/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #define USE_PARALLEL_SOLVER 1 //experimental parallel solver #define USE_PARALLEL_DISPATCHER 1 #include "btBulletDynamicsCommon.h" #include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h" #include "BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h" #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" #ifdef USE_PARALLEL_DISPATCHER #include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h" #include "BulletMultiThreaded/PlatformDefinitions.h" #ifdef USE_LIBSPE2 #include "BulletMultiThreaded/SpuLibspe2Support.h" #elif defined (_WIN32) #include "BulletMultiThreaded/Win32ThreadSupport.h" #include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h" #elif defined (USE_PTHREADS) #include "BulletMultiThreaded/PosixThreadSupport.h" #include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h" #else //other platforms run the parallel code sequentially (until pthread support or other parallel implementation is added) #include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h" #endif //USE_LIBSPE2 #ifdef USE_PARALLEL_SOLVER #include "BulletMultiThreaded/btParallelConstraintSolver.h" #include "BulletMultiThreaded/SequentialThreadSupport.h" btThreadSupportInterface* createSolverThreadSupport(int maxNumThreads) { //#define SEQUENTIAL #ifdef SEQUENTIAL SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads",SolverThreadFunc,SolverlsMemoryFunc); SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci); threadSupport->startSPU(); #else #ifdef _WIN32 Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads",SolverThreadFunc,SolverlsMemoryFunc,maxNumThreads); Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo); threadSupport->startSPU(); #elif defined (USE_PTHREADS) PosixThreadSupport::ThreadConstructionInfo solverConstructionInfo("solver", SolverThreadFunc, SolverlsMemoryFunc, maxNumThreads); PosixThreadSupport* threadSupport = new PosixThreadSupport(solverConstructionInfo); #else SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads",SolverThreadFunc,SolverlsMemoryFunc); SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci); threadSupport->startSPU(); #endif #endif return threadSupport; } #endif //USE_PARALLEL_SOLVER #endif//USE_PARALLEL_DISPATCHER #include "LinearMath/btQuickprof.h" #include "LinearMath/btIDebugDraw.h" #include //printf debugging #include "MultiThreadedDemo.h" #include "GL_ShapeDrawer.h" #include "GlutStuff.h" extern float eye[3]; extern int glutScreenWidth; extern int glutScreenHeight; const int maxProxies = 32766; const int maxOverlap = 65535; #ifdef _DEBUG const int gNumObjects = 120; #else const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp #endif const int maxNumObjects = 32760; static int shapeIndex[maxNumObjects]; #define CUBE_HALF_EXTENTS 0.5 #define EXTRA_HEIGHT -10.f //GL_LineSegmentShape shapeE(btVector3(-50,0,0), // btVector3(50,0,0)); void MultiThreadedDemo::createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos ) { btTransform trans; trans.setIdentity(); for(int i=0; istepSimulation(1.0f/60.f,0); //CProfileManager::dumpAll(); #else //during idle mode, just run 1 simulation step maximum int maxSimSubSteps = m_idle ? 1 : 1; if (m_idle) dt = 1.0/420.f; int numSimSteps = 0; numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps); #ifdef VERBOSE_TIMESTEPPING_CONSOLEOUTPUT if (!numSimSteps) printf("Interpolated transforms\n"); else { if (numSimSteps > maxSimSubSteps) { //detect dropping frames printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps); } else { printf("Simulated (%i) steps\n",numSimSteps); } } #endif //VERBOSE_TIMESTEPPING_CONSOLEOUTPUT #endif //optional but useful: debug drawing m_dynamicsWorld->debugDrawWorld(); } #ifdef USE_QUICKPROF btProfiler::beginBlock("render"); #endif //USE_QUICKPROF renderme(); //render the graphics objects, with center of mass shift updateCamera(); #ifdef USE_QUICKPROF btProfiler::endBlock("render"); #endif glFlush(); glutSwapBuffers(); } void MultiThreadedDemo::displayCallback(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //optional but useful: debug drawing if (m_dynamicsWorld) m_dynamicsWorld->debugDrawWorld(); renderme(); glFlush(); glutSwapBuffers(); } void MultiThreadedDemo::initPhysics() { #ifdef USE_PARALLEL_DISPATCHER m_threadSupportSolver = 0; m_threadSupportCollision = 0; #endif //#define USE_GROUND_PLANE 1 #ifdef USE_GROUND_PLANE m_collisionShapes.push_back(new btStaticPlaneShape(btVector3(0,1,0),0.5)); #else ///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate. ///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346 m_collisionShapes.push_back(new btBoxShape (btVector3(200,CUBE_HALF_EXTENTS,200))); #endif m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS))); setCameraDistance(32.5f); m_azi = 90.f; m_dispatcher=0; btDefaultCollisionConstructionInfo cci; cci.m_defaultMaxPersistentManifoldPoolSize = 32768; m_collisionConfiguration = new btDefaultCollisionConfiguration(cci); #ifdef USE_PARALLEL_DISPATCHER int maxNumOutstandingTasks = 4; #ifdef USE_WIN32_THREADING m_threadSupportCollision = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo( "collision", processCollisionTask, createCollisionLocalStoreMemory, maxNumOutstandingTasks)); #else #ifdef USE_LIBSPE2 spe_program_handle_t * program_handle; #ifndef USE_CESOF program_handle = spe_image_open ("./spuCollision.elf"); if (program_handle == NULL) { perror( "SPU OPEN IMAGE ERROR\n"); } else { printf( "IMAGE OPENED\n"); } #else extern spe_program_handle_t spu_program; program_handle = &spu_program; #endif SpuLibspe2Support* threadSupportCollision = new SpuLibspe2Support( program_handle, maxNumOutstandingTasks); #elif defined (USE_PTHREADS) PosixThreadSupport::ThreadConstructionInfo constructionInfo("collision", processCollisionTask, createCollisionLocalStoreMemory, maxNumOutstandingTasks); m_threadSupportCollision = new PosixThreadSupport(constructionInfo); #else SequentialThreadSupport::SequentialThreadConstructionInfo colCI("collision",processCollisionTask,createCollisionLocalStoreMemory); SequentialThreadSupport* m_threadSupportCollision = new SequentialThreadSupport(colCI); #endif //USE_LIBSPE2 ///Playstation 3 SPU (SPURS) version is available through PS3 Devnet /// For Unix/Mac someone could implement a pthreads version of btThreadSupportInterface? ///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface #endif m_dispatcher = new SpuGatheringCollisionDispatcher(m_threadSupportCollision,maxNumOutstandingTasks,m_collisionConfiguration); // m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); #else m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); #endif //USE_PARALLEL_DISPATCHER btVector3 worldAabbMin(-1000,-1000,-1000); btVector3 worldAabbMax(1000,1000,1000); m_broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies); #ifdef USE_PARALLEL_SOLVER m_threadSupportSolver = createSolverThreadSupport(maxNumOutstandingTasks); m_solver = new btParallelConstraintSolver(m_threadSupportSolver); //this solver requires the contacts to be in a contiguous pool, so avoid dynamic allocation m_dispatcher->setDispatcherFlags(btCollisionDispatcher::CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); #else btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); m_solver = solver; //default solverMode is SOLVER_RANDMIZE_ORDER. Warmstarting seems not to improve convergence, see //solver->setSolverMode(0);//btSequentialImpulseConstraintSolver::SOLVER_USE_WARMSTARTING | btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER); #endif //USE_PARALLEL_SOLVER btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); m_dynamicsWorld = world; world->getSimulationIslandManager()->setSplitIslands(false); world->getSolverInfo().m_numIterations = 4; world->getSolverInfo().m_solverMode = SOLVER_SIMD+SOLVER_USE_WARMSTARTING;//+SOLVER_RANDMIZE_ORDER; m_dynamicsWorld->getDispatchInfo().m_enableSPU = true; m_dynamicsWorld->setGravity(btVector3(0,-10,0)); int i; btTransform tr; tr.setIdentity(); for (i=0;i0) { shapeIndex[i] = 1;//sphere } else shapeIndex[i] = 0; } btTransform trans; trans.setIdentity(); btScalar halfExtents = CUBE_HALF_EXTENTS; trans.setOrigin(btVector3(0,-halfExtents,0)); localCreateRigidBody(0.f,trans,m_collisionShapes[shapeIndex[0]]); int numWalls = 15; int wallHeight = 15; float wallDistance = 3; for ( i=0;isetLinearVelocity(btVector3(0,0,-10)); #endif // clientResetScene(); } void MultiThreadedDemo::exitPhysics() { //cleanup in the reverse order of creation/initialization //remove the rigidbodies from the dynamics world and delete them int i; for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) { btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(obj); if (body && body->getMotionState()) { delete body->getMotionState(); } m_dynamicsWorld->removeCollisionObject( obj ); delete obj; } //delete collision shapes for (int j=0;j