fix: some file didn't have the svn:eol-style native yet

This commit is contained in:
erwin.coumans
2010-03-06 15:23:36 +00:00
parent 4fd48ac691
commit 81f04a4d48
641 changed files with 301123 additions and 301123 deletions

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/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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 BASIC_DEMO3D_H
#define BASIC_DEMO3D_H
#include "GlutDemoApplication.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
///BasicDemo is good starting point for learning the code base and porting.
class BasicDemo3D : public GlutDemoApplication
{
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btDefaultCollisionConfiguration* m_collisionConfiguration;
int m_mouseButtons;
int m_mouseOldX;
int m_mouseOldY;
public:
BasicDemo3D()
{
}
virtual ~BasicDemo3D()
{
exitPhysics();
}
void initPhysics();
void exitPhysics();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
virtual void keyboardCallback(unsigned char key, int x, int y);
virtual void mouseFunc(int button, int state, int x, int y);
virtual void mouseMotionFunc(int x,int y);
virtual void clientResetScene();
static DemoApplication* Create()
{
BasicDemo3D* demo = new BasicDemo3D;
demo->myinit();
demo->initPhysics();
demo->m_mouseButtons = 0;
demo->m_mouseOldX = 0;
demo->m_mouseOldY = 0;
return demo;
}
void DrawConstraintInfo();
void outputDebugInfo(int & xOffset,int & yStart, int yIncr);
virtual void renderme();
void setWireMode(bool wireOnOff);
};
#endif //BASIC_DEMO3D_H
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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 BASIC_DEMO3D_H
#define BASIC_DEMO3D_H
#include "GlutDemoApplication.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
///BasicDemo is good starting point for learning the code base and porting.
class BasicDemo3D : public GlutDemoApplication
{
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btDefaultCollisionConfiguration* m_collisionConfiguration;
int m_mouseButtons;
int m_mouseOldX;
int m_mouseOldY;
public:
BasicDemo3D()
{
}
virtual ~BasicDemo3D()
{
exitPhysics();
}
void initPhysics();
void exitPhysics();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
virtual void keyboardCallback(unsigned char key, int x, int y);
virtual void mouseFunc(int button, int state, int x, int y);
virtual void mouseMotionFunc(int x,int y);
virtual void clientResetScene();
static DemoApplication* Create()
{
BasicDemo3D* demo = new BasicDemo3D;
demo->myinit();
demo->initPhysics();
demo->m_mouseButtons = 0;
demo->m_mouseOldX = 0;
demo->m_mouseOldY = 0;
return demo;
}
void DrawConstraintInfo();
void outputDebugInfo(int & xOffset,int & yStart, int yIncr);
virtual void renderme();
void setWireMode(bool wireOnOff);
};
#endif //BASIC_DEMO3D_H

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@@ -1,32 +1,32 @@
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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/btQuickprof.h"
//----------------------------------------------------------------------------------------
#include "btGpuDemo3dSharedTypes.h"
//----------------------------------------------------------------------------------------
#include "BulletMultiThreaded/btGpuDefines.h"
#include "BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#include "btGpuDemo3dSharedCode.h"
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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/btQuickprof.h"
//----------------------------------------------------------------------------------------
#include "btGpuDemo3dSharedTypes.h"
//----------------------------------------------------------------------------------------
#include "BulletMultiThreaded/btGpuDefines.h"
#include "BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#include "btGpuDemo3dSharedCode.h"
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------

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/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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.
*/
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
//---------- C o n s t r a i n t s o l v e r d e m o ----------------------------
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
extern "C"
{
void BT_GPU_PREF(clearAccumulationOfLambdaDt(float* lambdaDtBox, int numConstraints, int numContPoints));
void BT_GPU_PREF(collisionWithWallBox3D(void* trans,void* vel,void* angVel,btCudaPartProps pProp, btCudaBoxProps gProp,int numObjs,float dt));
void BT_GPU_PREF(collisionBatchResolutionBox3D(void* constraints,int *batch,int numConstraints,void *trans,void *vel,
void *angularVel,float *lambdaDtBox,float *positionConstraint,void* normal,void* contact,
btCudaPartProps pProp,int iBatch,float dt));
void BT_GPU_PREF(integrVel(float* pForceTorqueDamp, float* pInvInertiaMass, void* pVel, void* pAngVel, float timeStep, unsigned int numBodies));
void BT_GPU_PREF(integrTrans(void* trans, void* vel, void* angVel, float timeStep, int numBodies));
} // extern "C"
//----------------------------------------------------------------------------------------
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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.
*/
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
//---------- C o n s t r a i n t s o l v e r d e m o ----------------------------
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
extern "C"
{
void BT_GPU_PREF(clearAccumulationOfLambdaDt(float* lambdaDtBox, int numConstraints, int numContPoints));
void BT_GPU_PREF(collisionWithWallBox3D(void* trans,void* vel,void* angVel,btCudaPartProps pProp, btCudaBoxProps gProp,int numObjs,float dt));
void BT_GPU_PREF(collisionBatchResolutionBox3D(void* constraints,int *batch,int numConstraints,void *trans,void *vel,
void *angularVel,float *lambdaDtBox,float *positionConstraint,void* normal,void* contact,
btCudaPartProps pProp,int iBatch,float dt));
void BT_GPU_PREF(integrVel(float* pForceTorqueDamp, float* pInvInertiaMass, void* pVel, void* pAngVel, float timeStep, unsigned int numBodies));
void BT_GPU_PREF(integrTrans(void* trans, void* vel, void* angVel, float timeStep, int numBodies));
} // extern "C"
//----------------------------------------------------------------------------------------

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/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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.
*/
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
//---------- C o n s t r a i n t s o l v e r d e m o ----------------------------
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
struct btCudaPartProps
{
float m_mass;
float m_diameter;
float m_restCoeff;
};
struct btCudaBoxProps
{
float minX;
float maxX;
float minY;
float maxY;
float minZ;
float maxZ;
};
//----------------------------------------------------------------------------------------
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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.
*/
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
//---------- C o n s t r a i n t s o l v e r d e m o ----------------------------
//----------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------
struct btCudaPartProps
{
float m_mass;
float m_diameter;
float m_restCoeff;
};
struct btCudaBoxProps
{
float minX;
float maxX;
float minY;
float maxY;
float minZ;
float maxZ;
};
//----------------------------------------------------------------------------------------

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/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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_CUDA_DEMO_DYNAMICS_WORLD3D_H
#define BT_CUDA_DEMO_DYNAMICS_WORLD3D_H
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
//#define BT_USE_CUDA 1
// To enable CUDA :
// 1. Uncomment //#define BT_USE_CUDA 1
// 2. Build and add libbulletcuda (Extras/CUDA) to project
// 3. Add $(CUDA_LIB_PATH) and cudart.lib to linker properties
#ifdef BT_USE_CUDA
#include "BulletMultiThreaded/btGpuDefines.h"
#undef BT_GPU_PREF
#define BT_GPU_PREF(func) btCuda_##func
#include "BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#else
#include "BulletMultiThreaded/btGpuDefines.h"
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#endif
#undef BT_GPU_PREF
#if 0 // ###
#include <vector_types.h>
#define BT_GPU_PREF(func) btCuda_##func
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#undef BT_GPU_PREF
#endif
#include "btGpuDemo3dSharedTypes.h"
//#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 20
#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 15
class btCudaDemoDynamicsWorld3D : public btDiscreteDynamicsWorld
{
protected:
int m_maxObj;
int m_maxNeihbors;
int m_maxConstr;
int m_maxPointsPerConstr;
int m_numObj;
int m_numSimStep;
bool m_useCPUSolver;
bool m_useSeqImpSolver;
bool m_useCudaMotIntegr;
bool m_copyIntegrDataToGPU;
#ifdef BT_USE_CUDA
float4* m_dTrans;
float4* m_dVel;
float4* m_dAngVel;
int2* m_dIds;
int* m_dBatchIds;
float* m_dLambdaDtBox;
float* m_dPositionConstraint;
float3* m_dNormal;
float3* m_dContact;
float* m_dForceTorqueDamp;
float* m_dInvInertiaMass;
#endif
float4* m_hTrans;
float4* m_hVel;
float4* m_hAngVel;
int* m_hConstraintBuffer;
int* m_hConstraintCounter;
int m_maxBatches;
int m_numBatches;
int m_numConstraints;
int2* m_hIds;
int* m_hBatchIds;
int m_maxVtxPerObj;
// ------------- these are only needed for CPU version and for debugging
float* m_hLambdaDtBox;
float* m_hPositionConstraint;
float3* m_hNormal;
float3* m_hContact;
// -------------
btScalar m_objRad;
btVector3 m_worldMin;
btVector3 m_worldMax;
//-------------------------------
int* m_hConstraintUsed;
//-------------------------------
float* m_hForceTorqueDamp;
float* m_hInvInertiaMass;
public:
int m_numInBatches[CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES];
btCudaDemoDynamicsWorld3D(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration, int maxPointsPerConstr = 4)
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration)
{
m_useCPUSolver = false;
m_useSeqImpSolver = false;
m_useCudaMotIntegr = true;
m_copyIntegrDataToGPU = true;
m_maxObj = 32768;
m_maxNeihbors = 26;
m_maxConstr = m_maxObj * m_maxNeihbors;
int sz = m_maxConstr;
m_hConstraintBuffer = new int[sz];
m_hConstraintCounter = new int[m_maxObj];
m_maxBatches = CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES;
m_hIds = new int2[sz];
m_hBatchIds = new int[sz];
for(int i = 0; i < sz; i++)
{
m_hBatchIds[i] = -1;
}
m_hTrans = new float4[m_maxObj * 4];
m_hVel = new float4[m_maxObj];
m_hAngVel = new float4[m_maxObj];
m_maxPointsPerConstr = maxPointsPerConstr;
#ifdef BT_USE_CUDA
btCuda_allocateArray((void**)&m_dTrans, sizeof(float4) * m_maxObj * 4);
btCuda_allocateArray((void**)&m_dVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dAngVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dIds, sizeof(int2) * sz);
btCuda_allocateArray((void**)&m_dBatchIds, sizeof(int) * sz);
btCuda_allocateArray((void**)&m_dLambdaDtBox, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dPositionConstraint, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dNormal, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dContact, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dForceTorqueDamp, sizeof(float) * m_maxObj * 4 * 2);
btCuda_allocateArray((void**)&m_dInvInertiaMass, sizeof(float) * m_maxObj * 4 * 3);
#endif
m_hLambdaDtBox = new float[sz * m_maxPointsPerConstr];
m_hPositionConstraint = new float[sz * m_maxPointsPerConstr];
m_hNormal = new float3[sz * m_maxPointsPerConstr];
m_hContact = new float3[sz * m_maxPointsPerConstr];
m_numSimStep = 0;
m_objRad = 1.0f;
m_hConstraintUsed = new int[sz];
m_hForceTorqueDamp = new float[m_maxObj * 4 * 2];
m_hInvInertiaMass = new float[4 * m_maxObj * 3];
}
virtual ~btCudaDemoDynamicsWorld3D()
{
delete [] m_hConstraintBuffer;
delete [] m_hConstraintCounter;
delete [] m_hIds;
delete [] m_hBatchIds;
delete [] m_hTrans;
delete [] m_hVel;
delete [] m_hAngVel;
delete [] m_hLambdaDtBox;
delete [] m_hPositionConstraint;
delete [] m_hNormal;
delete [] m_hContact;
delete [] m_hConstraintUsed;
delete [] m_hForceTorqueDamp;
delete [] m_hInvInertiaMass;
#ifdef BT_USE_CUDA
btCuda_freeArray(m_dTrans);
btCuda_freeArray(m_dVel);
btCuda_freeArray(m_dAngVel);
btCuda_freeArray(m_dIds);
btCuda_freeArray(m_dBatchIds);
btCuda_freeArray(m_dLambdaDtBox);
btCuda_freeArray(m_dPositionConstraint);
btCuda_freeArray(m_dNormal);
btCuda_freeArray(m_dContact);
btCuda_freeArray(m_dForceTorqueDamp);
btCuda_freeArray(m_dInvInertiaMass);
#endif
}
virtual void calculateSimulationIslands()
{
if(m_useSeqImpSolver)
{
btDiscreteDynamicsWorld::calculateSimulationIslands();
}
}
virtual void solveConstraints(btContactSolverInfo& solverInfo);
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void integrateTransforms(btScalar timeStep);
void solveConstraintsCPU(btContactSolverInfo& solverInfo);
void debugDrawConstraints(int selectedBatch, const float* pColorTab);
void setObjRad(btScalar rad) { m_objRad = rad; }
void setWorldMin(const btVector3& worldMin) { m_worldMin = worldMin; }
void setWorldMax(const btVector3& worldMax) { m_worldMax = worldMax; }
void grabData();
void grabObjData();
void grabConstrData();
void createBatches();
void copyDataToGPU();
void copyDataFromGPU();
void writebackData();
void setUseCPUSolver(bool useCPU) { m_useCPUSolver = useCPU; }
void setUseSeqImpSolver(bool useSeqImpSolver) { m_useSeqImpSolver = useSeqImpSolver; }
void setUseCudaMotIntegr(bool useCudaMotIntegr) { m_useCudaMotIntegr = useCudaMotIntegr; }
void resetScene(void) { m_copyIntegrDataToGPU = true; }
};
#endif //BT_CUDA_DEMO_DYNAMICS_WORLD3D_H
/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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_CUDA_DEMO_DYNAMICS_WORLD3D_H
#define BT_CUDA_DEMO_DYNAMICS_WORLD3D_H
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
//#define BT_USE_CUDA 1
// To enable CUDA :
// 1. Uncomment //#define BT_USE_CUDA 1
// 2. Build and add libbulletcuda (Extras/CUDA) to project
// 3. Add $(CUDA_LIB_PATH) and cudart.lib to linker properties
#ifdef BT_USE_CUDA
#include "BulletMultiThreaded/btGpuDefines.h"
#undef BT_GPU_PREF
#define BT_GPU_PREF(func) btCuda_##func
#include "BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#else
#include "BulletMultiThreaded/btGpuDefines.h"
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#endif
#undef BT_GPU_PREF
#if 0 // ###
#include <vector_types.h>
#define BT_GPU_PREF(func) btCuda_##func
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#undef BT_GPU_PREF
#endif
#include "btGpuDemo3dSharedTypes.h"
//#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 20
#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 15
class btCudaDemoDynamicsWorld3D : public btDiscreteDynamicsWorld
{
protected:
int m_maxObj;
int m_maxNeihbors;
int m_maxConstr;
int m_maxPointsPerConstr;
int m_numObj;
int m_numSimStep;
bool m_useCPUSolver;
bool m_useSeqImpSolver;
bool m_useCudaMotIntegr;
bool m_copyIntegrDataToGPU;
#ifdef BT_USE_CUDA
float4* m_dTrans;
float4* m_dVel;
float4* m_dAngVel;
int2* m_dIds;
int* m_dBatchIds;
float* m_dLambdaDtBox;
float* m_dPositionConstraint;
float3* m_dNormal;
float3* m_dContact;
float* m_dForceTorqueDamp;
float* m_dInvInertiaMass;
#endif
float4* m_hTrans;
float4* m_hVel;
float4* m_hAngVel;
int* m_hConstraintBuffer;
int* m_hConstraintCounter;
int m_maxBatches;
int m_numBatches;
int m_numConstraints;
int2* m_hIds;
int* m_hBatchIds;
int m_maxVtxPerObj;
// ------------- these are only needed for CPU version and for debugging
float* m_hLambdaDtBox;
float* m_hPositionConstraint;
float3* m_hNormal;
float3* m_hContact;
// -------------
btScalar m_objRad;
btVector3 m_worldMin;
btVector3 m_worldMax;
//-------------------------------
int* m_hConstraintUsed;
//-------------------------------
float* m_hForceTorqueDamp;
float* m_hInvInertiaMass;
public:
int m_numInBatches[CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES];
btCudaDemoDynamicsWorld3D(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration, int maxPointsPerConstr = 4)
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration)
{
m_useCPUSolver = false;
m_useSeqImpSolver = false;
m_useCudaMotIntegr = true;
m_copyIntegrDataToGPU = true;
m_maxObj = 32768;
m_maxNeihbors = 26;
m_maxConstr = m_maxObj * m_maxNeihbors;
int sz = m_maxConstr;
m_hConstraintBuffer = new int[sz];
m_hConstraintCounter = new int[m_maxObj];
m_maxBatches = CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES;
m_hIds = new int2[sz];
m_hBatchIds = new int[sz];
for(int i = 0; i < sz; i++)
{
m_hBatchIds[i] = -1;
}
m_hTrans = new float4[m_maxObj * 4];
m_hVel = new float4[m_maxObj];
m_hAngVel = new float4[m_maxObj];
m_maxPointsPerConstr = maxPointsPerConstr;
#ifdef BT_USE_CUDA
btCuda_allocateArray((void**)&m_dTrans, sizeof(float4) * m_maxObj * 4);
btCuda_allocateArray((void**)&m_dVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dAngVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dIds, sizeof(int2) * sz);
btCuda_allocateArray((void**)&m_dBatchIds, sizeof(int) * sz);
btCuda_allocateArray((void**)&m_dLambdaDtBox, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dPositionConstraint, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dNormal, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dContact, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dForceTorqueDamp, sizeof(float) * m_maxObj * 4 * 2);
btCuda_allocateArray((void**)&m_dInvInertiaMass, sizeof(float) * m_maxObj * 4 * 3);
#endif
m_hLambdaDtBox = new float[sz * m_maxPointsPerConstr];
m_hPositionConstraint = new float[sz * m_maxPointsPerConstr];
m_hNormal = new float3[sz * m_maxPointsPerConstr];
m_hContact = new float3[sz * m_maxPointsPerConstr];
m_numSimStep = 0;
m_objRad = 1.0f;
m_hConstraintUsed = new int[sz];
m_hForceTorqueDamp = new float[m_maxObj * 4 * 2];
m_hInvInertiaMass = new float[4 * m_maxObj * 3];
}
virtual ~btCudaDemoDynamicsWorld3D()
{
delete [] m_hConstraintBuffer;
delete [] m_hConstraintCounter;
delete [] m_hIds;
delete [] m_hBatchIds;
delete [] m_hTrans;
delete [] m_hVel;
delete [] m_hAngVel;
delete [] m_hLambdaDtBox;
delete [] m_hPositionConstraint;
delete [] m_hNormal;
delete [] m_hContact;
delete [] m_hConstraintUsed;
delete [] m_hForceTorqueDamp;
delete [] m_hInvInertiaMass;
#ifdef BT_USE_CUDA
btCuda_freeArray(m_dTrans);
btCuda_freeArray(m_dVel);
btCuda_freeArray(m_dAngVel);
btCuda_freeArray(m_dIds);
btCuda_freeArray(m_dBatchIds);
btCuda_freeArray(m_dLambdaDtBox);
btCuda_freeArray(m_dPositionConstraint);
btCuda_freeArray(m_dNormal);
btCuda_freeArray(m_dContact);
btCuda_freeArray(m_dForceTorqueDamp);
btCuda_freeArray(m_dInvInertiaMass);
#endif
}
virtual void calculateSimulationIslands()
{
if(m_useSeqImpSolver)
{
btDiscreteDynamicsWorld::calculateSimulationIslands();
}
}
virtual void solveConstraints(btContactSolverInfo& solverInfo);
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void integrateTransforms(btScalar timeStep);
void solveConstraintsCPU(btContactSolverInfo& solverInfo);
void debugDrawConstraints(int selectedBatch, const float* pColorTab);
void setObjRad(btScalar rad) { m_objRad = rad; }
void setWorldMin(const btVector3& worldMin) { m_worldMin = worldMin; }
void setWorldMax(const btVector3& worldMax) { m_worldMax = worldMax; }
void grabData();
void grabObjData();
void grabConstrData();
void createBatches();
void copyDataToGPU();
void copyDataFromGPU();
void writebackData();
void setUseCPUSolver(bool useCPU) { m_useCPUSolver = useCPU; }
void setUseSeqImpSolver(bool useSeqImpSolver) { m_useSeqImpSolver = useSeqImpSolver; }
void setUseCudaMotIntegr(bool useCudaMotIntegr) { m_useCudaMotIntegr = useCudaMotIntegr; }
void resetScene(void) { m_copyIntegrDataToGPU = true; }
};
#endif //BT_CUDA_DEMO_DYNAMICS_WORLD3D_H

View File

@@ -1,61 +1,61 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2007 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 "BasicDemo3d.h"
#include "GlutStuff.h"
#include "GLDebugDrawer.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btHashMap.h"
class OurValue
{
int m_uid;
public:
OurValue(const btVector3& initialPos)
:m_position(initialPos)
{
static int gUid=0;
m_uid=gUid;
gUid++;
}
btVector3 m_position;
int getUid() const
{
return m_uid;
}
};
int main(int argc,char** argv)
{
GLDebugDrawer gDebugDrawer;
BasicDemo3D ccdDemo;
ccdDemo.initPhysics();
ccdDemo.getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
ccdDemo.setWireMode(false);
#ifdef CHECK_MEMORY_LEAKS
ccdDemo.exitPhysics();
#else
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bulletphysics.com",&ccdDemo);
#endif
//default glut doesn't return from mainloop
return 0;
}
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2007 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 "BasicDemo3d.h"
#include "GlutStuff.h"
#include "GLDebugDrawer.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btHashMap.h"
class OurValue
{
int m_uid;
public:
OurValue(const btVector3& initialPos)
:m_position(initialPos)
{
static int gUid=0;
m_uid=gUid;
gUid++;
}
btVector3 m_position;
int getUid() const
{
return m_uid;
}
};
int main(int argc,char** argv)
{
GLDebugDrawer gDebugDrawer;
BasicDemo3D ccdDemo;
ccdDemo.initPhysics();
ccdDemo.getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
ccdDemo.setWireMode(false);
#ifdef CHECK_MEMORY_LEAKS
ccdDemo.exitPhysics();
#else
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bulletphysics.com",&ccdDemo);
#endif
//default glut doesn't return from mainloop
return 0;
}