more work on parallel dispatching of simulation islands

This commit is contained in:
ejcoumans
2006-07-01 03:33:05 +00:00
parent 57e8bd87d1
commit a359212fb3
13 changed files with 694 additions and 353 deletions

View File

@@ -20,13 +20,14 @@ subject to the following restrictions:
#include "ParallelIslandDispatcher.h"
#include "CollisionDispatch/CollisionWorld.h"
#include "ConstraintSolver/TypedConstraint.h"
#include "CollisionDispatch/SimulationIslandManager.h"
#include "SimulationIsland.h"
ParallelPhysicsEnvironment::ParallelPhysicsEnvironment(ParallelIslandDispatcher* dispatcher, OverlappingPairCache* pairCache):
CcdPhysicsEnvironment(0,pairCache)
CcdPhysicsEnvironment(dispatcher,pairCache)
{
}
ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
@@ -39,13 +40,15 @@ ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
/// Perform an integration step of duration 'timeStep'.
bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{
OverlappingPairCache* scene = m_collisionWorld->GetPairCache();
scene->RefreshOverlappingPairs();
#ifdef USE_QUICKPROF
Profiler::beginBlock("CalcSimulationIslands");
Profiler::beginBlock("IslandUnionFind");
#endif //USE_QUICKPROF
/*
GetCollisionWorld()->UpdateActivationState();
GetSimulationIslandManager()->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());
{
int i;
@@ -56,367 +59,100 @@ bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
const RigidBody* colObj0 = &constraint->GetRigidBodyA();
const RigidBody* colObj1 = &constraint->GetRigidBodyB();
if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
((colObj1) && ((colObj1)->mergesSimulationIslands())))
((colObj1) && ((colObj1)->mergesSimulationIslands())))
{
if (colObj0->IsActive() || colObj1->IsActive())
{
GetDispatcher()->GetUnionFind().unite((colObj0)->m_islandTag1,
GetSimulationIslandManager()->GetUnionFind().unite((colObj0)->m_islandTag1,
(colObj1)->m_islandTag1);
}
}
}
}
GetCollisionWorld()->StoreIslandActivationState();
*/
GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld());
#ifdef USE_QUICKPROF
Profiler::endBlock("CalcSimulationIslands");
Profiler::endBlock("IslandUnionFind");
#endif //USE_QUICKPROF
/*
//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
if (SimdFuzzyZero(timeStep))
return true;
if (m_debugDrawer)
{
gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation);
}
///calculate simulation islands
#ifdef USE_QUICKPROF
Profiler::beginBlock("SyncMotionStates");
Profiler::beginBlock("BuildIslands");
#endif //USE_QUICKPROF
std::vector<SimulationIsland> simulationIslands;
simulationIslands.resize(GetNumControllers());
//this is needed because scaling is not known in advance, and scaling has to propagate to the shape
if (!m_scalingPropagated)
int k;
for (k=0;k<GetNumControllers();k++)
{
SyncMotionStates(timeStep);
m_scalingPropagated = true;
}
#ifdef USE_QUICKPROF
Profiler::endBlock("SyncMotionStates");
Profiler::beginBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF
{
// std::vector<CcdPhysicsController*>::iterator i;
int k;
for (k=0;k<GetNumControllers();k++)
{
CcdPhysicsController* ctrl = m_controllers[k];
// SimdTransform predictedTrans;
RigidBody* body = ctrl->GetRigidBody();
if (body->IsActive())
int tag = ctrl->GetRigidBody()->m_islandTag1;
if (tag>=0)
{
if (!body->IsStatic())
{
body->applyForces( timeStep);
body->integrateVelocities( timeStep);
body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
}
simulationIslands[tag].m_controllers.push_back(ctrl);
}
}
Dispatcher* dispatcher = GetCollisionWorld()->GetDispatcher();
int i;
for (int i=0;i< scene->GetNumOverlappingPairs();i++)
{
BroadphasePair* pair = &scene->GetOverlappingPair(i);
CollisionObject* col0 = static_cast<CollisionObject*>(pair->m_pProxy0->m_clientObject);
CollisionObject* col1 = static_cast<CollisionObject*>(pair->m_pProxy1->m_clientObject);
if (col0->m_islandTag1 > col1->m_islandTag1)
{
simulationIslands[col0->m_islandTag1].m_overlappingPairs.push_back(*pair);
} else
{
simulationIslands[col1->m_islandTag1].m_overlappingPairs.push_back(*pair);
}
}
#ifdef USE_QUICKPROF
Profiler::endBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF
//add all overlapping pairs for each island
BroadphaseInterface* scene = GetBroadphase();
for (i=0;i<dispatcher->GetNumManifolds();i++)
{
PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
//filtering for response
CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
{
int islandTag = colObj0->m_islandTag1;
if (colObj1->m_islandTag1 > islandTag)
islandTag = colObj1->m_islandTag1;
//
// collision detection (?)
//
#ifdef USE_QUICKPROF
Profiler::beginBlock("DispatchAllCollisionPairs");
#endif //USE_QUICKPROF
int numsubstep = m_numIterations;
DispatcherInfo dispatchInfo;
dispatchInfo.m_timeStep = timeStep;
dispatchInfo.m_stepCount = 0;
dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection;
scene->DispatchAllCollisionPairs(*GetDispatcher(),dispatchInfo);///numsubstep,g);
#ifdef USE_QUICKPROF
Profiler::endBlock("DispatchAllCollisionPairs");
#endif //USE_QUICKPROF
int numRigidBodies = m_controllers.size();
if (dispatcher->NeedsResponse(*colObj0,*colObj1))
simulationIslands[islandTag].m_manifolds.push_back(manifold);
}
}
//contacts
#ifdef USE_QUICKPROF
Profiler::beginBlock("SolveConstraint");
#endif //USE_QUICKPROF
//solve the regular constraints (point 2 point, hinge, etc)
for (int g=0;g<numsubstep;g++)
//Each simulation island can be processed in parallel
for (k=0;k<simulationIslands.size();k++)
{
//
// constraint solving
//
int i;
int numConstraints = m_constraints.size();
//point to point constraints
for (i=0;i< numConstraints ; i++ )
if (simulationIslands[k].m_controllers.size())
{
TypedConstraint* constraint = m_constraints[i];
constraint->BuildJacobian();
constraint->SolveConstraint( timeStep );
simulationIslands[k].Simulate(dispatcher,GetBroadphase(),m_solver,timeStep);
}
}
#ifdef USE_QUICKPROF
Profiler::endBlock("SolveConstraint");
#endif //USE_QUICKPROF
//solve the vehicles
#ifdef NEW_BULLET_VEHICLE_SUPPORT
//vehicles
int numVehicles = m_wrapperVehicles.size();
for (int i=0;i<numVehicles;i++)
{
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
RaycastVehicle* vehicle = wrapperVehicle->GetVehicle();
vehicle->UpdateVehicle( timeStep);
}
#endif //NEW_BULLET_VEHICLE_SUPPORT
struct InplaceSolverIslandCallback : public ParallelIslandDispatcher::IslandCallback
{
ContactSolverInfo& m_solverInfo;
ConstraintSolver* m_solver;
IDebugDraw* m_debugDrawer;
InplaceSolverIslandCallback(
ContactSolverInfo& solverInfo,
ConstraintSolver* solver,
IDebugDraw* debugDrawer)
:m_solverInfo(solverInfo),
m_solver(solver),
m_debugDrawer(debugDrawer)
{
}
virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds)
{
m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer);
}
};
m_solverInfo.m_friction = 0.9f;
m_solverInfo.m_numIterations = m_numIterations;
m_solverInfo.m_timeStep = timeStep;
m_solverInfo.m_restitution = 0.f;//m_restitution;
InplaceSolverIslandCallback solverCallback(
m_solverInfo,
m_solver,
m_debugDrawer);
#ifdef USE_QUICKPROF
Profiler::beginBlock("BuildAndProcessIslands");
#endif //USE_QUICKPROF
/// solve all the contact points and contact friction
GetDispatcher()->BuildAndProcessIslands(m_collisionWorld->GetCollisionObjectArray(),&solverCallback);
#ifdef USE_QUICKPROF
Profiler::endBlock("BuildAndProcessIslands");
Profiler::beginBlock("CallbackTriggers");
#endif //USE_QUICKPROF
CallbackTriggers();
#ifdef USE_QUICKPROF
Profiler::endBlock("CallbackTriggers");
Profiler::beginBlock("proceedToTransform");
#endif //USE_QUICKPROF
{
{
UpdateAabbs(timeStep);
float toi = 1.f;
if (m_ccdMode == 3)
{
DispatcherInfo dispatchInfo;
dispatchInfo.m_timeStep = timeStep;
dispatchInfo.m_stepCount = 0;
dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;
scene->DispatchAllCollisionPairs( *GetDispatcher(),dispatchInfo);///numsubstep,g);
toi = dispatchInfo.m_timeOfImpact;
}
//
// integrating solution
//
{
std::vector<CcdPhysicsController*>::iterator i;
for (i=m_controllers.begin();
!(i==m_controllers.end()); i++)
{
CcdPhysicsController* ctrl = *i;
SimdTransform predictedTrans;
RigidBody* body = ctrl->GetRigidBody();
if (body->IsActive())
{
if (!body->IsStatic())
{
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
body->proceedToTransform( predictedTrans);
}
}
}
}
//
// disable sleeping physics objects
//
std::vector<CcdPhysicsController*> m_sleepingControllers;
std::vector<CcdPhysicsController*>::iterator i;
for (i=m_controllers.begin();
!(i==m_controllers.end()); i++)
{
CcdPhysicsController* ctrl = (*i);
RigidBody* body = ctrl->GetRigidBody();
ctrl->UpdateDeactivation(timeStep);
if (ctrl->wantsSleeping())
{
if (body->GetActivationState() == ACTIVE_TAG)
body->SetActivationState( WANTS_DEACTIVATION );
} else
{
if (body->GetActivationState() != DISABLE_DEACTIVATION)
body->SetActivationState( ACTIVE_TAG );
}
if (useIslands)
{
if (body->GetActivationState() == ISLAND_SLEEPING)
{
m_sleepingControllers.push_back(ctrl);
}
} else
{
if (ctrl->wantsSleeping())
{
m_sleepingControllers.push_back(ctrl);
}
}
}
}
#ifdef USE_QUICKPROF
Profiler::endBlock("proceedToTransform");
Profiler::beginBlock("SyncMotionStates");
#endif //USE_QUICKPROF
SyncMotionStates(timeStep);
#ifdef USE_QUICKPROF
Profiler::endBlock("SyncMotionStates");
Profiler::endProfilingCycle();
#endif //USE_QUICKPROF
#ifdef NEW_BULLET_VEHICLE_SUPPORT
//sync wheels for vehicles
int numVehicles = m_wrapperVehicles.size();
for (int i=0;i<numVehicles;i++)
{
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
wrapperVehicle->SyncWheels();
}
#endif //NEW_BULLET_VEHICLE_SUPPORT
}
*/
return true;
}
}