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@ -31,7 +31,6 @@ |
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*/ |
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#include "jmePhysicsSpace.h" |
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#include "jmeBulletUtil.h" |
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#include <stdio.h> |
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/**
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* Author: Normen Hansen |
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@ -66,49 +65,8 @@ void jmePhysicsSpace::stepSimulation(jfloat tpf, jint maxSteps, jfloat accuracy) |
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dynamicsWorld->stepSimulation(tpf, maxSteps, accuracy); |
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} |
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// btThreadSupportInterface* jmePhysicsSpace::createSolverThreadSupport(int maxNumThreads) {
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// #ifdef _WIN32
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// Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", SolverThreadFunc, SolverlsMemoryFunc, maxNumThreads);
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// Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
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// threadSupport->startSPU();
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// #elif defined (USE_PTHREADS)
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// PosixThreadSupport::ThreadConstructionInfo constructionInfo("collision", SolverThreadFunc,
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// SolverlsMemoryFunc, maxNumThreads);
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// PosixThreadSupport* threadSupport = new PosixThreadSupport(constructionInfo);
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// threadSupport->startSPU();
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// #else
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// SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", SolverThreadFunc, SolverlsMemoryFunc);
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// SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
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// threadSupport->startSPU();
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// #endif
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// return threadSupport;
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// }
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// btThreadSupportInterface* jmePhysicsSpace::createDispatchThreadSupport(int maxNumThreads) {
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// #ifdef _WIN32
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// Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", processCollisionTask, createCollisionLocalStoreMemory, maxNumThreads);
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// Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
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// threadSupport->startSPU();
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// #elif defined (USE_PTHREADS)
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// PosixThreadSupport::ThreadConstructionInfo solverConstructionInfo("solver", processCollisionTask,
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// createCollisionLocalStoreMemory, maxNumThreads);
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// PosixThreadSupport* threadSupport = new PosixThreadSupport(solverConstructionInfo);
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// threadSupport->startSPU();
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// #else
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// SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", processCollisionTask, createCollisionLocalStoreMemory);
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// SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
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// threadSupport->startSPU();
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// #endif
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// return threadSupport;
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// }
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void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading) { |
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// collision configuration contains default setup for memory, collision setup
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btDefaultCollisionConstructionInfo cci; |
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// if(threading){
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// cci.m_defaultMaxPersistentManifoldPoolSize = 32768;
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// }
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btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(cci); |
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void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading /*unused*/) { |
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btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(); |
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btVector3 min = btVector3(minX, minY, minZ); |
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btVector3 max = btVector3(maxX, maxY, maxZ); |
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@ -129,50 +87,19 @@ void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, |
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case 3: |
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broadphase = new btDbvtBroadphase(); |
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break; |
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case 4: |
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// broadphase = new btGpu3DGridBroadphase(
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// min, max,
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// 20, 20, 20,
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// 10000, 1000, 25);
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break; |
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} |
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btCollisionDispatcher* dispatcher; |
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btConstraintSolver* solver; |
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// use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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// if (threading) {
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// btThreadSupportInterface* dispatchThreads = createDispatchThreadSupport(4);
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// dispatcher = new SpuGatheringCollisionDispatcher(dispatchThreads, 4, collisionConfiguration);
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// dispatcher->setDispatcherFlags(btCollisionDispatcher::CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
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// } else {
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dispatcher = new btCollisionDispatcher(collisionConfiguration); |
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// }
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration); |
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btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher); |
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// the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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// if (threading) {
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// btThreadSupportInterface* solverThreads = createSolverThreadSupport(4);
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// solver = new btParallelConstraintSolver(solverThreads);
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// } else {
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solver = new btSequentialImpulseConstraintSolver; |
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// }
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btConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); |
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//create dynamics world
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btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); |
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dynamicsWorld = world; |
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dynamicsWorld->setWorldUserInfo(this); |
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//parallel solver requires the contacts to be in a contiguous pool, so avoid dynamic allocation
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// if (threading) {
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// world->getSimulationIslandManager()->setSplitIslands(false);
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// world->getSolverInfo().m_numIterations = 4;
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// world->getSolverInfo().m_solverMode = SOLVER_SIMD + SOLVER_USE_WARMSTARTING; //+SOLVER_RANDMIZE_ORDER;
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// world->getDispatchInfo().m_enableSPU = true;
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// }
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broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback()); |
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dynamicsWorld->setGravity(btVector3(0, -9.81f, 0)); |
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struct jmeFilterCallback : public btOverlapFilterCallback { |
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