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