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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h')
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+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_DISCRETE_DYNAMICS_WORLD_MT_H
+#define BT_DISCRETE_DYNAMICS_WORLD_MT_H
+
+#include "btDiscreteDynamicsWorld.h"
+#include "btSimulationIslandManagerMt.h"
+#include "BulletDynamics/ConstraintSolver/btConstraintSolver.h"
+
+///
+/// btConstraintSolverPoolMt - masquerades as a constraint solver, but really it is a threadsafe pool of them.
+///
+/// Each solver in the pool is protected by a mutex. When solveGroup is called from a thread,
+/// the pool looks for a solver that isn't being used by another thread, locks it, and dispatches the
+/// call to the solver.
+/// So long as there are at least as many solvers as there are hardware threads, it should never need to
+/// spin wait.
+///
+class btConstraintSolverPoolMt : public btConstraintSolver
+{
+public:
+ // create the solvers for me
+ explicit btConstraintSolverPoolMt(int numSolvers);
+
+ // pass in fully constructed solvers (destructor will delete them)
+ btConstraintSolverPoolMt(btConstraintSolver** solvers, int numSolvers);
+
+ virtual ~btConstraintSolverPoolMt();
+
+ ///solve a group of constraints
+ virtual btScalar solveGroup(btCollisionObject** bodies,
+ int numBodies,
+ btPersistentManifold** manifolds,
+ int numManifolds,
+ btTypedConstraint** constraints,
+ int numConstraints,
+ const btContactSolverInfo& info,
+ btIDebugDraw* debugDrawer,
+ btDispatcher* dispatcher) BT_OVERRIDE;
+
+ virtual void reset() BT_OVERRIDE;
+ virtual btConstraintSolverType getSolverType() const BT_OVERRIDE { return m_solverType; }
+
+private:
+ const static size_t kCacheLineSize = 128;
+ struct ThreadSolver
+ {
+ btConstraintSolver* solver;
+ btSpinMutex mutex;
+ char _cachelinePadding[kCacheLineSize - sizeof(btSpinMutex) - sizeof(void*)]; // keep mutexes from sharing a cache line
+ };
+ btAlignedObjectArray<ThreadSolver> m_solvers;
+ btConstraintSolverType m_solverType;
+
+ ThreadSolver* getAndLockThreadSolver();
+ void init(btConstraintSolver** solvers, int numSolvers);
+};
+
+///
+/// btDiscreteDynamicsWorldMt -- a version of DiscreteDynamicsWorld with some minor changes to support
+/// solving simulation islands on multiple threads.
+///
+/// Should function exactly like btDiscreteDynamicsWorld.
+/// Also 3 methods that iterate over all of the rigidbodies can run in parallel:
+/// - predictUnconstraintMotion
+/// - integrateTransforms
+/// - createPredictiveContacts
+///
+ATTRIBUTE_ALIGNED16(class)
+btDiscreteDynamicsWorldMt : public btDiscreteDynamicsWorld
+{
+protected:
+ btConstraintSolver* m_constraintSolverMt;
+
+ virtual void solveConstraints(btContactSolverInfo & solverInfo) BT_OVERRIDE;
+
+ virtual void predictUnconstraintMotion(btScalar timeStep) BT_OVERRIDE;
+
+ struct UpdaterCreatePredictiveContacts : public btIParallelForBody
+ {
+ btScalar timeStep;
+ btRigidBody** rigidBodies;
+ btDiscreteDynamicsWorldMt* world;
+
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ world->createPredictiveContactsInternal(&rigidBodies[iBegin], iEnd - iBegin, timeStep);
+ }
+ };
+ virtual void createPredictiveContacts(btScalar timeStep) BT_OVERRIDE;
+
+ struct UpdaterIntegrateTransforms : public btIParallelForBody
+ {
+ btScalar timeStep;
+ btRigidBody** rigidBodies;
+ btDiscreteDynamicsWorldMt* world;
+
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ world->integrateTransformsInternal(&rigidBodies[iBegin], iEnd - iBegin, timeStep);
+ }
+ };
+ virtual void integrateTransforms(btScalar timeStep) BT_OVERRIDE;
+
+public:
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btDiscreteDynamicsWorldMt(btDispatcher * dispatcher,
+ btBroadphaseInterface * pairCache,
+ btConstraintSolverPoolMt * solverPool, // Note this should be a solver-pool for multi-threading
+ btConstraintSolver * constraintSolverMt, // single multi-threaded solver for large islands (or NULL)
+ btCollisionConfiguration * collisionConfiguration);
+ virtual ~btDiscreteDynamicsWorldMt();
+
+ virtual int stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) BT_OVERRIDE;
+};
+
+#endif //BT_DISCRETE_DYNAMICS_WORLD_H