diff options
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h')
-rw-r--r-- | extern/bullet2/src/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h b/extern/bullet2/src/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h new file mode 100644 index 00000000000..ab73a899f14 --- /dev/null +++ b/extern/bullet2/src/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h @@ -0,0 +1,112 @@ +/* +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_SIMULATION_ISLAND_MANAGER_MT_H +#define BT_SIMULATION_ISLAND_MANAGER_MT_H + +#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" + +class btTypedConstraint; +class btConstraintSolver; +struct btContactSolverInfo; +class btIDebugDraw; + +/// +/// SimulationIslandManagerMt -- Multithread capable version of SimulationIslandManager +/// Splits the world up into islands which can be solved in parallel. +/// In order to solve islands in parallel, an IslandDispatch function +/// must be provided which will dispatch calls to multiple threads. +/// The amount of parallelism that can be achieved depends on the number +/// of islands. If only a single island exists, then no parallelism is +/// possible. +/// +class btSimulationIslandManagerMt : public btSimulationIslandManager +{ +public: + struct Island + { + // a simulation island consisting of bodies, manifolds and constraints, + // to be passed into a constraint solver. + btAlignedObjectArray<btCollisionObject*> bodyArray; + btAlignedObjectArray<btPersistentManifold*> manifoldArray; + btAlignedObjectArray<btTypedConstraint*> constraintArray; + int id; // island id + bool isSleeping; + + void append(const Island& other); // add bodies, manifolds, constraints to my own + }; + struct SolverParams + { + btConstraintSolver* m_solverPool; + btConstraintSolver* m_solverMt; + btContactSolverInfo* m_solverInfo; + btIDebugDraw* m_debugDrawer; + btDispatcher* m_dispatcher; + }; + static void solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams); + + typedef void (*IslandDispatchFunc)(btAlignedObjectArray<Island*>* islands, const SolverParams& solverParams); + static void serialIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams); + static void parallelIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams); + +protected: + btAlignedObjectArray<Island*> m_allocatedIslands; // owner of all Islands + btAlignedObjectArray<Island*> m_activeIslands; // islands actively in use + btAlignedObjectArray<Island*> m_freeIslands; // islands ready to be reused + btAlignedObjectArray<Island*> m_lookupIslandFromId; // big lookup table to map islandId to Island pointer + Island* m_batchIsland; + int m_minimumSolverBatchSize; + int m_batchIslandMinBodyCount; + IslandDispatchFunc m_islandDispatch; + + Island* getIsland(int id); + virtual Island* allocateIsland(int id, int numBodies); + virtual void initIslandPools(); + virtual void addBodiesToIslands(btCollisionWorld* collisionWorld); + virtual void addManifoldsToIslands(btDispatcher* dispatcher); + virtual void addConstraintsToIslands(btAlignedObjectArray<btTypedConstraint*>& constraints); + virtual void mergeIslands(); + +public: + btSimulationIslandManagerMt(); + virtual ~btSimulationIslandManagerMt(); + + virtual void buildAndProcessIslands(btDispatcher* dispatcher, + btCollisionWorld* collisionWorld, + btAlignedObjectArray<btTypedConstraint*>& constraints, + const SolverParams& solverParams); + + virtual void buildIslands(btDispatcher* dispatcher, btCollisionWorld* colWorld); + + int getMinimumSolverBatchSize() const + { + return m_minimumSolverBatchSize; + } + void setMinimumSolverBatchSize(int sz) + { + m_minimumSolverBatchSize = sz; + } + IslandDispatchFunc getIslandDispatchFunction() const + { + return m_islandDispatch; + } + // allow users to set their own dispatch function for multithreaded dispatch + void setIslandDispatchFunction(IslandDispatchFunc func) + { + m_islandDispatch = func; + } +}; + +#endif //BT_SIMULATION_ISLAND_MANAGER_H |