/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "ParallelPhysicsEnvironment.h" #include "CcdPhysicsController.h" #include "ParallelIslandDispatcher.h" #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" #include "SimulationIsland.h" ParallelPhysicsEnvironment::ParallelPhysicsEnvironment(ParallelIslandDispatcher* dispatcher, OverlappingPairCache* pairCache): CcdPhysicsEnvironment(dispatcher,pairCache) { } ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment() { } /// Perform an integration step of duration 'timeStep'. bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) { // Make sure the broadphase / overlapping AABB paircache is up-to-date OverlappingPairCache* scene = m_collisionWorld->GetPairCache(); scene->RefreshOverlappingPairs(); // Find the connected sets that can be simulated in parallel // Using union find #ifdef USE_QUICKPROF Profiler::beginBlock("IslandUnionFind"); #endif //USE_QUICKPROF GetSimulationIslandManager()->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher()); { int i; int numConstraints = m_constraints.size(); for (i=0;i< numConstraints ; i++ ) { TypedConstraint* constraint = m_constraints[i]; const RigidBody* colObj0 = &constraint->GetRigidBodyA(); const RigidBody* colObj1 = &constraint->GetRigidBodyB(); if (((colObj0) && ((colObj0)->mergesSimulationIslands())) && ((colObj1) && ((colObj1)->mergesSimulationIslands()))) { if (colObj0->IsActive() || colObj1->IsActive()) { GetSimulationIslandManager()->GetUnionFind().unite((colObj0)->m_islandTag1, (colObj1)->m_islandTag1); } } } } //Store the island id in each body GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld()); #ifdef USE_QUICKPROF Profiler::endBlock("IslandUnionFind"); #endif //USE_QUICKPROF ///build simulation islands #ifdef USE_QUICKPROF Profiler::beginBlock("BuildIslands"); #endif //USE_QUICKPROF std::vector simulationIslands; simulationIslands.resize(GetNumControllers()); int k; for (k=0;kGetRigidBody()->m_islandTag1; if (tag>=0) { simulationIslands[tag].m_controllers.push_back(ctrl); } } Dispatcher* dispatcher = GetCollisionWorld()->GetDispatcher(); //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(pair->m_pProxy0->m_clientObject); CollisionObject* col1 = static_cast(pair->m_pProxy1->m_clientObject); if (col0->m_islandTag1 > col1->m_islandTag1) { simulationIslands[col0->m_islandTag1].m_overlappingPairIndices.push_back(i); } else { simulationIslands[col1->m_islandTag1].m_overlappingPairIndices.push_back(i); } } */ //store constraint indices for each island for (unsigned int ui=0;ui constraint.GetRigidBodyB().m_islandTag1) { simulationIslands[constraint.GetRigidBodyA().m_islandTag1].m_constraintIndices.push_back(ui); } else { simulationIslands[constraint.GetRigidBodyB().m_islandTag1].m_constraintIndices.push_back(ui); } } //add all overlapping pairs for each island for (i=0;iGetNumManifolds();i++) { PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i); //filtering for response CollisionObject* colObj0 = static_cast(manifold->GetBody0()); CollisionObject* colObj1 = static_cast(manifold->GetBody1()); { int islandTag = colObj0->m_islandTag1; if (colObj1->m_islandTag1 > islandTag) islandTag = colObj1->m_islandTag1; if (dispatcher->NeedsResponse(*colObj0,*colObj1)) simulationIslands[islandTag].m_manifolds.push_back(manifold); } } #ifdef USE_QUICKPROF Profiler::endBlock("BuildIslands"); #endif //USE_QUICKPROF #ifdef USE_QUICKPROF Profiler::beginBlock("SimulateIsland"); #endif //USE_QUICKPROF TypedConstraint** constraintBase = 0; if (m_constraints.size()) constraintBase = &m_constraints[0]; assert(0); /* //Each simulation island can be processed in parallel (will be put on a job queue) for (k=0;kGetOverlappingPair(0),dispatcher,GetBroadphase(),m_solver,timeStep); } } */ #ifdef USE_QUICKPROF Profiler::endBlock("SimulateIsland"); #endif //USE_QUICKPROF return true; }