207 lines
6.1 KiB
C++
207 lines
6.1 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 "ParallelPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "ParallelIslandDispatcher.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#include "SimulationIsland.h"
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ParallelPhysicsEnvironment::ParallelPhysicsEnvironment(ParallelIslandDispatcher* dispatcher, OverlappingPairCache* pairCache):
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CcdPhysicsEnvironment(dispatcher,pairCache)
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{
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}
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ParallelPhysicsEnvironment::~ParallelPhysicsEnvironment()
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{
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}
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/// Perform an integration step of duration 'timeStep'.
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bool ParallelPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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{
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// Make sure the broadphase / overlapping AABB paircache is up-to-date
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OverlappingPairCache* scene = m_collisionWorld->GetPairCache();
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scene->RefreshOverlappingPairs();
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// Find the connected sets that can be simulated in parallel
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// Using union find
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("IslandUnionFind");
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#endif //USE_QUICKPROF
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GetSimulationIslandManager()->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());
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{
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int i;
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int numConstraints = m_constraints.size();
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for (i=0;i< numConstraints ; i++ )
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{
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TypedConstraint* constraint = m_constraints[i];
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const RigidBody* colObj0 = &constraint->GetRigidBodyA();
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const RigidBody* colObj1 = &constraint->GetRigidBodyB();
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if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
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((colObj1) && ((colObj1)->mergesSimulationIslands())))
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{
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if (colObj0->IsActive() || colObj1->IsActive())
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{
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GetSimulationIslandManager()->GetUnionFind().unite((colObj0)->m_islandTag1,
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(colObj1)->m_islandTag1);
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}
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}
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}
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}
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//Store the island id in each body
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GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld());
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#ifdef USE_QUICKPROF
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Profiler::endBlock("IslandUnionFind");
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#endif //USE_QUICKPROF
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///build simulation islands
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("BuildIslands");
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#endif //USE_QUICKPROF
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std::vector<SimulationIsland> simulationIslands;
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simulationIslands.resize(GetNumControllers());
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int k;
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for (k=0;k<GetNumControllers();k++)
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{
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CcdPhysicsController* ctrl = m_controllers[k];
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int tag = ctrl->GetRigidBody()->m_islandTag1;
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if (tag>=0)
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{
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simulationIslands[tag].m_controllers.push_back(ctrl);
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}
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}
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Dispatcher* dispatcher = GetCollisionWorld()->GetDispatcher();
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//this is a brute force approach, will rethink later about more subtle ways
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int i;
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assert(0);
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/*
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for (i=0;i< scene->GetNumOverlappingPairs();i++)
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{
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BroadphasePair* pair = &scene->GetOverlappingPair(i);
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CollisionObject* col0 = static_cast<CollisionObject*>(pair->m_pProxy0->m_clientObject);
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CollisionObject* col1 = static_cast<CollisionObject*>(pair->m_pProxy1->m_clientObject);
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if (col0->m_islandTag1 > col1->m_islandTag1)
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{
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simulationIslands[col0->m_islandTag1].m_overlappingPairIndices.push_back(i);
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} else
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{
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simulationIslands[col1->m_islandTag1].m_overlappingPairIndices.push_back(i);
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}
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}
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*/
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//store constraint indices for each island
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for (unsigned int ui=0;ui<m_constraints.size();ui++)
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{
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TypedConstraint& constraint = *m_constraints[ui];
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if (constraint.GetRigidBodyA().m_islandTag1 > constraint.GetRigidBodyB().m_islandTag1)
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{
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simulationIslands[constraint.GetRigidBodyA().m_islandTag1].m_constraintIndices.push_back(ui);
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} else
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{
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simulationIslands[constraint.GetRigidBodyB().m_islandTag1].m_constraintIndices.push_back(ui);
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}
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}
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//add all overlapping pairs for each island
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for (i=0;i<dispatcher->GetNumManifolds();i++)
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{
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PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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//filtering for response
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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{
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int islandTag = colObj0->m_islandTag1;
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if (colObj1->m_islandTag1 > islandTag)
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islandTag = colObj1->m_islandTag1;
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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simulationIslands[islandTag].m_manifolds.push_back(manifold);
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}
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}
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#ifdef USE_QUICKPROF
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Profiler::endBlock("BuildIslands");
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#endif //USE_QUICKPROF
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("SimulateIsland");
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#endif //USE_QUICKPROF
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TypedConstraint** constraintBase = 0;
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if (m_constraints.size())
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constraintBase = &m_constraints[0];
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assert(0);
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/*
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//Each simulation island can be processed in parallel (will be put on a job queue)
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for (k=0;k<simulationIslands.size();k++)
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{
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if (simulationIslands[k].m_controllers.size())
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{
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assert(0);//seems to be wrong, passing ALL overlapping pairs
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simulationIslands[k].Simulate(m_debugDrawer,m_numIterations, constraintBase ,&scene->GetOverlappingPair(0),dispatcher,GetBroadphase(),m_solver,timeStep);
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}
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}
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*/
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#ifdef USE_QUICKPROF
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Profiler::endBlock("SimulateIsland");
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#endif //USE_QUICKPROF
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return true;
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}
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