
// try to reuse a previously allocated island
int iFound = freeIslands.size();
// linear search for smallest island that can hold our bodies
for ( int i = freeIslands.size() - 1; i >= 0; --i )
{
if ( freeIslands[ i ]->bodyArray.capacity() >= allocSize )
{
iFound = i;
island = freeIslands[ i ];
island->id = id;
break;
}
}
// if found, shrink array while maintaining ordering
if ( island )
{
int iDest = iFound;
int iSrc = iDest + 1;
while ( iSrc < freeIslands.size() )
{
freeIslands[ iDest++ ] = freeIslands[ iSrc++ ];
}
freeIslands.pop_back();
}
}
if ( island == NULL )
{
// no free island found, allocate
island = new Island(); // TODO: change this to use the pool allocator
island->id = id;
island->bodyArray.reserve( allocSize );
m_allocatedIslands.push_back( island );
}
m_lookupIslandFromId[ id ] = island;
if ( numBodies < m_batchIslandMinBodyCount )
{
m_batchIsland = island;
}
m_activeIslands.push_back( island );
return island;
}
void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld )
{
BT_PROFILE("islandUnionFindAndQuickSort");
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
//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);
}
}
}
}
}
}
void btSimulationIslandManagerMt::addBodiesToIslands( btCollisionWorld* collisionWorld )
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
int endIslandIndex = 1;
int startIslandIndex;
int numElem = getUnionFind().getNumElements();
// create explicit islands and add bodies to each
for ( startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex )
{
int islandId = getUnionFind().getElement( startIslandIndex ).m_id;
// find end index
for ( endIslandIndex = startIslandIndex; ( endIslandIndex < numElem ) && ( getUnionFind().getElement( endIslandIndex ).m_id == islandId ); endIslandIndex++ )
{
}
// check if island is sleeping
bool islandSleeping = true;
for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
{
int i = getUnionFind().getElement( iElem ).m_sz;
btCollisionObject* colObj = collisionObjects[ i ];
if ( colObj->isActive() )
{
islandSleeping = false;
}
}
if ( !islandSleeping )
{
// want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
int numBodies = endIslandIndex - startIslandIndex;
Island* island = allocateIsland( islandId, numBodies );
island->isSleeping = false;
// add bodies to island
for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
{
int i = getUnionFind().getElement( iElem ).m_sz;
btCollisionObject* colObj = collisionObjects[ i ];
island->bodyArray.push_back( colObj );
}
}
}
}
void btSimulationIslandManagerMt::addManifoldsToIslands( btDispatcher* dispatcher )
{
// walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
int maxNumManifolds = dispatcher->getNumManifolds();
for ( int 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();
}
//filtering for response
if ( dispatcher->needsResponse( colObj0, colObj1 ) )
{
// scatter manifolds into various islands
int islandId = getIslandId( manifold );
// if island not sleeping,
if ( Island* island = getIsland( islandId ) )
{
island->manifoldArray.push_back( manifold );
}
}
}
}
}
void btSimulationIslandManagerMt::addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints )
{
// walk constraints
for ( int i = 0; i < constraints.size(); i++ )
{
// scatter constraints into various islands
btTypedConstraint* constraint = constraints[ i ];
if ( constraint->isEnabled() )
{
int islandId = btGetConstraintIslandId( constraint );
// if island is not sleeping,
if ( Island* island = getIsland( islandId ) )
{
island->constraintArray.push_back( constraint );
}
}
}
}
void btSimulationIslandManagerMt::mergeIslands()
{
// sort islands in order of decreasing batch size
m_activeIslands.quickSort( IslandBatchSizeSortPredicate() );
// merge small islands to satisfy minimum batch size
// find first small batch island
int destIslandIndex = m_activeIslands.size();
for ( int i = 0; i < m_activeIslands.size(); ++i )
{
Island* island = m_activeIslands[ i ];
int batchSize = calcBatchCost( island );
if ( batchSize < m_minimumSolverBatchSize )
{
destIslandIndex = i;
break;
}
}
int lastIndex = m_activeIslands.size() - 1;
while ( destIslandIndex < lastIndex )
{
// merge islands from the back of the list
Island* island = m_activeIslands[ destIslandIndex ];
int numBodies = island->bodyArray.size();
int numManifolds = island->manifoldArray.size();
int numConstraints = island->constraintArray.size();
int firstIndex = lastIndex;
// figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
while ( true )
{
Island* src = m_activeIslands[ firstIndex ];
numBodies += src->bodyArray.size();
numManifolds += src->manifoldArray.size();
numConstraints += src->constraintArray.size();
int batchCost = calcBatchCost( numBodies, numManifolds, numConstraints );
if ( batchCost >= m_minimumSolverBatchSize )
{
break;
}
if ( firstIndex - 1 == destIslandIndex )
{
break;
}
firstIndex--;
}
// reserve space for these pointers to minimize reallocation
island->bodyArray.reserve( numBodies );
island->manifoldArray.reserve( numManifolds );
island->constraintArray.reserve( numConstraints );
// merge islands
for ( int i = firstIndex; i <= lastIndex; ++i )
{
island->append( *m_activeIslands[ i ] );
}
// shrink array to exclude the islands that were merged from
m_activeIslands.resize( firstIndex );
lastIndex = firstIndex - 1;
destIslandIndex++;
}
}
void btSimulationIslandManagerMt::defaultIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback )
{
// serial dispatch
btAlignedObjectArray<Island*>& islands = *islandsPtr;
for ( int i = 0; i < islands.size(); ++i )
{
Island* island = islands[ i ];
btPersistentManifold** manifolds = island->manifoldArray.size() ? &island->manifoldArray[ 0 ] : NULL;
btTypedConstraint** constraintsPtr = island->constraintArray.size() ? &island->constraintArray[ 0 ] : NULL;
callback->processIsland( &island->bodyArray[ 0 ],
island->bodyArray.size(),
manifolds,
island->manifoldArray.size(),
constraintsPtr,
island->constraintArray.size(),
island->id
);
}
}
///@todo: this is random access, it can be walked 'cache friendly'!
void btSimulationIslandManagerMt::buildAndProcessIslands( btDispatcher* dispatcher,
btCollisionWorld* collisionWorld,
btAlignedObjectArray<btTypedConstraint*>& constraints,
IslandCallback* callback
)
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
buildIslands(dispatcher,collisionWorld);
BT_PROFILE("processIslands");
if(!getSplitIslands())
{
btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
int maxNumManifolds = dispatcher->getNumManifolds();
for ( int i = 0; i < maxNumManifolds; i++ )
{
btPersistentManifold* manifold = manifolds[ 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();
}
}
}
btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[ 0 ] : NULL;
callback->processIsland(&collisionObjects[0],
collisionObjects.size(),
manifolds,
maxNumManifolds,
constraintsPtr,
constraints.size(),
-1
);
}
else
{
initIslandPools();
//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
addBodiesToIslands( collisionWorld );
addManifoldsToIslands( dispatcher );
addConstraintsToIslands( constraints );
// m_activeIslands array should now contain all non-sleeping Islands, and each Island should
// have all the necessary bodies, manifolds and constraints.
// if we want to merge islands with small batch counts,
if ( m_minimumSolverBatchSize > 1 )
{
mergeIslands();
}
// dispatch islands to solver
m_islandDispatch( &m_activeIslands, callback );
}
}

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@@ -0,0 +1,109 @@
/*
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 defaultIslandDispatch( btAlignedObjectArray<Island*>* islands, 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