Commit Graph

13 Commits

Author SHA1 Message Date
Jeongseok Lee
89c6a83ae9 Add MLCP constraint solver for multibody 2018-08-02 22:53:30 -07:00
Lunkhound
b8720f2161 parallel solver: various changes
- threading: adding btSequentialImpulseConstraintSolverMt
 - task scheduler: added parallelSum so that parallel solver can compute residuals
 - CommonRigidBodyMTBase: add slider for solver least squares residual and allow multithreading without needing OpenMP, TBB, or PPL
 - taskScheduler: don't wait for workers to sleep/signal at the end of each parallel block
 - parallel solver: convertContacts split into an allocContactConstraints and setupContactConstraints stage, the latter of which is done in parallel
 - parallel solver: rolling friction is now interleaved along with normal friction
 - parallel solver: batchified split impulse solving + some cleanup
 - parallel solver: sorting batches from largest to smallest
 - parallel solver: added parallel batch creation
 - parallel solver: added warmstartingWriteBackContacts func + other cleanup
 - task scheduler: truncate low bits to preserve determinism with parallelSum
 - parallel solver: reducing dynamic mem allocs and trying to parallelize more of the batch setup
 - parallel solver: parallelize updating constraint batch ids for merging
 - parallel solver: adding debug visualization
 - task scheduler: make TBB task scheduler parallelSum deterministic
 - parallel solver: split batch gen code into separate file; allow selection of batch gen method
 - task scheduler: add sleepWorkerThreadsHint() at end of simulation
 - parallel solver: added grain size per phase
 - task Scheduler: fix for strange threading issue; also no need for main thread to wait for workers to sleep
 - base constraint solver: break out joint setup into separate function for profiling/overriding
 - parallel solver: allow different batching method for contacts vs joints
 - base constraint solver: add convertJoint and convertBodies to make it possible to parallelize joint and body conversion
 - parallel solver: convert joints and bodies in parallel now
 - parallel solver: speed up batch creation with run-length encoding
 - parallel solver: batch gen: run-length expansion in parallel; collect constraint info in parallel
 - parallel solver: adding spatial grid batching method
 - parallel solver: enhancements to spatial grid batching
 - sequential solver: moving code for writing back into functions that derived classes can call
 - parallel solver: do write back of bodies and joints in parallel
 - parallel solver: removed all batching methods except for spatial grid (others were ineffective)
 - parallel solver: added 2D or 3D grid batching options; and a bit of cleanup
 - move btDefaultTaskScheduler into LinearMath project
2018-02-26 22:47:33 -08:00
erwincoumans
6f51d81cbb Revert "Export targets in CMake and add include directories to target properties" 2017-09-10 21:20:54 -07:00
Markus Rickert
fbffb246fe Export targets in CMake and add include directories to target properties 2017-09-10 23:43:50 +02:00
Erwin Coumans
46f2f3db4e implement 'mimic' joint constraint or 'gear' constraint for btMultiBody, add example in pybullet/examples/mimicJointConstraint.py 2017-06-07 16:22:02 -07:00
Erwin Coumans
3b5d0f444b various fixes
move btSimulationIslandManagerMt.cpp from BulletCollision to BulletDynamics
2016-11-10 16:18:20 -08:00
Lunkhound
1c3686ca51 MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
 - addition of a few lightweight mutexes (which are compiled out by default)
 - slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
 - PoolAllocator::allocate() can now be called when pool is full without
     crashing (null pointer returned)
 - PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
     (default is un-threadsafe)
 - CollisionDispatcher no longer checks if the pool allocator is full
     before calling allocate(), instead it just calls allocate() and
     checks if the return is null -- this avoids a race condition
 - SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
     getOrInitSolverBody() to avoid a race condition with kinematic bodies
 - addition of 2 classes which together allow simulation islands to be run
   in parallel:
    - btSimulationIslandManagerMt
    - btDiscreteDynamicsWorldMt
 - MultiThreadedDemo example in the example browser demonstrating use of
   OpenMP, Microsoft PPL, and Intel TBB
 - use multithreading for other demos
 - benchmark demo: add parallel raycasting
2016-10-30 12:47:27 -07:00
yunfeibai
c26da8440d Add slider constraint. 2016-08-25 11:54:59 -07:00
yunfeibai
9c4cfde3d6 Fixed constraint for btMultiBody and btRigidBody. 2016-08-15 13:19:00 -07:00
Andrew Meadows
c0c1691c25 fix whitespace formatting in cmake files 2015-12-07 14:08:04 -08:00
Erwin Coumans
d4e4fdc2c5 fix Linux and Cmake build 2014-08-20 16:48:46 -07:00
Erwin Coumans
35c916f487 add CMake support for AppAllBullet2Demos demo. See also https://github.com/bulletphysics/bullet3/issues/43 2014-03-24 13:18:24 -07:00
erwin coumans
69e5454d18 Add the old Bullet 2.x obsolete demos, and CMake buildsystem files, and gradually move them to newer Bullet 3.x structure
Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos
Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode)
Don't crash in btCollisionWorld, if there is no collision dispatcher
2013-12-19 12:40:59 -08:00