Blender V4.3
btMultiBodyInplaceSolverIslandCallback.h
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1/*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2019 Google Inc. http://bulletphysics.org
4 This software is provided 'as-is', without any express or implied warranty.
5 In no event will the authors be held liable for any damages arising from the use of this software.
6 Permission is granted to anyone to use this software for any purpose,
7 including commercial applications, and to alter it and redistribute it freely,
8 subject to the following restrictions:
9 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.
10 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
11 3. This notice may not be removed or altered from any source distribution.
12 */
13
14#ifndef BT_MULTIBODY_INPLACE_SOLVER_ISLAND_CALLBACK_H
15#define BT_MULTIBODY_INPLACE_SOLVER_ISLAND_CALLBACK_H
16
21
22SIMD_FORCE_INLINE int btGetConstraintIslandId2(const btTypedConstraint* lhs)
23{
24 int islandId;
25
26 const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
27 const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
28 islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
29 return islandId;
30}
32{
33public:
34 bool operator()(const btTypedConstraint* lhs, const btTypedConstraint* rhs) const
35 {
36 int rIslandId0, lIslandId0;
37 rIslandId0 = btGetConstraintIslandId2(rhs);
38 lIslandId0 = btGetConstraintIslandId2(lhs);
39 return lIslandId0 < rIslandId0;
40 }
41};
42
43SIMD_FORCE_INLINE int btGetMultiBodyConstraintIslandId(const btMultiBodyConstraint* lhs)
44{
45 int islandId;
46
47 int islandTagA = lhs->getIslandIdA();
48 int islandTagB = lhs->getIslandIdB();
49 islandId = islandTagA >= 0 ? islandTagA : islandTagB;
50 return islandId;
51}
52
54{
55public:
56 bool operator()(const btMultiBodyConstraint* lhs, const btMultiBodyConstraint* rhs) const
57 {
58 int rIslandId0, lIslandId0;
60 lIslandId0 = btGetMultiBodyConstraintIslandId(lhs);
61 return lIslandId0 < rIslandId0;
62 }
63};
64
66{
67
69 btMultiBodyConstraintSolver* m_solver;
70 btMultiBodyConstraint** m_multiBodySortedConstraints;
72
73 btTypedConstraint** m_sortedConstraints;
77
83
85
86 MultiBodyInplaceSolverIslandCallback(btMultiBodyConstraintSolver* solver,
87 btDispatcher* dispatcher)
89 m_solver(solver),
93 m_dispatcher(dispatcher)
94 {
95 }
96
98 {
99 btAssert(0);
100 (void)other;
101 return *this;
102 }
103
104 SIMD_FORCE_INLINE virtual void setup(btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btMultiBodyConstraint** sortedMultiBodyConstraints, int numMultiBodyConstraints, btIDebugDraw* debugDrawer)
105 {
107 btAssert(solverInfo);
108 m_solverInfo = solverInfo;
109
110 m_multiBodySortedConstraints = sortedMultiBodyConstraints;
111 m_numMultiBodyConstraints = numMultiBodyConstraints;
112 m_sortedConstraints = sortedConstraints;
114
115 m_debugDrawer = debugDrawer;
116 m_bodies.resize(0);
120 }
121
122 void setMultiBodyConstraintSolver(btMultiBodyConstraintSolver* solver)
123 {
124 m_solver = solver;
125 }
126
127 virtual void processIsland(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifolds, int numManifolds, int islandId)
128 {
129 if (islandId < 0)
130 {
134 {
135 m_solver->m_analyticsData.m_islandId = islandId;
136 m_islandAnalyticsData.push_back(m_solver->m_analyticsData);
137 }
138 }
139 else
140 {
141 //also add all non-contact constraints/joints for this island
142 btTypedConstraint** startConstraint = 0;
143 btMultiBodyConstraint** startMultiBodyConstraint = 0;
144
145 int numCurConstraints = 0;
146 int numCurMultiBodyConstraints = 0;
147
148 int i;
149
150 //find the first constraint for this island
151
152 for (i = 0; i < m_numConstraints; i++)
153 {
155 {
157 break;
158 }
159 }
160 //count the number of constraints in this island
161 for (; i < m_numConstraints; i++)
162 {
164 {
165 numCurConstraints++;
166 }
167 }
168
169 for (i = 0; i < m_numMultiBodyConstraints; i++)
170 {
172 {
173 startMultiBodyConstraint = &m_multiBodySortedConstraints[i];
174 break;
175 }
176 }
177 //count the number of multi body constraints in this island
178 for (; i < m_numMultiBodyConstraints; i++)
179 {
181 {
182 numCurMultiBodyConstraints++;
183 }
184 }
185
186 //if (m_solverInfo->m_minimumSolverBatchSize<=1)
187 //{
188 // m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
189 //} else
190 {
191 for (i = 0; i < numBodies; i++)
192 {
193 bool isSoftBodyType = (bodies[i]->getInternalType() & btCollisionObject::CO_SOFT_BODY);
194 if (!isSoftBodyType)
195 {
196 m_bodies.push_back(bodies[i]);
197 }
198 else
199 {
200 m_softBodies.push_back(bodies[i]);
201 }
202 }
203 for (i = 0; i < numManifolds; i++)
204 m_manifolds.push_back(manifolds[i]);
205 for (i = 0; i < numCurConstraints; i++)
207
208 for (i = 0; i < numCurMultiBodyConstraints; i++)
209 m_multiBodyConstraints.push_back(startMultiBodyConstraint[i]);
210
212 {
213 processConstraints(islandId);
214 }
215 else
216 {
217 //printf("deferred\n");
218 }
219 }
220 }
221 }
222
223 virtual void processConstraints(int islandId=-1)
224 {
225 btCollisionObject** bodies = m_bodies.size() ? &m_bodies[0] : 0;
226 btPersistentManifold** manifold = m_manifolds.size() ? &m_manifolds[0] : 0;
227 btTypedConstraint** constraints = m_constraints.size() ? &m_constraints[0] : 0;
228 btMultiBodyConstraint** multiBodyConstraints = m_multiBodyConstraints.size() ? &m_multiBodyConstraints[0] : 0;
229
230 //printf("mb contacts = %d, mb constraints = %d\n", mbContacts, m_multiBodyConstraints.size());
231
232 m_solver->solveMultiBodyGroup(bodies, m_bodies.size(), manifold, m_manifolds.size(), constraints, m_constraints.size(), multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo, m_debugDrawer, m_dispatcher);
234 {
235 m_solver->m_analyticsData.m_islandId = islandId;
236 m_islandAnalyticsData.push_back(m_solver->m_analyticsData);
237 }
238 m_bodies.resize(0);
243 }
244};
245
246
247#endif /*BT_MULTIBODY_INPLACE_SOLVER_ISLAND_CALLBACK_H */
SIMD_FORCE_INLINE int btGetMultiBodyConstraintIslandId(const btMultiBodyConstraint *lhs)
SIMD_FORCE_INLINE int btGetConstraintIslandId2(const btTypedConstraint *lhs)
btPersistentManifold()
#define SIMD_FORCE_INLINE
Definition btScalar.h:280
#define btAssert(x)
Definition btScalar.h:295
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint ** constraints
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint int numConstraints
btSequentialImpulseConstraintSolverMt int numBodies
btSequentialImpulseConstraintSolverMt int btPersistentManifold int numManifolds
SIMD_FORCE_INLINE void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0),...
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
SIMD_FORCE_INLINE void resize(int newsize, const T &fillData=T())
SIMD_FORCE_INLINE void push_back(const T &_Val)
bool operator()(const btTypedConstraint *lhs, const btTypedConstraint *rhs) const
bool operator()(const btMultiBodyConstraint *lhs, const btMultiBodyConstraint *rhs) const
local_group_size(16, 16) .push_constant(Type rhs
#define NULL
btAlignedObjectArray< btTypedConstraint * > m_constraints
btAlignedObjectArray< btMultiBodyConstraint * > m_multiBodyConstraints
virtual void processIsland(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifolds, int numManifolds, int islandId)
virtual SIMD_FORCE_INLINE void setup(btContactSolverInfo *solverInfo, btTypedConstraint **sortedConstraints, int numConstraints, btMultiBodyConstraint **sortedMultiBodyConstraints, int numMultiBodyConstraints, btIDebugDraw *debugDrawer)
void setMultiBodyConstraintSolver(btMultiBodyConstraintSolver *solver)
btAlignedObjectArray< btPersistentManifold * > m_manifolds
MultiBodyInplaceSolverIslandCallback & operator=(const MultiBodyInplaceSolverIslandCallback &other)
btAlignedObjectArray< btCollisionObject * > m_bodies
btAlignedObjectArray< btSolverAnalyticsData > m_islandAnalyticsData
btAlignedObjectArray< btCollisionObject * > m_softBodies
MultiBodyInplaceSolverIslandCallback(btMultiBodyConstraintSolver *solver, btDispatcher *dispatcher)
void startConstraint(TransInfo *t)