bullet3/Demos/Gpu3dDemo/btGpuDemoDynamicsWorld3D.h

253 lines
7.5 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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_CUDA_DEMO_DYNAMICS_WORLD3D_H
#define BT_CUDA_DEMO_DYNAMICS_WORLD3D_H
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
//#define BT_USE_CUDA 1
// To enable CUDA :
// 1. Uncomment //#define BT_USE_CUDA 1
// 2. Build and add libbulletcuda (Extras/CUDA) to project
// 3. Add $(CUDA_LIB_PATH) and cudart.lib to linker properties
#ifdef BT_USE_CUDA
#include "BulletMultiThreaded/btGpuDefines.h"
#undef BT_GPU_PREF
#define BT_GPU_PREF(func) btCuda_##func
#include "BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#else
#include "BulletMultiThreaded/btGpuDefines.h"
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#endif
#undef BT_GPU_PREF
#if 0 // ###
#include <vector_types.h>
#define BT_GPU_PREF(func) btCuda_##func
#include "../../src/BulletMultiThreaded/btGpuUtilsSharedDefs.h"
#undef BT_GPU_PREF
#endif
#include "btGpuDemo3dSharedTypes.h"
//#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 20
#define CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES 15
class btCudaDemoDynamicsWorld3D : public btDiscreteDynamicsWorld
{
protected:
int m_maxObj;
int m_maxNeihbors;
int m_maxConstr;
int m_maxPointsPerConstr;
int m_numObj;
int m_numSimStep;
bool m_useCPUSolver;
bool m_useSeqImpSolver;
bool m_useCudaMotIntegr;
bool m_copyIntegrDataToGPU;
#ifdef BT_USE_CUDA
float4* m_dTrans;
float4* m_dVel;
float4* m_dAngVel;
int2* m_dIds;
int* m_dBatchIds;
float* m_dLambdaDtBox;
float* m_dPositionConstraint;
float3* m_dNormal;
float3* m_dContact;
float* m_dForceTorqueDamp;
float* m_dInvInertiaMass;
#endif
float4* m_hTrans;
float4* m_hVel;
float4* m_hAngVel;
int* m_hConstraintBuffer;
int* m_hConstraintCounter;
int m_maxBatches;
int m_numBatches;
int m_numConstraints;
int2* m_hIds;
int* m_hBatchIds;
int m_maxVtxPerObj;
// ------------- these are only needed for CPU version and for debugging
float* m_hLambdaDtBox;
float* m_hPositionConstraint;
float3* m_hNormal;
float3* m_hContact;
// -------------
btScalar m_objRad;
btVector3 m_worldMin;
btVector3 m_worldMax;
//-------------------------------
int* m_hConstraintUsed;
//-------------------------------
float* m_hForceTorqueDamp;
float* m_hInvInertiaMass;
public:
int m_numInBatches[CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES];
btCudaDemoDynamicsWorld3D(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration, int maxPointsPerConstr = 4)
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration)
{
m_useCPUSolver = false;
m_useSeqImpSolver = false;
m_useCudaMotIntegr = true;
m_copyIntegrDataToGPU = true;
m_maxObj = 32768;
m_maxNeihbors = 26;
m_maxConstr = m_maxObj * m_maxNeihbors;
int sz = m_maxConstr;
m_hConstraintBuffer = new int[sz];
m_hConstraintCounter = new int[m_maxObj];
m_maxBatches = CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES;
m_hIds = new int2[sz];
m_hBatchIds = new int[sz];
for(int i = 0; i < sz; i++)
{
m_hBatchIds[i] = -1;
}
m_hTrans = new float4[m_maxObj * 4];
m_hVel = new float4[m_maxObj];
m_hAngVel = new float4[m_maxObj];
m_maxPointsPerConstr = maxPointsPerConstr;
#ifdef BT_USE_CUDA
btCuda_allocateArray((void**)&m_dTrans, sizeof(float4) * m_maxObj * 4);
btCuda_allocateArray((void**)&m_dVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dAngVel, sizeof(float4) * m_maxObj);
btCuda_allocateArray((void**)&m_dIds, sizeof(int2) * sz);
btCuda_allocateArray((void**)&m_dBatchIds, sizeof(int) * sz);
btCuda_allocateArray((void**)&m_dLambdaDtBox, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dPositionConstraint, sizeof(float) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dNormal, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dContact, sizeof(float3) * sz * m_maxPointsPerConstr);
btCuda_allocateArray((void**)&m_dForceTorqueDamp, sizeof(float) * m_maxObj * 4 * 2);
btCuda_allocateArray((void**)&m_dInvInertiaMass, sizeof(float) * m_maxObj * 4 * 3);
#endif
m_hLambdaDtBox = new float[sz * m_maxPointsPerConstr];
m_hPositionConstraint = new float[sz * m_maxPointsPerConstr];
m_hNormal = new float3[sz * m_maxPointsPerConstr];
m_hContact = new float3[sz * m_maxPointsPerConstr];
m_numSimStep = 0;
m_objRad = 1.0f;
m_hConstraintUsed = new int[sz];
m_hForceTorqueDamp = new float[m_maxObj * 4 * 2];
m_hInvInertiaMass = new float[4 * m_maxObj * 3];
}
virtual ~btCudaDemoDynamicsWorld3D()
{
delete [] m_hConstraintBuffer;
delete [] m_hConstraintCounter;
delete [] m_hIds;
delete [] m_hBatchIds;
delete [] m_hTrans;
delete [] m_hVel;
delete [] m_hAngVel;
delete [] m_hLambdaDtBox;
delete [] m_hPositionConstraint;
delete [] m_hNormal;
delete [] m_hContact;
delete [] m_hConstraintUsed;
delete [] m_hForceTorqueDamp;
delete [] m_hInvInertiaMass;
#ifdef BT_USE_CUDA
btCuda_freeArray(m_dTrans);
btCuda_freeArray(m_dVel);
btCuda_freeArray(m_dAngVel);
btCuda_freeArray(m_dIds);
btCuda_freeArray(m_dBatchIds);
btCuda_freeArray(m_dLambdaDtBox);
btCuda_freeArray(m_dPositionConstraint);
btCuda_freeArray(m_dNormal);
btCuda_freeArray(m_dContact);
btCuda_freeArray(m_dForceTorqueDamp);
btCuda_freeArray(m_dInvInertiaMass);
#endif
}
virtual void calculateSimulationIslands()
{
if(m_useSeqImpSolver)
{
btDiscreteDynamicsWorld::calculateSimulationIslands();
}
}
virtual void solveConstraints(btContactSolverInfo& solverInfo);
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void integrateTransforms(btScalar timeStep);
void solveConstraintsCPU(btContactSolverInfo& solverInfo);
void debugDrawConstraints(int selectedBatch, const float* pColorTab);
void setObjRad(btScalar rad) { m_objRad = rad; }
void setWorldMin(const btVector3& worldMin) { m_worldMin = worldMin; }
void setWorldMax(const btVector3& worldMax) { m_worldMax = worldMax; }
void grabData();
void grabObjData();
void grabConstrData();
void createBatches();
void copyDataToGPU();
void copyDataFromGPU();
void writebackData();
void setUseCPUSolver(bool useCPU) { m_useCPUSolver = useCPU; }
void setUseSeqImpSolver(bool useSeqImpSolver) { m_useSeqImpSolver = useSeqImpSolver; }
void setUseCudaMotIntegr(bool useCudaMotIntegr) { m_useCudaMotIntegr = useCudaMotIntegr; }
void resetScene(void) { m_copyIntegrDataToGPU = true; }
};
#endif //BT_CUDA_DEMO_DYNAMICS_WORLD3D_H