111 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			111 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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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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								#ifndef BT_SIMULATION_ISLAND_MANAGER_MT_H
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								#define BT_SIMULATION_ISLAND_MANAGER_MT_H
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								#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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								class btTypedConstraint;
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								///
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								/// SimulationIslandManagerMt -- Multithread capable version of SimulationIslandManager
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								///                       Splits the world up into islands which can be solved in parallel.
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								///                       In order to solve islands in parallel, an IslandDispatch function
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								///                       must be provided which will dispatch calls to multiple threads.
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								///                       The amount of parallelism that can be achieved depends on the number
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								///                       of islands. If only a single island exists, then no parallelism is
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								///                       possible.
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								///
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								class btSimulationIslandManagerMt : public btSimulationIslandManager
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								{
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								public:
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								    struct Island
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								    {
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								        // a simulation island consisting of bodies, manifolds and constraints,
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								        // to be passed into a constraint solver.
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								        btAlignedObjectArray<btCollisionObject*> bodyArray;
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								        btAlignedObjectArray<btPersistentManifold*> manifoldArray;
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								        btAlignedObjectArray<btTypedConstraint*> constraintArray;
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								        int id;  // island id
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								        bool isSleeping;
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								        void append( const Island& other );  // add bodies, manifolds, constraints to my own
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								    };
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								    struct	IslandCallback
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								    {
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								        virtual ~IslandCallback() {};
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								        virtual	void processIsland( btCollisionObject** bodies,
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								                                    int numBodies,
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								                                    btPersistentManifold** manifolds,
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								                                    int numManifolds,
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								                                    btTypedConstraint** constraints,
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								                                    int numConstraints,
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								                                    int islandId
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								                                    ) = 0;
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								    };
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								    typedef void( *IslandDispatchFunc ) ( btAlignedObjectArray<Island*>* islands, IslandCallback* callback );
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								    static void serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
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								    static void parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
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								protected:
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								    btAlignedObjectArray<Island*> m_allocatedIslands;  // owner of all Islands
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								    btAlignedObjectArray<Island*> m_activeIslands;  // islands actively in use
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								    btAlignedObjectArray<Island*> m_freeIslands;  // islands ready to be reused
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								    btAlignedObjectArray<Island*> m_lookupIslandFromId;  // big lookup table to map islandId to Island pointer
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								    Island* m_batchIsland;
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								    int m_minimumSolverBatchSize;
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								    int m_batchIslandMinBodyCount;
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								    IslandDispatchFunc m_islandDispatch;
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								    Island* getIsland( int id );
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								    virtual Island* allocateIsland( int id, int numBodies );
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								    virtual void initIslandPools();
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								    virtual void addBodiesToIslands( btCollisionWorld* collisionWorld );
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								    virtual void addManifoldsToIslands( btDispatcher* dispatcher );
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								    virtual void addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints );
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								    virtual void mergeIslands();
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								public:
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									btSimulationIslandManagerMt();
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									virtual ~btSimulationIslandManagerMt();
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								    virtual void buildAndProcessIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld, btAlignedObjectArray<btTypedConstraint*>& constraints, IslandCallback* callback );
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									virtual void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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								    int getMinimumSolverBatchSize() const
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								    {
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								        return m_minimumSolverBatchSize;
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								    }
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								    void setMinimumSolverBatchSize( int sz )
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								    {
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								        m_minimumSolverBatchSize = sz;
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								    }
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								    IslandDispatchFunc getIslandDispatchFunction() const
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								    {
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								        return m_islandDispatch;
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								    }
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								    // allow users to set their own dispatch function for multithreaded dispatch
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								    void setIslandDispatchFunction( IslandDispatchFunc func )
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								    {
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								        m_islandDispatch = func;
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								    }
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								};
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								#endif //BT_SIMULATION_ISLAND_MANAGER_H
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