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2026-02-02 04:50:13 +01:00

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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* 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.
*/
#if !defined(AFX_DYNAMIC_UPDATE_H__EC18C699_D48D_448F_A510_A865B2CC0789__INCLUDED_)
#define AFX_DYNAMIC_UPDATE_H__EC18C699_D48D_448F_A510_A865B2CC0789__INCLUDED_
#include "dgPhysicsStdafx.h"
//#define DG_PSD_DAMP_TOL dgFloat32 (1.0e-2f)
#define DG_PSD_DAMP_TOL dgFloat32 (1.0e-3f)
//#define DG_PSD_DAMP_TOL dgFloat32 (1.0e-4f)
#define LINEAR_SOLVER_SUB_STEPS 4
class dgIsland;
class dgJointInfo;
class dgBodyInfo;
class dgJacobianMemory;
class dgWorldDynamicUpdate;
class dgIslandCallbackStruct {
public:
dgWorld *m_world;
dgInt32 m_count;
dgInt32 m_strideInByte;
void *m_bodyArray;
};
template<class T>
class dgQueue {
public:
dgQueue(T *pool, dgInt32 size)
: m_pool(pool) {
m_mod = size;
m_lastIndex = 0;
m_firstIndex = 0;
}
void Insert(T info) {
m_pool[m_firstIndex] = info;
m_firstIndex ++;
if (m_firstIndex >= m_mod) {
m_firstIndex = 0;
}
NEWTON_ASSERT(m_firstIndex != m_lastIndex);
}
T Remove() {
NEWTON_ASSERT(m_firstIndex != m_lastIndex);
T element = m_pool[m_lastIndex];
m_lastIndex ++;
if (m_lastIndex >= m_mod) {
m_lastIndex = 0;
}
return element;
}
void Reset() {
m_lastIndex = m_firstIndex;
}
bool IsEmpty() const {
return (m_firstIndex == m_lastIndex);
}
dgInt32 m_mod;
dgInt32 m_firstIndex;
dgInt32 m_lastIndex;
T *m_pool;
};
class dgSolverWorlkerThreads: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_threads;
dgInt32 m_useSimd;
dgInt32 m_solverMode;
dgFloat32 m_timestep;
dgWorld *m_world;
dgJacobianMemory *m_system;
dgWorldDynamicUpdate *m_dynamics;
};
class dgParallelSolverClear: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgWorld *m_world;
const dgBodyInfo *m_bodyArray;
dgJacobian *m_internalVeloc;
dgJacobian *m_internalForces;
};
class dgParallelSolverInitInternalForces: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgInt32 *m_locks;
dgWorld *m_world;
dgFloat32 *m_force;
const dgJacobianPair *m_Jt;
dgJacobian *m_internalForces;
const dgJointInfo *m_constraintArray;
};
class dgParallelSolverInitFeedbackUpdate: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_hasJointFeeback;
dgInt32 *m_locks;
dgWorld *m_world;
dgFloat32 m_timestep;
dgFloat32 *m_force;
dgFloat32 **m_jointForceFeeback;
const dgJointInfo *m_constraintArray;
};
class dgParallelSolverBodyInertia: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgWorld *m_world;
dgBodyInfo *m_bodyArray;
};
class dgParallelSolverBuildJacobianRows: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgInt32 m_bodyCount;
dgWorld *m_world;
dgFloat32 *m_force;
dgFloat32 *m_diagDamp;
dgFloat32 *m_deltaAccel;
dgFloat32 *m_invDJMinvJt;
dgFloat32 *m_coordenateAccel;
dgFloat32 **m_jointFeebackForce;
dgJacobianPair *m_Jt;
dgJacobianPair *m_JMinv;
dgBodyInfo *m_bodyArray;
dgJointInfo *m_constraintArray;
};
class dgParallelSolverBuildJacobianMatrix: public dgWorkerThread {
public:
virtual void ThreadExecute();
bool m_bitMode;
dgInt32 m_count;
dgInt32 m_jointSolved;
dgInt32 *m_rowsCount;
dgFloat32 m_timestep;
dgFloat32 m_invTimestep;
dgWorld *m_world;
dgJacobianMemory *m_solverMemory;
dgJointInfo *m_constraintArray;
};
class dgParallelSolverJointAcceleration: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgInt32 m_jointStart;
dgWorld *m_world;
dgFloat32 m_timeStep;
dgFloat32 m_invTimeStep;
dgFloat32 m_firstPassCoef;
const dgJacobianPair *m_Jt;
dgFloat32 *m_penetration;
const dgFloat32 *m_restitution;
const dgFloat32 *m_externAccel;
dgFloat32 *m_coordenateAccel;
const dgInt32 *m_accelIsMortor;
const dgInt32 *m_normalForceIndex;
const dgFloat32 *m_penetrationStiffness;
const dgJointInfo *m_constraintArray;
};
class dgParallelSolverUpdateVeloc: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgWorld *m_world;
dgFloat32 m_timeStep;
dgJacobian *m_internalVeloc;
const dgJacobian *m_internalForces;
const dgBodyInfo *m_bodyArray;
};
class dgParallelSolverUpdateForce: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgWorld *m_world;
dgFloat32 m_invStep;
dgFloat32 m_invTimeStep;
dgFloat32 m_maxAccNorm2;
const dgJacobian *m_internalVeloc;
const dgBodyInfo *m_bodyArray;
};
class dgParallelSolverCalculateForces: public dgWorkerThread {
public:
virtual void ThreadExecute();
dgInt32 m_count;
dgInt32 m_useSimd;
dgInt32 m_threads;
dgWorld *m_world;
dgInt32 *m_locks;
dgJacobian *m_internalForces;
dgFloat32 m_accNorm;
dgFloat32 *m_force;
const dgFloat32 *m_diagDamp;
const dgInt32 *m_normalForceIndex;
const dgFloat32 *m_invDJMinvJt;
const dgFloat32 *m_coordenateAccel;
const dgFloat32 *m_lowerFrictionCoef;
const dgFloat32 *m_upperFrictionCoef;
const dgJacobianPair *m_Jt;
const dgJacobianPair *m_JMinv;
const dgJointInfo *m_constraintArray;
};
class dgJacobianMemory {
public:
dgInt32 m_rowCount;
dgInt32 m_bodyCount;
dgInt32 m_jointCount;
dgInt32 m_maxBodiesCount;
dgInt32 m_maxJacobiansCount;
dgInt32 m_threadIndex;
dgFloat32 m_timeStep;
dgFloat32 m_invTimeStep;
dgWorld *m_world;
dgInt32 *m_treadLocks;
dgJacobian *m_internalVeloc;
dgJacobian *m_internalForces;
dgJointInfo *m_constraintArray;
dgJacobianPair *m_Jt;
dgJacobianPair *m_JMinv;
dgFloat32 *m_force;
dgFloat32 *m_accel;
dgFloat32 *m_deltaAccel;
dgFloat32 *m_deltaForce;
dgFloat32 *m_diagDamp;
dgFloat32 *m_invDJMinvJt;
dgFloat32 *m_restitution;
dgFloat32 *m_penetration;
dgFloat32 *m_coordenateAccel;
dgFloat32 *m_penetrationStiffness;
dgFloat32 *m_lowerBoundFrictionCoefficent;
dgFloat32 *m_upperBoundFrictionCoefficent;
dgFloat32 **m_jointFeebackForce;
dgBodyInfo *m_bodyArray;
dgInt32 *m_normalForceIndex;
dgInt32 *m_accelIsMotor;
void SwapRows(dgInt32 i, dgInt32 j) const;
void SwapRowsSimd(dgInt32 i, dgInt32 j) const;
void CalculateReactionsForces(dgInt32 solverMode, dgFloat32 maxAccNorm) const;
void CalculateReactionsForcesSimd(dgInt32 solverMode, dgFloat32 maxAccNorm) const;
void ApplyExternalForcesAndAcceleration(dgFloat32 maxAccNorm) const;
void ApplyExternalForcesAndAccelerationSimd(dgFloat32 maxAccNorm) const;
void CalculateSimpleBodyReactionsForces(dgFloat32 maxAccNorm) const;
void CalculateSimpleBodyReactionsForcesSimd(dgFloat32 maxAccNorm) const;
dgFloat32 CalculateJointForces(dgInt32 joint, dgFloat32 *forceStep, dgFloat32 maxAccNorm) const;
dgFloat32 CalculateJointForcesSimd(dgInt32 joint, dgFloat32 *forceStep, dgFloat32 maxAccNorm) const;
void CalculateForcesSimulationMode(dgFloat32 maxAccNorm) const;
void CalculateForcesSimulationModeSimd(dgFloat32 maxAccNorm) const;
void CalculateForcesGameMode(dgInt32 itertions, dgFloat32 maxAccNorm) const;
void CalculateForcesGameModeSimd(dgInt32 itertions, dgFloat32 maxAccNorm) const;
void CalculateForcesGameModeParallel(dgInt32 itertions, dgFloat32 maxAccNorm, dgInt32 archModel) const;
void CalculateReactionsForcesParallel(dgInt32 solverMode, dgFloat32 maxAccNorm, dgInt32 archModel) const;
};
class dgWorldDynamicUpdate {
dgWorldDynamicUpdate();
void UpdateDynamics(dgWorld *const world, dgInt32 archMode, dgFloat32 timestep);
private:
// single core functions
void BuildIsland(dgQueue<dgBody *> &queue, dgInt32 jountCount, dgInt32 hasUnilateralJoints, dgInt32 isContinueCollisionIsland);
// dgBody* SpanningTree (dgBody* body, dgBody** const queuePool, dgInt32 queueSize, dgInt32 solveMode);
void SpanningTree(dgBody *const body);
void ReallocBodyMemory(dgInt32 count);
void ReallocJointsMemory(dgInt32 count);
void ReallocIslandMemory(dgInt32 count);
// multi-cores functions
void BuildJacobianMatrix(const dgIsland &island, dgInt32 threadIndex, dgFloat32 timestep);
void BuildJacobianMatrixSimd(const dgIsland &island, dgInt32 threadIndex, dgFloat32 timestep);
dgInt32 GetJacobialDerivatives(const dgIsland &island, dgInt32 threadIndex, bool bitMode, dgInt32 rowCount, dgFloat32 timestep);
void BuildJacobianMatrixParallel(const dgIsland &island, dgFloat32 timestep, dgInt32 archModel);
dgInt32 GetJacobialDerivativesParallel(const dgIsland &island, bool bitMode, dgInt32 rowCount, dgFloat32 timestep);
void ReallocIntenalForcesMemory(dgInt32 count, dgInt32 threadIndex);
void ReallocJacobiansMemory(dgInt32 count, dgInt32 threadIndex);
// void SortIslands ();
// dgInt32 CompareIslands (const dgIsland& A, const dgIsland& B) const;
void IntegrateArray(const dgBodyInfo *body, dgInt32 count, dgFloat32 accelTolerance, dgFloat32 timestep, dgInt32 threadIndex, bool update) const;
dgInt32 m_bodies;
dgInt32 m_joints;
dgInt32 m_islands;
dgInt32 m_markLru;
dgInt32 m_maxJointCount;
dgInt32 m_maxBodiesCount;
dgInt32 m_maxIslandCount;
dgIsland *m_islandArray;
dgBodyInfo *m_bodyArray;
dgJointInfo *m_constraintArray;
dgJacobianMemory m_solverMemory [DG_MAXIMUN_THREADS];
dgSolverWorlkerThreads m_workerThreads[DG_MAXIMUN_THREADS];
dgParallelSolverClear m_clearAccumulators[DG_MAXIMUN_THREADS];
dgParallelSolverBodyInertia m_parallelBodyInertiaMatrix[DG_MAXIMUN_THREADS];
dgParallelSolverUpdateVeloc m_parallelSolverUpdateVeloc[DG_MAXIMUN_THREADS];
dgParallelSolverUpdateForce m_parallelSolverUpdateForce[DG_MAXIMUN_THREADS];
dgParallelSolverCalculateForces m_parallelSolverCalculateForces[DG_MAXIMUN_THREADS];
dgParallelSolverInitInternalForces m_parallelInitIntenalForces[DG_MAXIMUN_THREADS];
dgParallelSolverBuildJacobianRows m_parallelSolverBuildJacobianRows[DG_MAXIMUN_THREADS];
dgParallelSolverJointAcceleration m_parallelSolverJointAcceleration[DG_MAXIMUN_THREADS];
dgParallelSolverInitFeedbackUpdate m_parallelSolverInitFeedbackUpdate[DG_MAXIMUN_THREADS];
dgParallelSolverBuildJacobianMatrix m_parallelSolverBuildJacobianMatrix[DG_MAXIMUN_THREADS];
dgBody *m_sentinelBody;
dgWorld *m_world;
friend class dgWorld;
friend class dgJacobianMemory;
friend class dgSolverWorlkerThreads;
};
#define DG_CHECK_ACTIVE(body) NEWTON_ASSERT (((body->m_invMass.m_w == dgFloat32 (0.0f)) && !body->m_active) || (body->m_invMass.m_w > dgFloat32 (0.0f)))
#endif