godot/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolverMt.h
2019-01-07 12:30:35 +01:00

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9.2 KiB
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/*
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.
*/
#ifndef BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H
#define BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H
#include "btSequentialImpulseConstraintSolver.h"
#include "btBatchedConstraints.h"
#include "LinearMath/btThreads.h"
///
/// btSequentialImpulseConstraintSolverMt
///
/// A multithreaded variant of the sequential impulse constraint solver. The constraints to be solved are grouped into
/// batches and phases where each batch of constraints within a given phase can be solved in parallel with the rest.
/// Ideally we want as few phases as possible, and each phase should have many batches, and all of the batches should
/// have about the same number of constraints.
/// This method works best on a large island of many constraints.
///
/// Supports all of the features of the normal sequential impulse solver such as:
/// - split penetration impulse
/// - rolling friction
/// - interleaving constraints
/// - warmstarting
/// - 2 friction directions
/// - randomized constraint ordering
/// - early termination when leastSquaresResidualThreshold is satisfied
///
/// When the SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS flag is enabled, unlike the normal SequentialImpulse solver,
/// the rolling friction is interleaved as well.
/// Interleaving the contact penetration constraints with friction reduces the number of parallel loops that need to be done,
/// which reduces threading overhead so it can be a performance win, however, it does seem to produce a less stable simulation,
/// at least on stacks of blocks.
///
/// When the SOLVER_RANDMIZE_ORDER flag is enabled, the ordering of phases, and the ordering of constraints within each batch
/// is randomized, however it does not swap constraints between batches.
/// This is to avoid regenerating the batches for each solver iteration which would be quite costly in performance.
///
/// Note that a non-zero leastSquaresResidualThreshold could possibly affect the determinism of the simulation
/// if the task scheduler's parallelSum operation is non-deterministic. The parallelSum operation can be non-deterministic
/// because floating point addition is not associative due to rounding errors.
/// The task scheduler can and should ensure that the result of any parallelSum operation is deterministic.
///
ATTRIBUTE_ALIGNED16(class)
btSequentialImpulseConstraintSolverMt : public btSequentialImpulseConstraintSolver
{
public:
virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer) BT_OVERRIDE;
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
// temp struct used to collect info from persistent manifolds into a cache-friendly struct using multiple threads
struct btContactManifoldCachedInfo
{
static const int MAX_NUM_CONTACT_POINTS = 4;
int numTouchingContacts;
int solverBodyIds[2];
int contactIndex;
int rollingFrictionIndex;
bool contactHasRollingFriction[MAX_NUM_CONTACT_POINTS];
btManifoldPoint* contactPoints[MAX_NUM_CONTACT_POINTS];
};
// temp struct used for setting up joint constraints in parallel
struct JointParams
{
int m_solverConstraint;
int m_solverBodyA;
int m_solverBodyB;
};
void internalInitMultipleJoints(btTypedConstraint * *constraints, int iBegin, int iEnd);
void internalConvertMultipleJoints(const btAlignedObjectArray<JointParams>& jointParamsArray, btTypedConstraint** constraints, int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
// parameters to control batching
static bool s_allowNestedParallelForLoops; // whether to allow nested parallel operations
static int s_minimumContactManifoldsForBatching; // don't even try to batch if fewer manifolds than this
static btBatchedConstraints::BatchingMethod s_contactBatchingMethod;
static btBatchedConstraints::BatchingMethod s_jointBatchingMethod;
static int s_minBatchSize; // desired number of constraints per batch
static int s_maxBatchSize;
protected:
static const int CACHE_LINE_SIZE = 64;
btBatchedConstraints m_batchedContactConstraints;
btBatchedConstraints m_batchedJointConstraints;
int m_numFrictionDirections;
bool m_useBatching;
bool m_useObsoleteJointConstraints;
btAlignedObjectArray<btContactManifoldCachedInfo> m_manifoldCachedInfoArray;
btAlignedObjectArray<int> m_rollingFrictionIndexTable; // lookup table mapping contact index to rolling friction index
btSpinMutex m_bodySolverArrayMutex;
char m_antiFalseSharingPadding[CACHE_LINE_SIZE]; // padding to keep mutexes in separate cachelines
btSpinMutex m_kinematicBodyUniqueIdToSolverBodyTableMutex;
btAlignedObjectArray<char> m_scratchMemory;
virtual void randomizeConstraintOrdering(int iteration, int numIterations);
virtual btScalar resolveAllJointConstraints(int iteration);
virtual btScalar resolveAllContactConstraints();
virtual btScalar resolveAllContactFrictionConstraints();
virtual btScalar resolveAllContactConstraintsInterleaved();
virtual btScalar resolveAllRollingFrictionConstraints();
virtual void setupBatchedContactConstraints();
virtual void setupBatchedJointConstraints();
virtual void convertJoints(btTypedConstraint * *constraints, int numConstraints, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
virtual void convertContacts(btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
virtual void convertBodies(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal) BT_OVERRIDE;
int getOrInitSolverBodyThreadsafe(btCollisionObject & body, btScalar timeStep);
void allocAllContactConstraints(btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
void setupAllContactConstraints(const btContactSolverInfo& infoGlobal);
void randomizeBatchedConstraintOrdering(btBatchedConstraints * batchedConstraints);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btSequentialImpulseConstraintSolverMt();
virtual ~btSequentialImpulseConstraintSolverMt();
btScalar resolveMultipleJointConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd, int iteration);
btScalar resolveMultipleContactConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
btScalar resolveMultipleContactSplitPenetrationImpulseConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
btScalar resolveMultipleContactFrictionConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
btScalar resolveMultipleContactRollingFrictionConstraints(const btAlignedObjectArray<int>& consIndices, int batchBegin, int batchEnd);
btScalar resolveMultipleContactConstraintsInterleaved(const btAlignedObjectArray<int>& contactIndices, int batchBegin, int batchEnd);
void internalCollectContactManifoldCachedInfo(btContactManifoldCachedInfo * cachedInfoArray, btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
void internalAllocContactConstraints(const btContactManifoldCachedInfo* cachedInfoArray, int numManifolds);
void internalSetupContactConstraints(int iContactConstraint, const btContactSolverInfo& infoGlobal);
void internalConvertBodies(btCollisionObject * *bodies, int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
void internalWriteBackContacts(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
void internalWriteBackJoints(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
void internalWriteBackBodies(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
};
#endif //BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_MT_H