add option to compile benchmark using BulletMultiThreaded (for now the option is only tested on Windows)
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74
src/BulletMultiThreaded/btParallelConstraintSolver.cpp
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74
src/BulletMultiThreaded/btParallelConstraintSolver.cpp
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/*
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Copyright (C) 2010 Sony Computer Entertainment Inc.
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All rights reserved.
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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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#include "btParallelConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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btParallelConstraintSolver::btParallelConstraintSolver()
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{
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//initialize MiniCL here
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}
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btParallelConstraintSolver::~btParallelConstraintSolver()
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{
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//exit MiniCL
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}
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btScalar btParallelConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
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{
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{
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int i;
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btPersistentManifold* manifold = 0;
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// btCollisionObject* colObj0=0,*colObj1=0;
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for (i=0;i<numManifolds;i++)
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{
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manifold = manifoldPtr[i];
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convertContact(manifold,infoGlobal);
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}
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}
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btContactSolverInfo info = infoGlobal;
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int numConstraintPool = m_tmpSolverContactConstraintPool.size();
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int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
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///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
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m_orderTmpConstraintPool.resize(numConstraintPool);
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m_orderFrictionConstraintPool.resize(numFrictionPool);
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{
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int i;
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for (i=0;i<numConstraintPool;i++)
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{
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m_orderTmpConstraintPool[i] = i;
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}
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for (i=0;i<numFrictionPool;i++)
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{
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m_orderFrictionConstraintPool[i] = i;
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}
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}
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return 0.f;
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}
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