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
506 lines
13 KiB
C++
506 lines
13 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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#define USE_PARALLEL_SOLVER 1 //experimental parallel solver
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#define USE_PARALLEL_DISPATCHER 1
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#ifdef USE_PARALLEL_DISPATCHER
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#include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h"
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#include "BulletMultiThreaded/PlatformDefinitions.h"
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#ifdef USE_LIBSPE2
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#include "BulletMultiThreaded/SpuLibspe2Support.h"
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#elif defined (_WIN32)
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#include "BulletMultiThreaded/Win32ThreadSupport.h"
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#include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h"
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#elif defined (USE_PTHREADS)
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#include "BulletMultiThreaded/PosixThreadSupport.h"
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#include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h"
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#else
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//other platforms run the parallel code sequentially (until pthread support or other parallel implementation is added)
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#include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h"
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#endif //USE_LIBSPE2
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#ifdef USE_PARALLEL_SOLVER
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#include "BulletMultiThreaded/btParallelConstraintSolver.h"
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#include "BulletMultiThreaded/SequentialThreadSupport.h"
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btThreadSupportInterface* createSolverThreadSupport(int maxNumThreads)
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{
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//#define SEQUENTIAL
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#ifdef SEQUENTIAL
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SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads",SolverThreadFunc,SolverlsMemoryFunc);
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SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
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threadSupport->startSPU();
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#else
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#ifdef _WIN32
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Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads",SolverThreadFunc,SolverlsMemoryFunc,maxNumThreads);
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Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
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threadSupport->startSPU();
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#elif defined (USE_PTHREADS)
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PosixThreadSupport::ThreadConstructionInfo solverConstructionInfo("solver", SolverThreadFunc,
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SolverlsMemoryFunc, maxNumThreads);
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PosixThreadSupport* threadSupport = new PosixThreadSupport(solverConstructionInfo);
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#else
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SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads",SolverThreadFunc,SolverlsMemoryFunc);
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SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
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threadSupport->startSPU();
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#endif
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#endif
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return threadSupport;
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}
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#endif //USE_PARALLEL_SOLVER
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#endif//USE_PARALLEL_DISPATCHER
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btIDebugDraw.h"
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#include <stdio.h> //printf debugging
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#include "MultiThreadedDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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extern float eye[3];
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extern int glutScreenWidth;
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extern int glutScreenHeight;
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const int maxProxies = 32766;
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const int maxOverlap = 65535;
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#ifdef _DEBUG
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const int gNumObjects = 120;
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#else
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const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp
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#endif
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const int maxNumObjects = 32760;
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static int shapeIndex[maxNumObjects];
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#define CUBE_HALF_EXTENTS 0.5
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#define EXTRA_HEIGHT -10.f
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//GL_LineSegmentShape shapeE(btVector3(-50,0,0),
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// btVector3(50,0,0));
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void MultiThreadedDemo::createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos )
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{
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btTransform trans;
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trans.setIdentity();
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for(int i=0; i<size; i++)
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{
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// This constructs a row, from left to right
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int rowSize = size - i;
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for(int j=0; j< rowSize; j++)
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{
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btVector3 pos;
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pos.setValue(
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-rowSize * halfCubeSize + halfCubeSize + j * 2.0f * halfCubeSize,
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halfCubeSize + i * halfCubeSize * 2.0f,
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zPos);
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trans.setOrigin(pos);
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btScalar mass = 1.f;
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btRigidBody* body = 0;
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body = localCreateRigidBody(mass,trans,boxShape);
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}
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}
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}
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////////////////////////////////////
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//experimental jitter damping (1 = no damping, 0 = total damping once motion below threshold)
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extern btScalar gJitterVelocityDampingFactor;
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extern int gNumManifold;
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extern int gOverlappingPairs;
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void MultiThreadedDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// float dt = getDeltaTimeMicroseconds() * 0.000001f;
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// printf("dt = %f: ",dt);
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if (m_dynamicsWorld)
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{
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#define FIXED_STEP 1
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#ifdef FIXED_STEP
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m_dynamicsWorld->stepSimulation(1.0f/60.f,0);
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//CProfileManager::dumpAll();
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#else
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//during idle mode, just run 1 simulation step maximum
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int maxSimSubSteps = m_idle ? 1 : 1;
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if (m_idle)
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dt = 1.0/420.f;
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int numSimSteps = 0;
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numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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#ifdef VERBOSE_TIMESTEPPING_CONSOLEOUTPUT
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if (!numSimSteps)
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printf("Interpolated transforms\n");
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else
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{
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if (numSimSteps > maxSimSubSteps)
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{
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//detect dropping frames
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printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps);
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} else
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{
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printf("Simulated (%i) steps\n",numSimSteps);
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}
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}
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#endif //VERBOSE_TIMESTEPPING_CONSOLEOUTPUT
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#endif
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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#ifdef USE_QUICKPROF
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btProfiler::beginBlock("render");
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#endif //USE_QUICKPROF
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renderme();
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//render the graphics objects, with center of mass shift
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updateCamera();
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#ifdef USE_QUICKPROF
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btProfiler::endBlock("render");
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#endif
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glFlush();
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glutSwapBuffers();
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}
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void MultiThreadedDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//optional but useful: debug drawing
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void MultiThreadedDemo::initPhysics()
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{
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#ifdef USE_PARALLEL_DISPATCHER
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m_threadSupportSolver = 0;
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m_threadSupportCollision = 0;
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#endif
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//#define USE_GROUND_PLANE 1
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#ifdef USE_GROUND_PLANE
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m_collisionShapes.push_back(new btStaticPlaneShape(btVector3(0,1,0),0.5));
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#else
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///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate.
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///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346
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m_collisionShapes.push_back(new btBoxShape (btVector3(200,CUBE_HALF_EXTENTS,200)));
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#endif
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m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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setCameraDistance(32.5f);
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m_azi = 90.f;
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m_dispatcher=0;
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btDefaultCollisionConstructionInfo cci;
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cci.m_defaultMaxPersistentManifoldPoolSize = 32768;
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m_collisionConfiguration = new btDefaultCollisionConfiguration(cci);
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#ifdef USE_PARALLEL_DISPATCHER
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int maxNumOutstandingTasks = 4;
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#ifdef USE_WIN32_THREADING
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m_threadSupportCollision = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo(
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"collision",
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processCollisionTask,
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createCollisionLocalStoreMemory,
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maxNumOutstandingTasks));
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#else
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#ifdef USE_LIBSPE2
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spe_program_handle_t * program_handle;
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#ifndef USE_CESOF
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program_handle = spe_image_open ("./spuCollision.elf");
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if (program_handle == NULL)
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{
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perror( "SPU OPEN IMAGE ERROR\n");
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}
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else
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{
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printf( "IMAGE OPENED\n");
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}
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#else
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extern spe_program_handle_t spu_program;
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program_handle = &spu_program;
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#endif
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SpuLibspe2Support* threadSupportCollision = new SpuLibspe2Support( program_handle, maxNumOutstandingTasks);
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#elif defined (USE_PTHREADS)
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PosixThreadSupport::ThreadConstructionInfo constructionInfo("collision",
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processCollisionTask,
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createCollisionLocalStoreMemory,
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maxNumOutstandingTasks);
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m_threadSupportCollision = new PosixThreadSupport(constructionInfo);
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#else
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SequentialThreadSupport::SequentialThreadConstructionInfo colCI("collision",processCollisionTask,createCollisionLocalStoreMemory);
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SequentialThreadSupport* m_threadSupportCollision = new SequentialThreadSupport(colCI);
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#endif //USE_LIBSPE2
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///Playstation 3 SPU (SPURS) version is available through PS3 Devnet
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/// For Unix/Mac someone could implement a pthreads version of btThreadSupportInterface?
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///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface
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#endif
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m_dispatcher = new SpuGatheringCollisionDispatcher(m_threadSupportCollision,maxNumOutstandingTasks,m_collisionConfiguration);
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// m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#else
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#endif //USE_PARALLEL_DISPATCHER
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btVector3 worldAabbMin(-1000,-1000,-1000);
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btVector3 worldAabbMax(1000,1000,1000);
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m_broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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#ifdef USE_PARALLEL_SOLVER
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m_threadSupportSolver = createSolverThreadSupport(maxNumOutstandingTasks);
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m_solver = new btParallelConstraintSolver(m_threadSupportSolver);
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//this solver requires the contacts to be in a contiguous pool, so avoid dynamic allocation
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m_dispatcher->setDispatcherFlags(btCollisionDispatcher::CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
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#else
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btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
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m_solver = solver;
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//default solverMode is SOLVER_RANDMIZE_ORDER. Warmstarting seems not to improve convergence, see
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//solver->setSolverMode(0);//btSequentialImpulseConstraintSolver::SOLVER_USE_WARMSTARTING | btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
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#endif //USE_PARALLEL_SOLVER
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btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = world;
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world->getSimulationIslandManager()->setSplitIslands(false);
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world->getSolverInfo().m_numIterations = 4;
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world->getSolverInfo().m_solverMode = SOLVER_SIMD+SOLVER_USE_WARMSTARTING;//+SOLVER_RANDMIZE_ORDER;
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m_dynamicsWorld->getDispatchInfo().m_enableSPU = true;
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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int i;
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btTransform tr;
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tr.setIdentity();
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for (i=0;i<gNumObjects;i++)
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{
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if (i>0)
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{
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shapeIndex[i] = 1;//sphere
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}
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else
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shapeIndex[i] = 0;
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}
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btTransform trans;
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trans.setIdentity();
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btScalar halfExtents = CUBE_HALF_EXTENTS;
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trans.setOrigin(btVector3(0,-halfExtents,0));
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localCreateRigidBody(0.f,trans,m_collisionShapes[shapeIndex[0]]);
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int numWalls = 15;
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int wallHeight = 15;
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float wallDistance = 3;
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for ( i=0;i<numWalls;i++)
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{
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float zPos = (i-numWalls/2) * wallDistance;
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createStack(m_collisionShapes[shapeIndex[1]],halfExtents,wallHeight,zPos);
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}
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#define DESTROYER_BALL 1
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#ifdef DESTROYER_BALL
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btTransform sphereTrans;
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sphereTrans.setIdentity();
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sphereTrans.setOrigin(btVector3(0,2,40));
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btSphereShape* ball = new btSphereShape(2.f);
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m_collisionShapes.push_back(ball);
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btRigidBody* ballBody = localCreateRigidBody(10000.f,sphereTrans,ball);
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ballBody->setLinearVelocity(btVector3(0,0,-10));
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#endif
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// clientResetScene();
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}
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void MultiThreadedDemo::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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m_collisionShapes[j] = 0;
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delete shape;
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}
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//delete dynamics world
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delete m_dynamicsWorld;
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//delete solver
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delete m_solver;
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#ifdef USE_PARALLEL_DISPATCHER
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if (m_threadSupportSolver)
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{
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delete m_threadSupportSolver;
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}
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#endif
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//delete broadphase
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delete m_broadphase;
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//delete dispatcher
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delete m_dispatcher;
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#ifdef USE_PARALLEL_DISPATCHER
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deleteCollisionLocalStoreMemory();
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if (m_threadSupportCollision)
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{
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delete m_threadSupportCollision;
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}
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#endif
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delete m_collisionConfiguration;
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}
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