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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h')
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diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h
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+/*
+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.
+*/
+
+#ifndef BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H
+#define BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H
+
+#include "btSequentialImpulseConstraintSolver.h"
+#include "btBatchedConstraints.h"
+#include "LinearMath/btThreads.h"
+
+///
+/// btSequentialImpulseConstraintSolverMt
+///
+/// A multithreaded variant of the sequential impulse constraint solver. The constraints to be solved are grouped into
+/// batches and phases where each batch of constraints within a given phase can be solved in parallel with the rest.
+/// Ideally we want as few phases as possible, and each phase should have many batches, and all of the batches should
+/// have about the same number of constraints.
+/// This method works best on a large island of many constraints.
+///
+/// Supports all of the features of the normal sequential impulse solver such as:
+/// - split penetration impulse
+/// - rolling friction
+/// - interleaving constraints
+/// - warmstarting
+/// - 2 friction directions
+/// - randomized constraint ordering
+/// - early termination when leastSquaresResidualThreshold is satisfied
+///
+/// When the SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS flag is enabled, unlike the normal SequentialImpulse solver,
+/// the rolling friction is interleaved as well.
+/// Interleaving the contact penetration constraints with friction reduces the number of parallel loops that need to be done,
+/// which reduces threading overhead so it can be a performance win, however, it does seem to produce a less stable simulation,
+/// at least on stacks of blocks.
+///
+/// When the SOLVER_RANDMIZE_ORDER flag is enabled, the ordering of phases, and the ordering of constraints within each batch
+/// is randomized, however it does not swap constraints between batches.
+/// This is to avoid regenerating the batches for each solver iteration which would be quite costly in performance.
+///
+/// Note that a non-zero leastSquaresResidualThreshold could possibly affect the determinism of the simulation
+/// if the task scheduler's parallelSum operation is non-deterministic. The parallelSum operation can be non-deterministic
+/// because floating point addition is not associative due to rounding errors.
+/// The task scheduler can and should ensure that the result of any parallelSum operation is deterministic.
+///
+ATTRIBUTE_ALIGNED16(class)
+btSequentialImpulseConstraintSolverMt : public btSequentialImpulseConstraintSolver
+{
+public:
+ virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
+ virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
+ virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
+ virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
+
+ // temp struct used to collect info from persistent manifolds into a cache-friendly struct using multiple threads
+ struct btContactManifoldCachedInfo
+ {
+ static const int MAX_NUM_CONTACT_POINTS = 4;
+
+ int numTouchingContacts;
+ int solverBodyIds[2];
+ int contactIndex;
+ int rollingFrictionIndex;
+ bool contactHasRollingFriction[MAX_NUM_CONTACT_POINTS];
+ btManifoldPoint* contactPoints[MAX_NUM_CONTACT_POINTS];
+ };
+ // temp struct used for setting up joint constraints in parallel
+ struct JointParams
+ {
+ int m_solverConstraint;
+ int m_solverBodyA;
+ int m_solverBodyB;
+ };
+ void internalInitMultipleJoints(btTypedConstraint * *constraints, int iBegin, int iEnd);
+ void internalConvertMultipleJoints(const btAlignedObjectArray<JointParams>& jointParamsArray, btTypedConstraint** constraints, int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
+
+ // parameters to control batching
+ static bool s_allowNestedParallelForLoops; // whether to allow nested parallel operations
+ static int s_minimumContactManifoldsForBatching; // don't even try to batch if fewer manifolds than this
+ static btBatchedConstraints::BatchingMethod s_contactBatchingMethod;
+ static btBatchedConstraints::BatchingMethod s_jointBatchingMethod;
+ static int s_minBatchSize; // desired number of constraints per batch
+ static int s_maxBatchSize;
+
+protected:
+ static const int CACHE_LINE_SIZE = 64;
+
+ btBatchedConstraints m_batchedContactConstraints;
+ btBatchedConstraints m_batchedJointConstraints;
+ int m_numFrictionDirections;
+ bool m_useBatching;
+ bool m_useObsoleteJointConstraints;
+ btAlignedObjectArray<btContactManifoldCachedInfo> m_manifoldCachedInfoArray;
+ btAlignedObjectArray<int> m_rollingFrictionIndexTable; // lookup table mapping contact index to rolling friction index
+ btSpinMutex m_bodySolverArrayMutex;
+ char m_antiFalseSharingPadding[CACHE_LINE_SIZE]; // padding to keep mutexes in separate cachelines
+ btSpinMutex m_kinematicBodyUniqueIdToSolverBodyTableMutex;
+ btAlignedObjectArray<char> m_scratchMemory;
+
+ virtual void randomizeConstraintOrdering(int iteration, int numIterations);
+ virtual btScalar resolveAllJointConstraints(int iteration);
+ virtual btScalar resolveAllContactConstraints();
+ virtual btScalar resolveAllContactFrictionConstraints();
+ virtual btScalar resolveAllContactConstraintsInterleaved();
+ virtual btScalar resolveAllRollingFrictionConstraints();
+
+ virtual void setupBatchedContactConstraints();
+ virtual void setupBatchedJointConstraints();
+ virtual void convertJoints(btTypedConstraint * *constraints, int numConstraints, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
+ virtual void convertContacts(btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
+ virtual void convertBodies(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
+
+ int getOrInitSolverBodyThreadsafe(btCollisionObject & body, btScalar timeStep);
+ void allocAllContactConstraints(btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
+ void setupAllContactConstraints(const btContactSolverInfo& infoGlobal);
+ void randomizeBatchedConstraintOrdering(btBatchedConstraints * batchedConstraints);
+
+public:
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btSequentialImpulseConstraintSolverMt();
+ virtual ~btSequentialImpulseConstraintSolverMt();
+
+ btScalar resolveMultipleJointConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd, int iteration);
+ btScalar resolveMultipleContactConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
+ btScalar resolveMultipleContactSplitPenetrationImpulseConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
+ btScalar resolveMultipleContactFrictionConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
+ btScalar resolveMultipleContactRollingFrictionConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
+ btScalar resolveMultipleContactConstraintsInterleaved(const btAlignedObjectArray<int>& contactIndices, int batchBegin, int batchEnd);
+
+ void internalCollectContactManifoldCachedInfo(btContactManifoldCachedInfo * cachedInfoArray, btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
+ void internalAllocContactConstraints(const btContactManifoldCachedInfo* cachedInfoArray, int numManifolds);
+ void internalSetupContactConstraints(int iContactConstraint, const btContactSolverInfo& infoGlobal);
+ void internalConvertBodies(btCollisionObject * *bodies, int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
+ void internalWriteBackContacts(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
+ void internalWriteBackJoints(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
+ void internalWriteBackBodies(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
+};
+
+#endif //BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H