b3GpuDynamicsWorld improvements:

apply forces
copy linear/angular velocity every frame at the CPU side, initial velocity works now
hook up setGravity
Note: the 'stepSimulation' for GPU only simulates a single simulation frame.
This commit is contained in:
erwincoumans
2013-06-06 22:01:06 -07:00
parent 74bdccc2cf
commit 9fe48d887d
12 changed files with 243 additions and 57 deletions

View File

@@ -427,7 +427,7 @@ void GpuRaytraceScene::renderScene()
}
m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumBodiesGpu(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
{
B3_PROFILE("write texels");

View File

@@ -114,6 +114,11 @@ end
"BulletDynamics", "BulletCollision", "LinearMath"},
"NVIDIA")
createGpuDemos(localgpudemos,{"../src","../Demos/OpenGL"},{"OpenGLSupport",
"Bullet3Dynamics","Bullet3Collision","Bullet3Geometry","Bullet3Common",
"BulletDynamics", "BulletCollision", "LinearMath"},
"clew")
createGpuDemos(localgpudemos,{"../src","../Demos/OpenGL"},{"OpenGLSupport",
"Bullet3Dynamics","Bullet3Collision","Bullet3Geometry","Bullet3Common",
"BulletDynamics", "BulletCollision", "LinearMath"},

View File

@@ -14,7 +14,7 @@
#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
#include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
#ifdef _WIN32
@@ -22,6 +22,10 @@
#endif
//#if (BT_BULLET_VERSION >= 282)
//#define BT_USE_BODY_UPDATE_REVISION
//#endif
b3GpuDynamicsWorld::b3GpuDynamicsWorld(class b3GpuSapBroadphase* bp,class b3GpuNarrowPhase* np, class b3GpuRigidBodyPipeline* rigidBodyPipeline)
:btDynamicsWorld(0,0,0),
@@ -29,7 +33,8 @@ b3GpuDynamicsWorld::b3GpuDynamicsWorld(class b3GpuSapBroadphase* bp,class b3GpuN
m_cpuGpuSync(true),
m_bp(bp),
m_np(np),
m_rigidBodyPipeline(rigidBodyPipeline)
m_rigidBodyPipeline(rigidBodyPipeline),
m_localTime(0.f)
{
}
@@ -42,8 +47,12 @@ b3GpuDynamicsWorld::~b3GpuDynamicsWorld()
int b3GpuDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
int b3GpuDynamicsWorld::stepSimulation( btScalar timeStepUnused, int maxSubStepsUnused, btScalar fixedTimeStep)
{
///Don't use more than 1 simulation step, it destroys the performance having to copy the data between CPU and GPU multiple times per frame
///Please use the CPU version in btDiscreteDynamicsWorld if you don't like this
#ifndef BT_NO_PROFILE
CProfileManager::Reset();
#endif //BT_NO_PROFILE
@@ -51,7 +60,43 @@ int b3GpuDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btS
BT_PROFILE("stepSimulation");
//convert all shapes now, and if any change, reset all (todo)
// detect any change (very simple)
{
BT_PROFILE("body update revision detection (CPU)");
#ifdef BT_USE_BODY_UPDATE_REVISION
b3Assert(m_bodyUpdateRevisions.size() == m_collisionObjects.size());
b3Assert(m_np->getNumRigidBodies() == m_bodyUpdateRevisions.size());
#endif //BT_USE_BODY_UPDATE_REVISION
b3RigidBodyCL* bodiesCL = m_np->getBodiesCpu();
for (int i=0;i<this->m_collisionObjects.size();i++)
{
#ifdef BT_USE_BODY_UPDATE_REVISION
if (m_bodyUpdateRevisions[i] != m_collisionObjects[i]->getUpdateRevisionInternal())
#endif//BT_USE_BODY_UPDATE_REVISION
{
m_cpuGpuSync = true;
#ifdef BT_USE_BODY_UPDATE_REVISION
m_bodyUpdateRevisions[i] = m_collisionObjects[i]->getUpdateRevisionInternal();
#endif
bodiesCL[i].m_pos = (const b3Vector3&)m_collisionObjects[i]->getWorldTransform().getOrigin();
bodiesCL[i].m_quat = (const b3Quaternion&)m_collisionObjects[i]->getWorldTransform().getRotation();
btRigidBody* body = btRigidBody::upcast(m_collisionObjects[i]);
if (body)
{
body->integrateVelocities(fixedTimeStep);
bodiesCL[i].m_linVel = (const b3Vector3&)body->getLinearVelocity();
bodiesCL[i].m_angVel = (const b3Vector3&)body->getAngularVelocity();
}
}
}
}
if (m_cpuGpuSync)
@@ -62,55 +107,94 @@ int b3GpuDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btS
m_rigidBodyPipeline->writeAllInstancesToGpu();
}
//internalSingleStepSimulation(fixedTimeStep);
// dispatch preTick callback
if(0 != m_internalPreTickCallback) {
if(0 != m_internalPreTickCallback)
{
BT_PROFILE("internalPreTickCallback");
(*m_internalPreTickCallback)(this, fixedTimeStep);
}
m_rigidBodyPipeline->stepSimulation(fixedTimeStep);
{
BT_PROFILE("m_rigidBodyPipeline->stepSimulation");
m_rigidBodyPipeline->stepSimulation(fixedTimeStep);
}
{
BT_PROFILE("readbackBodiesToCpu");
//now copy info back to rigid bodies....
m_np->readbackAllBodiesToCpu();
}
{
BT_PROFILE("scatter transforms into rigidbody (CPU)");
const b3RigidBodyCL* bodiesCL = m_np->getBodiesCpu();
for (int i=0;i<this->m_collisionObjects.size();i++)
{
BT_PROFILE("readbackBodiesToCpu");
//now copy info back to rigid bodies....
m_np->readbackAllBodiesToCpu();
btVector3 pos;
btQuaternion orn;
m_np->getObjectTransformFromCpu(&pos[0],&orn[0],i);
btTransform newTrans;
newTrans.setOrigin(pos);
newTrans.setRotation(orn);
btCollisionObject* colObj = this->m_collisionObjects[i];
colObj->setWorldTransform(newTrans);
btRigidBody* body = btRigidBody::upcast(m_collisionObjects[i]);
if (body)
{
body->setLinearVelocity((btVector3&)bodiesCL[i].m_linVel);
body->setAngularVelocity((btVector3&)bodiesCL[i].m_angVel);
}
#ifdef BT_USE_BODY_UPDATE_REVISION
//ignore this revision update
m_bodyUpdateRevisions[i] = m_collisionObjects[i]->getUpdateRevisionInternal();
#endif //BT_USE_BODY_UPDATE_REVISION
}
{
BT_PROFILE("scatter transforms into rigidbody (CPU)");
for (int i=0;i<this->m_collisionObjects.size();i++)
{
btVector3 pos;
btQuaternion orn;
m_np->getObjectTransformFromCpu(&pos[0],&orn[0],i);
btTransform newTrans;
newTrans.setOrigin(pos);
newTrans.setRotation(orn);
btCollisionObject* colObj = this->m_collisionObjects[i];
colObj->setWorldTransform(newTrans);
// synchronize motionstate
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
this->synchronizeSingleMotionState(body);
}
BT_PROFILE("synchronizeMotionStates");
synchronizeMotionStates();
}
}
clearForces();
#ifndef B3_NO_PROFILE
CProfileManager::Increment_Frame_Counter();
#endif //B3_NO_PROFILE
return 1;
}
void b3GpuDynamicsWorld::clearForces()
{
///@todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
{
btRigidBody* body = btRigidBody::upcast(m_collisionObjects[i]);
//need to check if next line is ok
//it might break backward compatibility (people applying forces on sleeping objects get never cleared and accumulate on wake-up
if (body)
body->clearForces();
}
}
void b3GpuDynamicsWorld::setGravity(const btVector3& gravity)
{
m_gravity = gravity;
m_rigidBodyPipeline->setGravity(gravity);
}
int b3GpuDynamicsWorld::findOrRegisterCollisionShape(const btCollisionShape* colShape)
@@ -308,10 +392,43 @@ void b3GpuDynamicsWorld::addRigidBody(btRigidBody* body)
}
}
void b3GpuDynamicsWorld::removeRigidBody(btRigidBody* colObj)
{
m_cpuGpuSync = true;
btDynamicsWorld::removeCollisionObject(colObj);
if (getNumCollisionObjects()==0)
{
m_uniqueShapes.resize(0);
m_uniqueShapeMapping.resize(0);
m_np->reset();
m_bp->reset();
m_rigidBodyPipeline->reset();
#ifdef BT_USE_BODY_UPDATE_REVISION
m_bodyUpdateRevisions.resize(0);
#endif //BT_USE_BODY_UPDATE_REVISION
}
}
void b3GpuDynamicsWorld::removeCollisionObject(btCollisionObject* colObj)
{
m_cpuGpuSync = true;
btDynamicsWorld::removeCollisionObject(colObj);
if (getNumCollisionObjects()==0)
{
m_uniqueShapes.resize(0);
m_uniqueShapeMapping.resize(0);
m_np->reset();
m_bp->reset();
m_rigidBodyPipeline->reset();
#ifdef BT_USE_BODY_UPDATE_REVISION
m_bodyUpdateRevisions.resize(0);
#endif
}
}
void b3GpuDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
@@ -319,6 +436,19 @@ void b3GpuDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3&
}
void b3GpuDynamicsWorld::synchronizeMotionStates()
{
//iterate over all collision objects
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
synchronizeSingleMotionState(body);
}
}
void b3GpuDynamicsWorld::synchronizeSingleMotionState(btRigidBody* body)
{
btAssert(body);

View File

@@ -27,7 +27,7 @@ class b3GpuDynamicsWorld : public btDynamicsWorld
btVector3 m_gravity;
bool m_cpuGpuSync;
float m_localTime;
int findOrRegisterCollisionShape(const btCollisionShape* colShape);
@@ -39,10 +39,8 @@ public:
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
virtual void synchronizeMotionStates()
{
btAssert(0);
}
virtual void synchronizeMotionStates();
void debugDrawWorld() {}
@@ -52,6 +50,8 @@ public:
void removeCollisionObject(btCollisionObject* colObj);
virtual void removeRigidBody(btRigidBody* body);
void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
btAlignedObjectArray<class btCollisionObject*>& getCollisionObjectArray();
@@ -69,10 +69,6 @@ public:
addRigidBody(body);
}
virtual void removeRigidBody(btRigidBody* body)
{
btAssert(0);
}
virtual void addAction(btActionInterface* action)
@@ -97,10 +93,7 @@ public:
}
virtual void clearForces()
{
btAssert(0);
}
virtual void clearForces();
virtual btDynamicsWorldType getWorldType() const
{

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@@ -249,6 +249,19 @@ void b3GpuSapBroadphase::calculateOverlappingPairsHost()
}
void b3GpuSapBroadphase::reset()
{
m_allAabbsGPU.resize(0);
m_allAabbsCPU.resize(0);
m_smallAabbsGPU.resize(0);
m_smallAabbsCPU.resize(0);
m_largeAabbsGPU.resize(0);
m_largeAabbsCPU.resize(0);
}
void b3GpuSapBroadphase::calculateOverlappingPairs()
{
int axis = 0;//todo on GPU for now hardcode

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@@ -52,6 +52,8 @@ class b3GpuSapBroadphase
void calculateOverlappingPairs();
void calculateOverlappingPairsHost();
void reset();
void init3dSap();
void calculateOverlappingPairsHostIncremental3Sap();

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@@ -19,7 +19,7 @@ struct b3Config
int m_maxTriConvexPairCapacity;
b3Config()
:m_maxConvexBodies(32*1024),
:m_maxConvexBodies(64*1024),
m_maxConvexShapes(8192),
m_maxVerticesPerFace(64),
m_maxFacesPerShape(64),

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@@ -683,6 +683,12 @@ const struct b3RigidBodyCL* b3GpuNarrowPhase::getBodiesCpu() const
return &m_data->m_bodyBufferCPU->at(0);
};
struct b3RigidBodyCL* b3GpuNarrowPhase::getBodiesCpu()
{
return &m_data->m_bodyBufferCPU->at(0);
};
int b3GpuNarrowPhase::getNumBodiesGpu() const
{
return m_data->m_bodyBufferGPU->size();
@@ -852,7 +858,7 @@ int b3GpuNarrowPhase::registerRigidBody(int collidableIndex, float mass, const f
} else
{
assert(body.m_collidableIdx>=0);
b3Assert(body.m_collidableIdx>=0);
//approximate using the aabb of the shape
@@ -917,6 +923,28 @@ void b3GpuNarrowPhase::writeAllBodiesToGpu()
}
void b3GpuNarrowPhase::reset()
{
m_data->m_numAcceleratedShapes = 0;
m_data->m_numAcceleratedRigidBodies = 0;
this->m_static0Index = -1;
m_data->m_uniqueEdges.resize(0);
m_data->m_convexVertices.resize(0);
m_data->m_convexPolyhedra.resize(0);
m_data->m_convexIndices.resize(0);
m_data->m_cpuChildShapes.resize(0);
m_data->m_convexFaces.resize(0);
m_data->m_collidablesCPU.resize(0);
m_data->m_localShapeAABBCPU->resize(0);
m_data->m_bvhData.resize(0);
m_data->m_treeNodesCPU.resize(0);
m_data->m_subTreesCPU.resize(0);
m_data->m_bvhInfoCPU.resize(0);
}
void b3GpuNarrowPhase::readbackAllBodiesToCpu()
{
m_data->m_bodyBufferGPU->copyToHostPointer(&m_data->m_bodyBufferCPU->at(0),m_data->m_numAcceleratedRigidBodies);

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@@ -48,7 +48,7 @@ public:
void setObjectTransform(const float* position, const float* orientation , int bodyIndex);
void writeAllBodiesToGpu();
void reset();
void readbackAllBodiesToCpu();
void getObjectTransformFromCpu(float* position, float* orientation , int bodyIndex) const;
@@ -57,6 +57,7 @@ public:
cl_mem getBodiesGpu();
const struct b3RigidBodyCL* getBodiesCpu() const;
struct b3RigidBodyCL* getBodiesCpu();
int getNumBodiesGpu() const;

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@@ -59,6 +59,7 @@ b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id devic
m_data->m_broadphaseDbvt = broadphaseDbvt;
m_data->m_broadphaseSap = broadphaseSap;
m_data->m_narrowphase = narrowphase;
m_data->m_gravity.setValue(0.f,-9.8f,0.f);
cl_int errNum=0;
@@ -98,6 +99,12 @@ b3GpuRigidBodyPipeline::~b3GpuRigidBodyPipeline()
delete m_data;
}
void b3GpuRigidBodyPipeline::reset()
{
m_data->m_allAabbsGPU->resize(0);
m_data->m_allAabbsCPU.resize(0);
m_data->m_joints.resize(0);
}
void b3GpuRigidBodyPipeline::addConstraint(b3TypedConstraint* constraint)
{
@@ -148,7 +155,7 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
int numContacts = 0;
int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
int numBodies = m_data->m_narrowphase->getNumRigidBodies();
if (numPairs)
{
@@ -194,9 +201,9 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
//solve constraints
b3OpenCLArray<b3RigidBodyCL> gpuBodies(m_data->m_context,m_data->m_queue,0,true);
gpuBodies.setFromOpenCLBuffer(m_data->m_narrowphase->getBodiesGpu(),m_data->m_narrowphase->getNumBodiesGpu());
gpuBodies.setFromOpenCLBuffer(m_data->m_narrowphase->getBodiesGpu(),m_data->m_narrowphase->getNumRigidBodies());
b3OpenCLArray<b3InertiaCL> gpuInertias(m_data->m_context,m_data->m_queue,0,true);
gpuInertias.setFromOpenCLBuffer(m_data->m_narrowphase->getBodyInertiasGpu(),m_data->m_narrowphase->getNumBodiesGpu());
gpuInertias.setFromOpenCLBuffer(m_data->m_narrowphase->getBodyInertiasGpu(),m_data->m_narrowphase->getNumRigidBodies());
b3OpenCLArray<b3Contact4> gpuContacts(m_data->m_context,m_data->m_queue,0,true);
gpuContacts.setFromOpenCLBuffer(m_data->m_narrowphase->getContactsGpu(),m_data->m_narrowphase->getNumContactsGpu());
@@ -214,7 +221,7 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
b3TypedConstraint** joints = numJoints? &m_data->m_joints[0] : 0;
b3Contact4* contacts = numContacts? &hostContacts[0]: 0;
// m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumBodiesGpu(),&hostBodies[0],&hostInertias[0],numContacts,contacts,numJoints, joints);
m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumBodiesGpu(),&hostBodies[0],&hostInertias[0],0,0,numJoints, joints);
m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumRigidBodies(),&hostBodies[0],&hostInertias[0],0,0,numJoints, joints);
}
gpuBodies.copyFromHost(hostBodies);
@@ -302,14 +309,14 @@ void b3GpuRigidBodyPipeline::integrate(float timeStep)
b3LauncherCL launcher(m_data->m_queue,m_data->m_integrateTransformsKernel);
launcher.setBuffer(m_data->m_narrowphase->getBodiesGpu());
int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
int numBodies = m_data->m_narrowphase->getNumRigidBodies();
launcher.setConst(numBodies);
launcher.setConst(timeStep);
float angularDamp = 0.99f;
launcher.setConst(angularDamp);
b3Vector3 gravity(0.f,-9.8f,0.f);
launcher.setConst(gravity);
launcher.setConst(m_data->m_gravity);
launcher.launch1D(numBodies);
}
@@ -320,7 +327,7 @@ void b3GpuRigidBodyPipeline::setupGpuAabbsFull()
{
cl_int ciErrNum=0;
int numBodies = m_data->m_narrowphase->getNumBodiesGpu();
int numBodies = m_data->m_narrowphase->getNumRigidBodies();
if (!numBodies)
return;
@@ -356,9 +363,13 @@ cl_mem b3GpuRigidBodyPipeline::getBodyBuffer()
int b3GpuRigidBodyPipeline::getNumBodies() const
{
return m_data->m_narrowphase->getNumBodiesGpu();
return m_data->m_narrowphase->getNumRigidBodies();
}
void b3GpuRigidBodyPipeline::setGravity(const float* grav)
{
m_data->m_gravity.setValue(grav[0],grav[1],grav[2]);
}
void b3GpuRigidBodyPipeline::writeAllInstancesToGpu()
{

View File

@@ -33,6 +33,8 @@ public:
int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, int userData, bool writeInstanceToGpu);
//if you passed "writeInstanceToGpu" false in the registerPhysicsInstance method (for performance) you need to call writeAllInstancesToGpu after all instances are registered
void writeAllInstancesToGpu();
void setGravity(const float* grav);
void reset();
void addConstraint(class b3TypedConstraint* constraint);

View File

@@ -37,6 +37,7 @@ struct b3GpuRigidBodyPipelineInternalData
b3AlignedObjectArray<b3TypedConstraint*> m_joints;
class b3GpuNarrowPhase* m_narrowphase;
b3Vector3 m_gravity;
};