started working on some serious performance improvements. now the union find is optimized, the broadphase add/remove overlapping pair was too slow. added a stl::set to keep track of overlapping pairs. this speeds up the set find/remove. work in progress.the SimpleBroadphase is broken. will be fixed tomorrow.

Did some tests with 3000 rigidbodies, works much smoother now :)
This commit is contained in:
ejcoumans
2006-09-19 02:59:30 +00:00
parent d47d23ea74
commit 8c023e764c
21 changed files with 242 additions and 130 deletions

View File

@@ -687,7 +687,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
dispatchInfo.m_debugDraw = this->m_debugDrawer;
scene->RefreshOverlappingPairs();
GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
#ifdef USE_QUICKPROF
@@ -856,7 +857,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
//pairCache->RefreshOverlappingPairs();//??
GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
toi = dispatchInfo.m_timeOfImpact;

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@@ -282,7 +282,7 @@ void ParallelIslandDispatcher::ReleaseManifoldResult(ManifoldResult*)
}
void ParallelIslandDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)
void ParallelIslandDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
{
//m_blockedForChanges = true;
@@ -290,8 +290,9 @@ void ParallelIslandDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,i
int dispatcherId = GetUniqueId();
assert(0);
/*
for (i=0;i<numPairs;i++)
{
@@ -342,7 +343,7 @@ void ParallelIslandDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,i
}
}
*/
//m_blockedForChanges = false;
}

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@@ -118,7 +118,7 @@ public:
virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
virtual void DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo);
virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);

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@@ -110,8 +110,13 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
//this is a brute force approach, will rethink later about more subtle ways
int i;
assert(0);
/*
for (i=0;i< scene->GetNumOverlappingPairs();i++)
{
BroadphasePair* pair = &scene->GetOverlappingPair(i);
CollisionObject* col0 = static_cast<CollisionObject*>(pair->m_pProxy0->m_clientObject);
@@ -124,7 +129,9 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{
simulationIslands[col1->m_islandTag1].m_overlappingPairIndices.push_back(i);
}
}
*/
//store constraint indices for each island
for (i=0;i<m_constraints.size();i++)
@@ -176,14 +183,19 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
assert(0);
/*
//Each simulation island can be processed in parallel (will be put on a job queue)
for (k=0;k<simulationIslands.size();k++)
{
if (simulationIslands[k].m_controllers.size())
{
assert(0);//seems to be wrong, passing ALL overlapping pairs
simulationIslands[k].Simulate(m_debugDrawer,m_numIterations, constraintBase ,&scene->GetOverlappingPair(0),dispatcher,GetBroadphase(),m_solver,timeStep);
}
}
*/
#ifdef USE_QUICKPROF
Profiler::endBlock("SimulateIsland");

View File

@@ -102,7 +102,8 @@ bool SimulationIsland::Simulate(IDebugDraw* debugDrawer,int numSolverIterations,
//pairCache->RefreshOverlappingPairs();
if (overlappingPairs.size())
{
dispatcher->DispatchAllCollisionPairs(&overlappingPairs[0],overlappingPairs.size(),dispatchInfo);///numsubstep,g);
assert(0);
//dispatcher->DispatchAllCollisionPairs(&overlappingPairs[0],overlappingPairs.size(),dispatchInfo);///numsubstep,g);
}
//scatter overlapping pair info, mainly the created algorithms/contact caches