679 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			679 lines
		
	
	
		
			23 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 <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	btGetConstraintIslandId( 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("islandUnionFindAndQuickSort");
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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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				{
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					allSleeping = false;
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				}
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				if (colObj0->getActivationState()== DISABLE_DEACTIVATION)
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				{
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					allSleeping = false;
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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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		} 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!
 | 
						|
        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();
 | 
						|
            }
 | 
						|
            //filtering for response
 | 
						|
            if ( dispatcher->needsResponse( colObj0, colObj1 ) )
 | 
						|
            {
 | 
						|
                // scatter manifolds into various islands
 | 
						|
                int islandId = getIslandId( manifold );
 | 
						|
                // if island not sleeping,
 | 
						|
                if ( Island* island = getIsland( islandId ) )
 | 
						|
                {
 | 
						|
                    island->manifoldArray.push_back( manifold );
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void btSimulationIslandManagerMt::addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints )
 | 
						|
{
 | 
						|
    // walk constraints
 | 
						|
    for ( int i = 0; i < constraints.size(); i++ )
 | 
						|
    {
 | 
						|
        // scatter constraints into various islands
 | 
						|
        btTypedConstraint* constraint = constraints[ i ];
 | 
						|
        if ( constraint->isEnabled() )
 | 
						|
        {
 | 
						|
            int islandId = btGetConstraintIslandId( constraint );
 | 
						|
            // if island is not sleeping,
 | 
						|
            if ( Island* island = getIsland( islandId ) )
 | 
						|
            {
 | 
						|
                island->constraintArray.push_back( constraint );
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void btSimulationIslandManagerMt::mergeIslands()
 | 
						|
{
 | 
						|
    // sort islands in order of decreasing batch size
 | 
						|
    m_activeIslands.quickSort( IslandBatchSizeSortPredicate() );
 | 
						|
 | 
						|
    // merge small islands to satisfy minimum batch size
 | 
						|
    // find first small batch island
 | 
						|
    int destIslandIndex = m_activeIslands.size();
 | 
						|
    for ( int i = 0; i < m_activeIslands.size(); ++i )
 | 
						|
    {
 | 
						|
        Island* island = m_activeIslands[ i ];
 | 
						|
        int batchSize = calcBatchCost( island );
 | 
						|
        if ( batchSize < m_minimumSolverBatchSize )
 | 
						|
        {
 | 
						|
            destIslandIndex = i;
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    int lastIndex = m_activeIslands.size() - 1;
 | 
						|
    while ( destIslandIndex < lastIndex )
 | 
						|
    {
 | 
						|
        // merge islands from the back of the list
 | 
						|
        Island* island = m_activeIslands[ destIslandIndex ];
 | 
						|
        int numBodies = island->bodyArray.size();
 | 
						|
        int numManifolds = island->manifoldArray.size();
 | 
						|
        int numConstraints = island->constraintArray.size();
 | 
						|
        int firstIndex = lastIndex;
 | 
						|
        // figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
 | 
						|
        while ( true )
 | 
						|
        {
 | 
						|
            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::serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback )
 | 
						|
{
 | 
						|
    BT_PROFILE( "serialIslandDispatch" );
 | 
						|
    // serial dispatch
 | 
						|
    btAlignedObjectArray<Island*>& islands = *islandsPtr;
 | 
						|
    for ( int i = 0; i < islands.size(); ++i )
 | 
						|
    {
 | 
						|
        Island* island = islands[ i ];
 | 
						|
        btPersistentManifold** manifolds = island->manifoldArray.size() ? &island->manifoldArray[ 0 ] : NULL;
 | 
						|
        btTypedConstraint** constraintsPtr = island->constraintArray.size() ? &island->constraintArray[ 0 ] : NULL;
 | 
						|
        callback->processIsland( &island->bodyArray[ 0 ],
 | 
						|
                                 island->bodyArray.size(),
 | 
						|
                                 manifolds,
 | 
						|
                                 island->manifoldArray.size(),
 | 
						|
                                 constraintsPtr,
 | 
						|
                                 island->constraintArray.size(),
 | 
						|
                                 island->id
 | 
						|
                                 );
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
struct UpdateIslandDispatcher : public btIParallelForBody
 | 
						|
{
 | 
						|
    btAlignedObjectArray<btSimulationIslandManagerMt::Island*>* islandsPtr;
 | 
						|
    btSimulationIslandManagerMt::IslandCallback* callback;
 | 
						|
 | 
						|
    void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
 | 
						|
    {
 | 
						|
        for ( int i = iBegin; i < iEnd; ++i )
 | 
						|
        {
 | 
						|
            btSimulationIslandManagerMt::Island* island = ( *islandsPtr )[ i ];
 | 
						|
            btPersistentManifold** manifolds = island->manifoldArray.size() ? &island->manifoldArray[ 0 ] : NULL;
 | 
						|
            btTypedConstraint** constraintsPtr = island->constraintArray.size() ? &island->constraintArray[ 0 ] : NULL;
 | 
						|
            callback->processIsland( &island->bodyArray[ 0 ],
 | 
						|
                island->bodyArray.size(),
 | 
						|
                manifolds,
 | 
						|
                island->manifoldArray.size(),
 | 
						|
                constraintsPtr,
 | 
						|
                island->constraintArray.size(),
 | 
						|
                island->id
 | 
						|
            );
 | 
						|
        }
 | 
						|
    }
 | 
						|
};
 | 
						|
 | 
						|
void btSimulationIslandManagerMt::parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback )
 | 
						|
{
 | 
						|
    BT_PROFILE( "parallelIslandDispatch" );
 | 
						|
    int grainSize = 1;  // iterations per task
 | 
						|
    UpdateIslandDispatcher dispatcher;
 | 
						|
    dispatcher.islandsPtr = islandsPtr;
 | 
						|
    dispatcher.callback = callback;
 | 
						|
    btParallelFor( 0, islandsPtr->size(), grainSize, dispatcher );
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///@todo: this is random access, it can be walked 'cache friendly'!
 | 
						|
void btSimulationIslandManagerMt::buildAndProcessIslands( btDispatcher* dispatcher,
 | 
						|
                                                        btCollisionWorld* collisionWorld,
 | 
						|
                                                        btAlignedObjectArray<btTypedConstraint*>& constraints,
 | 
						|
                                                        IslandCallback* callback
 | 
						|
                                                        )
 | 
						|
{
 | 
						|
	btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
 | 
						|
 | 
						|
	buildIslands(dispatcher,collisionWorld);
 | 
						|
 | 
						|
	BT_PROFILE("processIslands");
 | 
						|
 | 
						|
	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;
 | 
						|
		callback->processIsland(&collisionObjects[0],
 | 
						|
                                 collisionObjects.size(),
 | 
						|
                                 manifolds,
 | 
						|
                                 maxNumManifolds,
 | 
						|
                                 constraintsPtr,
 | 
						|
                                 constraints.size(),
 | 
						|
                                 -1
 | 
						|
                                 );
 | 
						|
	}
 | 
						|
	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, callback );
 | 
						|
	}
 | 
						|
}
 |