99acec63f1
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc. We need a recent master commit for some new features that we use in Godot (see #25543 and #28909). To avoid warnings generated by Bullet headers included in our own module, we include those headers with -isystem on GCC and Clang. Fixes #29503.
695 lines
22 KiB
C++
695 lines
22 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 "LinearMath/btScalar.h"
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#include "LinearMath/btThreads.h"
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#include "btSimulationIslandManagerMt.h"
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#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
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#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h" // for s_minimumContactManifoldsForBatching
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//#include <stdio.h>
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#include "LinearMath/btQuickprof.h"
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SIMD_FORCE_INLINE int calcBatchCost(int bodies, int manifolds, int constraints)
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{
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// rough estimate of the cost of a batch, used for merging
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int batchCost = bodies + 8 * manifolds + 4 * constraints;
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return batchCost;
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}
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SIMD_FORCE_INLINE int calcBatchCost(const btSimulationIslandManagerMt::Island* island)
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{
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return calcBatchCost(island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size());
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}
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btSimulationIslandManagerMt::btSimulationIslandManagerMt()
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{
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m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
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m_batchIslandMinBodyCount = 32;
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m_islandDispatch = parallelIslandDispatch;
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m_batchIsland = NULL;
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}
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btSimulationIslandManagerMt::~btSimulationIslandManagerMt()
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{
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for (int i = 0; i < m_allocatedIslands.size(); ++i)
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{
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delete m_allocatedIslands[i];
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}
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m_allocatedIslands.resize(0);
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m_activeIslands.resize(0);
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m_freeIslands.resize(0);
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}
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inline int getIslandId(const btPersistentManifold* lhs)
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{
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const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
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const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
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int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
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return islandId;
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}
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SIMD_FORCE_INLINE int btGetConstraintIslandId1(const btTypedConstraint* lhs)
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{
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const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
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const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
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int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
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return islandId;
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}
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/// function object that routes calls to operator<
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class IslandBatchSizeSortPredicate
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{
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public:
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bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
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{
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int lCost = calcBatchCost(lhs);
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int rCost = calcBatchCost(rhs);
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return lCost > rCost;
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}
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};
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class IslandBodyCapacitySortPredicate
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{
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public:
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bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
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{
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return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
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}
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};
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void btSimulationIslandManagerMt::Island::append(const Island& other)
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{
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// append bodies
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for (int i = 0; i < other.bodyArray.size(); ++i)
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{
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bodyArray.push_back(other.bodyArray[i]);
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}
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// append manifolds
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for (int i = 0; i < other.manifoldArray.size(); ++i)
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{
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manifoldArray.push_back(other.manifoldArray[i]);
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}
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// append constraints
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for (int i = 0; i < other.constraintArray.size(); ++i)
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{
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constraintArray.push_back(other.constraintArray[i]);
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}
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}
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bool btIsBodyInIsland(const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj)
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{
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for (int i = 0; i < island.bodyArray.size(); ++i)
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{
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if (island.bodyArray[i] == obj)
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{
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return true;
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}
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}
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return false;
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}
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void btSimulationIslandManagerMt::initIslandPools()
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{
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// reset island pools
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int numElem = getUnionFind().getNumElements();
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m_lookupIslandFromId.resize(numElem);
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for (int i = 0; i < m_lookupIslandFromId.size(); ++i)
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{
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m_lookupIslandFromId[i] = NULL;
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}
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m_activeIslands.resize(0);
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m_freeIslands.resize(0);
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// check whether allocated islands are sorted by body capacity (largest to smallest)
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int lastCapacity = 0;
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bool isSorted = true;
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for (int i = 0; i < m_allocatedIslands.size(); ++i)
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{
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Island* island = m_allocatedIslands[i];
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int cap = island->bodyArray.capacity();
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if (cap > lastCapacity)
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{
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isSorted = false;
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break;
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}
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lastCapacity = cap;
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}
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if (!isSorted)
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{
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m_allocatedIslands.quickSort(IslandBodyCapacitySortPredicate());
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}
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m_batchIsland = NULL;
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// mark all islands free (but avoid deallocation)
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for (int i = 0; i < m_allocatedIslands.size(); ++i)
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{
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Island* island = m_allocatedIslands[i];
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island->bodyArray.resize(0);
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island->manifoldArray.resize(0);
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island->constraintArray.resize(0);
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island->id = -1;
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island->isSleeping = true;
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m_freeIslands.push_back(island);
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}
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}
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btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland(int id)
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{
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Island* island = m_lookupIslandFromId[id];
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if (island == NULL)
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{
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// search for existing island
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for (int i = 0; i < m_activeIslands.size(); ++i)
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{
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if (m_activeIslands[i]->id == id)
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{
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island = m_activeIslands[i];
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break;
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}
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}
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m_lookupIslandFromId[id] = island;
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}
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return island;
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}
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btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland(int id, int numBodies)
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{
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Island* island = NULL;
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int allocSize = numBodies;
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if (numBodies < m_batchIslandMinBodyCount)
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{
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if (m_batchIsland)
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{
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island = m_batchIsland;
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m_lookupIslandFromId[id] = island;
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// if we've made a large enough batch,
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if (island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount)
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{
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// next time start a new batch
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m_batchIsland = NULL;
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}
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return island;
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}
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else
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{
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// need to allocate a batch island
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allocSize = m_batchIslandMinBodyCount * 2;
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}
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}
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btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
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// search for free island
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if (freeIslands.size() > 0)
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{
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// try to reuse a previously allocated island
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int iFound = freeIslands.size();
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// linear search for smallest island that can hold our bodies
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for (int i = freeIslands.size() - 1; i >= 0; --i)
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{
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if (freeIslands[i]->bodyArray.capacity() >= allocSize)
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{
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iFound = i;
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island = freeIslands[i];
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island->id = id;
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break;
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}
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}
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// if found, shrink array while maintaining ordering
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if (island)
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{
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int iDest = iFound;
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int iSrc = iDest + 1;
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while (iSrc < freeIslands.size())
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{
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freeIslands[iDest++] = freeIslands[iSrc++];
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}
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freeIslands.pop_back();
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}
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}
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if (island == NULL)
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{
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// no free island found, allocate
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island = new Island(); // TODO: change this to use the pool allocator
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island->id = id;
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island->bodyArray.reserve(allocSize);
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m_allocatedIslands.push_back(island);
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}
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m_lookupIslandFromId[id] = island;
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if (numBodies < m_batchIslandMinBodyCount)
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{
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m_batchIsland = island;
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}
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m_activeIslands.push_back(island);
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return island;
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}
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void btSimulationIslandManagerMt::buildIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld)
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{
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BT_PROFILE("buildIslands");
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btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
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//we are going to sort the unionfind array, and store the element id in the size
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//afterwards, we clean unionfind, to make sure no-one uses it anymore
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getUnionFind().sortIslands();
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int numElem = getUnionFind().getNumElements();
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int endIslandIndex = 1;
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int startIslandIndex;
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//update the sleeping state for bodies, if all are sleeping
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for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
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{
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
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{
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}
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//int numSleeping = 0;
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bool allSleeping = true;
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int idx;
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for (idx = startIslandIndex; idx < endIslandIndex; idx++)
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{
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
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{
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// printf("error in island management\n");
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}
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btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
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if (colObj0->getIslandTag() == islandId)
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{
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if (colObj0->getActivationState() == ACTIVE_TAG ||
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colObj0->getActivationState() == DISABLE_DEACTIVATION)
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{
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allSleeping = false;
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break;
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}
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}
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}
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if (allSleeping)
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{
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int idx;
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for (idx = startIslandIndex; idx < endIslandIndex; idx++)
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{
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
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{
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// printf("error in island management\n");
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}
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btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
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if (colObj0->getIslandTag() == islandId)
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{
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colObj0->setActivationState(ISLAND_SLEEPING);
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}
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}
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}
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else
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{
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int idx;
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for (idx = startIslandIndex; idx < endIslandIndex; idx++)
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{
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int i = getUnionFind().getElement(idx).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
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{
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// printf("error in island management\n");
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}
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btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
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if (colObj0->getIslandTag() == islandId)
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{
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if (colObj0->getActivationState() == ISLAND_SLEEPING)
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{
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colObj0->setActivationState(WANTS_DEACTIVATION);
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colObj0->setDeactivationTime(0.f);
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}
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}
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}
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}
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}
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}
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void btSimulationIslandManagerMt::addBodiesToIslands(btCollisionWorld* collisionWorld)
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{
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btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
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int endIslandIndex = 1;
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int startIslandIndex;
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int numElem = getUnionFind().getNumElements();
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// create explicit islands and add bodies to each
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for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
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{
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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// find end index
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for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
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{
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}
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// check if island is sleeping
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bool islandSleeping = true;
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for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
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{
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int i = getUnionFind().getElement(iElem).m_sz;
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btCollisionObject* colObj = collisionObjects[i];
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if (colObj->isActive())
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{
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islandSleeping = false;
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}
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}
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if (!islandSleeping)
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{
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// want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
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int numBodies = endIslandIndex - startIslandIndex;
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Island* island = allocateIsland(islandId, numBodies);
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island->isSleeping = false;
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// add bodies to island
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for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
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{
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int i = getUnionFind().getElement(iElem).m_sz;
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btCollisionObject* colObj = collisionObjects[i];
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island->bodyArray.push_back(colObj);
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}
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}
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}
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}
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void btSimulationIslandManagerMt::addManifoldsToIslands(btDispatcher* dispatcher)
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{
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// walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
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int maxNumManifolds = dispatcher->getNumManifolds();
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for (int i = 0; i < maxNumManifolds; i++)
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{
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btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
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const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
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const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
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///@todo: check sleeping conditions!
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if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
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{
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//kinematic objects don't merge islands, but wake up all connected objects
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if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
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{
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if (colObj0->hasContactResponse())
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colObj1->activate();
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}
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if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
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{
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if (colObj1->hasContactResponse())
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colObj0->activate();
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}
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//filtering for response
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if (dispatcher->needsResponse(colObj0, colObj1))
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{
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// scatter manifolds into various islands
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int islandId = getIslandId(manifold);
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// if island not sleeping,
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if (Island* island = getIsland(islandId))
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{
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island->manifoldArray.push_back(manifold);
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}
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}
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}
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}
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}
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void btSimulationIslandManagerMt::addConstraintsToIslands(btAlignedObjectArray<btTypedConstraint*>& constraints)
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{
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// walk constraints
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for (int i = 0; i < constraints.size(); i++)
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{
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// scatter constraints into various islands
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btTypedConstraint* constraint = constraints[i];
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if (constraint->isEnabled())
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{
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int islandId = btGetConstraintIslandId1(constraint);
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// if island is not sleeping,
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if (Island* island = getIsland(islandId))
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{
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island->constraintArray.push_back(constraint);
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}
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}
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}
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}
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void btSimulationIslandManagerMt::mergeIslands()
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{
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// sort islands in order of decreasing batch size
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m_activeIslands.quickSort(IslandBatchSizeSortPredicate());
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// merge small islands to satisfy minimum batch size
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// find first small batch island
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int destIslandIndex = m_activeIslands.size();
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for (int i = 0; i < m_activeIslands.size(); ++i)
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{
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Island* island = m_activeIslands[i];
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int batchSize = calcBatchCost(island);
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if (batchSize < m_minimumSolverBatchSize)
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{
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destIslandIndex = i;
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break;
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}
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}
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int lastIndex = m_activeIslands.size() - 1;
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while (destIslandIndex < lastIndex)
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{
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// merge islands from the back of the list
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Island* island = m_activeIslands[destIslandIndex];
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int numBodies = island->bodyArray.size();
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int numManifolds = island->manifoldArray.size();
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int numConstraints = island->constraintArray.size();
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int firstIndex = lastIndex;
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// figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
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while (true)
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{
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Island* src = m_activeIslands[firstIndex];
|
|
numBodies += src->bodyArray.size();
|
|
numManifolds += src->manifoldArray.size();
|
|
numConstraints += src->constraintArray.size();
|
|
int batchCost = calcBatchCost(numBodies, numManifolds, numConstraints);
|
|
if (batchCost >= m_minimumSolverBatchSize)
|
|
{
|
|
break;
|
|
}
|
|
if (firstIndex - 1 == destIslandIndex)
|
|
{
|
|
break;
|
|
}
|
|
firstIndex--;
|
|
}
|
|
// reserve space for these pointers to minimize reallocation
|
|
island->bodyArray.reserve(numBodies);
|
|
island->manifoldArray.reserve(numManifolds);
|
|
island->constraintArray.reserve(numConstraints);
|
|
// merge islands
|
|
for (int i = firstIndex; i <= lastIndex; ++i)
|
|
{
|
|
island->append(*m_activeIslands[i]);
|
|
}
|
|
// shrink array to exclude the islands that were merged from
|
|
m_activeIslands.resize(firstIndex);
|
|
lastIndex = firstIndex - 1;
|
|
destIslandIndex++;
|
|
}
|
|
}
|
|
|
|
void btSimulationIslandManagerMt::solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams)
|
|
{
|
|
btPersistentManifold** manifolds = island.manifoldArray.size() ? &island.manifoldArray[0] : NULL;
|
|
btTypedConstraint** constraintsPtr = island.constraintArray.size() ? &island.constraintArray[0] : NULL;
|
|
solver->solveGroup(&island.bodyArray[0],
|
|
island.bodyArray.size(),
|
|
manifolds,
|
|
island.manifoldArray.size(),
|
|
constraintsPtr,
|
|
island.constraintArray.size(),
|
|
*solverParams.m_solverInfo,
|
|
solverParams.m_debugDrawer,
|
|
solverParams.m_dispatcher);
|
|
}
|
|
|
|
void btSimulationIslandManagerMt::serialIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
|
|
{
|
|
BT_PROFILE("serialIslandDispatch");
|
|
// serial dispatch
|
|
btAlignedObjectArray<Island*>& islands = *islandsPtr;
|
|
btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
|
|
for (int i = 0; i < islands.size(); ++i)
|
|
{
|
|
solveIsland(solver, *islands[i], solverParams);
|
|
}
|
|
}
|
|
|
|
struct UpdateIslandDispatcher : public btIParallelForBody
|
|
{
|
|
btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& m_islandsPtr;
|
|
const btSimulationIslandManagerMt::SolverParams& m_solverParams;
|
|
|
|
UpdateIslandDispatcher(btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& islandsPtr, const btSimulationIslandManagerMt::SolverParams& solverParams)
|
|
: m_islandsPtr(islandsPtr), m_solverParams(solverParams)
|
|
{
|
|
}
|
|
|
|
void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
|
|
{
|
|
btConstraintSolver* solver = m_solverParams.m_solverPool;
|
|
for (int i = iBegin; i < iEnd; ++i)
|
|
{
|
|
btSimulationIslandManagerMt::Island* island = m_islandsPtr[i];
|
|
btSimulationIslandManagerMt::solveIsland(solver, *island, m_solverParams);
|
|
}
|
|
}
|
|
};
|
|
|
|
void btSimulationIslandManagerMt::parallelIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
|
|
{
|
|
BT_PROFILE("parallelIslandDispatch");
|
|
//
|
|
// if there are islands with many contacts, it may be faster to submit these
|
|
// large islands *serially* to a single parallel constraint solver, and then later
|
|
// submit the remaining smaller islands in parallel to multiple sequential solvers.
|
|
//
|
|
// Some task schedulers do not deal well with nested parallelFor loops. One implementation
|
|
// of OpenMP was actually slower than doing everything single-threaded. Intel TBB
|
|
// on the other hand, seems to do a pretty respectable job with it.
|
|
//
|
|
// When solving islands in parallel, the worst case performance happens when there
|
|
// is one very large island and then perhaps a smattering of very small
|
|
// islands -- one worker thread takes the large island and the remaining workers
|
|
// tear through the smaller islands and then sit idle waiting for the first worker
|
|
// to finish. Solving islands in parallel works best when there are numerous small
|
|
// islands, roughly equal in size.
|
|
//
|
|
// By contrast, the other approach -- the parallel constraint solver -- is only
|
|
// able to deliver a worthwhile speedup when the island is large. For smaller islands,
|
|
// it is difficult to extract a useful amount of parallelism -- the overhead of grouping
|
|
// the constraints into batches and sending the batches to worker threads can nullify
|
|
// any gains from parallelism.
|
|
//
|
|
|
|
UpdateIslandDispatcher dispatcher(*islandsPtr, solverParams);
|
|
// We take advantage of the fact the islands are sorted in order of decreasing size
|
|
int iBegin = 0;
|
|
if (solverParams.m_solverMt)
|
|
{
|
|
while (iBegin < islandsPtr->size())
|
|
{
|
|
btSimulationIslandManagerMt::Island* island = (*islandsPtr)[iBegin];
|
|
if (island->manifoldArray.size() < btSequentialImpulseConstraintSolverMt::s_minimumContactManifoldsForBatching)
|
|
{
|
|
// OK to submit the rest of the array in parallel
|
|
break;
|
|
}
|
|
// serial dispatch to parallel solver for large islands (if any)
|
|
solveIsland(solverParams.m_solverMt, *island, solverParams);
|
|
++iBegin;
|
|
}
|
|
}
|
|
// parallel dispatch to sequential solvers for rest
|
|
btParallelFor(iBegin, islandsPtr->size(), 1, dispatcher);
|
|
}
|
|
|
|
///@todo: this is random access, it can be walked 'cache friendly'!
|
|
void btSimulationIslandManagerMt::buildAndProcessIslands(btDispatcher* dispatcher,
|
|
btCollisionWorld* collisionWorld,
|
|
btAlignedObjectArray<btTypedConstraint*>& constraints,
|
|
const SolverParams& solverParams)
|
|
{
|
|
BT_PROFILE("buildAndProcessIslands");
|
|
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
|
|
|
|
buildIslands(dispatcher, collisionWorld);
|
|
|
|
if (!getSplitIslands())
|
|
{
|
|
btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
|
|
int maxNumManifolds = dispatcher->getNumManifolds();
|
|
|
|
for (int i = 0; i < maxNumManifolds; i++)
|
|
{
|
|
btPersistentManifold* manifold = manifolds[i];
|
|
|
|
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
|
|
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
|
|
|
|
///@todo: check sleeping conditions!
|
|
if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
|
|
((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
|
|
{
|
|
//kinematic objects don't merge islands, but wake up all connected objects
|
|
if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
|
|
{
|
|
if (colObj0->hasContactResponse())
|
|
colObj1->activate();
|
|
}
|
|
if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
|
|
{
|
|
if (colObj1->hasContactResponse())
|
|
colObj0->activate();
|
|
}
|
|
}
|
|
}
|
|
btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[0] : NULL;
|
|
btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
|
|
solver->solveGroup(&collisionObjects[0],
|
|
collisionObjects.size(),
|
|
manifolds,
|
|
maxNumManifolds,
|
|
constraintsPtr,
|
|
constraints.size(),
|
|
*solverParams.m_solverInfo,
|
|
solverParams.m_debugDrawer,
|
|
solverParams.m_dispatcher);
|
|
}
|
|
else
|
|
{
|
|
initIslandPools();
|
|
|
|
//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
|
|
addBodiesToIslands(collisionWorld);
|
|
addManifoldsToIslands(dispatcher);
|
|
addConstraintsToIslands(constraints);
|
|
|
|
// m_activeIslands array should now contain all non-sleeping Islands, and each Island should
|
|
// have all the necessary bodies, manifolds and constraints.
|
|
|
|
// if we want to merge islands with small batch counts,
|
|
if (m_minimumSolverBatchSize > 1)
|
|
{
|
|
mergeIslands();
|
|
}
|
|
// dispatch islands to solver
|
|
m_islandDispatch(&m_activeIslands, solverParams);
|
|
}
|
|
}
|