Added multi-threaded collision detection. Original code is written for Cell SPU, but wrappers are provided to run on multi-core using Win32 Threads.
SpuLibspe2Support is on the todo list, so it can run on Cell Blade & PS3 Linux.
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Extras/BulletMultiThreaded/SpuGatheringCollisionDispatcher.h
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Extras/BulletMultiThreaded/SpuGatheringCollisionDispatcher.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
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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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#ifndef SPU_GATHERING_COLLISION__DISPATCHER_H
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#define SPU_GATHERING_COLLISION__DISPATCHER_H
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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///Tuning value to optimized SPU utilization
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///Too small value means Task overhead is large compared to computation (too fine granularity)
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///Too big value might render some SPUs are idle, while a few other SPUs are doing all work.
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//#define SPU_BATCHSIZE_BROADPHASE_PAIRS 16
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#define SPU_BATCHSIZE_BROADPHASE_PAIRS 256
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class SpuCollisionTaskProcess;
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///SpuGatheringCollisionDispatcher can use SPU to gather and calculate collision detection
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///Time of Impact, Closest Points and Penetration Depth.
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class SpuGatheringCollisionDispatcher : public btCollisionDispatcher
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{
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SpuCollisionTaskProcess* m_spuCollisionTaskProcess;
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public:
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//can be used by SPU collision algorithms
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SpuCollisionTaskProcess* getSpuCollisionTaskProcess()
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{
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return m_spuCollisionTaskProcess;
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}
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SpuGatheringCollisionDispatcher ();
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virtual ~SpuGatheringCollisionDispatcher();
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bool supportsDispatchPairOnSpu(int proxyType0,int proxyType1);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo);
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};
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#endif //SPU_GATHERING_COLLISION__DISPATCHER_H
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