public MultiThreadedDemoSimulation()
        {
            CreateSchedulers();
            NextTaskScheduler();

            using (var collisionConfigurationInfo = new DefaultCollisionConstructionInfo
            {
                DefaultMaxPersistentManifoldPoolSize = 80000,
                DefaultMaxCollisionAlgorithmPoolSize = 80000
            })
            {
                CollisionConfiguration = new DefaultCollisionConfiguration(collisionConfigurationInfo);
            };
            Dispatcher                  = new CollisionDispatcherMultiThreaded(CollisionConfiguration);
            Broadphase                  = new DbvtBroadphase();
            _constraintSolver           = new ConstraintSolverPoolMultiThreaded(MaxThreadCount);
            World                       = new DiscreteDynamicsWorldMultiThreaded(Dispatcher, Broadphase, _constraintSolver, CollisionConfiguration);
            World.SolverInfo.SolverMode = SolverModes.Simd | SolverModes.UseWarmStarting;

            CreateGround();
            CreateBoxes();
        }
Beispiel #2
0
        /// <summary>
        /// Does not set any local variables. Is safe to use to create duplicate physics worlds for independant simulation.
        /// </summary>
        /// <param name="world"></param>
        /// <param name="collisionConfig"></param>
        /// <param name="dispatcher"></param>
        /// <param name="broadphase"></param>
        /// <param name="solver"></param>
        /// <param name="softBodyWorldInfo"></param>
        /// <returns></returns>
        public bool CreatePhysicsWorld(out CollisionWorld world,
                                       out CollisionConfiguration collisionConfig,
                                       out CollisionDispatcher dispatcher,
                                       out BroadphaseInterface broadphase,
                                       out ConstraintSolver solver,
                                       out SoftBodyWorldInfo softBodyWorldInfo)
        {
            bool success = true;

            if (m_worldType == WorldType.SoftBodyAndRigidBody && m_collisionType == CollisionConfType.DefaultDynamicsWorldCollisionConf)
            {
                Debug.LogError("For World Type = SoftBodyAndRigidBody collisionType must be collisionType=SoftBodyRigidBodyCollisionConf. Switching");
                m_collisionType = CollisionConfType.SoftBodyRigidBodyCollisionConf;
                success         = false;
            }

            collisionConfig = null;
            if (m_collisionType == CollisionConfType.DefaultDynamicsWorldCollisionConf)
            {
                collisionConfig = new DefaultCollisionConfiguration();
            }
            else if (m_collisionType == CollisionConfType.SoftBodyRigidBodyCollisionConf)
            {
                collisionConfig = new SoftBodyRigidBodyCollisionConfiguration();
            }

            dispatcher = new CollisionDispatcher(collisionConfig);

            if (m_broadphaseType == BroadphaseType.DynamicAABBBroadphase)
            {
                broadphase = new DbvtBroadphase();
            }
            else if (m_broadphaseType == BroadphaseType.Axis3SweepBroadphase)
            {
                broadphase = new AxisSweep3(m_axis3SweepBroadphaseMin.ToBullet(), m_axis3SweepBroadphaseMax.ToBullet(), axis3SweepMaxProxies);
            }
            else if (m_broadphaseType == BroadphaseType.Axis3SweepBroadphase_32bit)
            {
                broadphase = new AxisSweep3_32Bit(m_axis3SweepBroadphaseMin.ToBullet(), m_axis3SweepBroadphaseMax.ToBullet(), axis3SweepMaxProxies);
            }
            else
            {
                broadphase = null;
            }
            world             = null;
            softBodyWorldInfo = null;
            solver            = null;
            if (m_worldType == WorldType.CollisionOnly)
            {
                world = new CollisionWorld(dispatcher, broadphase, collisionConfig);
            }
            else if (m_worldType == WorldType.RigidBodyDynamics)
            {
                world = new DiscreteDynamicsWorld(dispatcher, broadphase, null, collisionConfig);
            }
            else if (m_worldType == WorldType.MultiBodyWorldMultiThreaded)
            {
                ConstraintSolverPoolMultiThreaded multiThreadedConstraintSolver = new ConstraintSolverPoolMultiThreaded(4);
                world = new DiscreteDynamicsWorldMultiThreaded(dispatcher, broadphase, multiThreadedConstraintSolver, solver, collisionConfig);
            }
            else if (m_worldType == WorldType.MultiBodyWorld)
            {
                MultiBodyConstraintSolver mbConstraintSolver = new MultiBodyConstraintSolver();
                constraintSolver = mbConstraintSolver;
                world            = new MultiBodyDynamicsWorld(dispatcher, broadphase, mbConstraintSolver, collisionConfig);
                if (debugType >= BDebug.DebugType.Debug)
                {
                    Debug.Log("Created MultiBodyDynamicsWorld " + world);
                }
            }
            else if (m_worldType == WorldType.SoftBodyAndRigidBody)
            {
                SequentialImpulseConstraintSolver siConstraintSolver = new SequentialImpulseConstraintSolver();
                constraintSolver            = siConstraintSolver;
                siConstraintSolver.RandSeed = sequentialImpulseConstraintSolverRandomSeed;
                m_world  = new SoftRigidDynamicsWorld(Dispatcher, Broadphase, siConstraintSolver, CollisionConf);
                _ddWorld = (DiscreteDynamicsWorld)m_world;
                SoftRigidDynamicsWorld _sworld = (SoftRigidDynamicsWorld)m_world;

                m_world.DispatchInfo.EnableSpu = true;
                _sworld.WorldInfo.SparseSdf.Initialize();
                _sworld.WorldInfo.SparseSdf.Reset();
                _sworld.WorldInfo.AirDensity   = 1.2f;
                _sworld.WorldInfo.WaterDensity = 0;
                _sworld.WorldInfo.WaterOffset  = 0;
                _sworld.WorldInfo.WaterNormal  = BulletSharp.Math.Vector3.Zero;
                _sworld.WorldInfo.Gravity      = m_gravity.ToBullet();
            }
            if (world is DiscreteDynamicsWorld)
            {
                ((DiscreteDynamicsWorld)world).Gravity = m_gravity.ToBullet();
            }
            if (_doDebugDraw)
            {
                DebugDrawUnity db = new DebugDrawUnity();
                db.DebugMode      = _debugDrawMode;
                world.DebugDrawer = db;
            }
            return(success);
        }