Exemple #1
0
        /// <summary>
        /// Applies buoyancy forces to appropriate objects.
        /// Called automatically when needed by the owning Space.
        /// </summary>
        /// <param name="dt">Time since last frame in physical logic.</param>
        void IDuringForcesUpdateable.Update(float dt)
        {
            QueryAccelerator.GetEntries(boundingBox, broadPhaseEntries);
            //TODO: Could integrate the entire thing into the collision detection pipeline.  Applying forces
            //in the collision detection pipeline isn't allowed, so there'd still need to be an Updateable involved.
            //However, the broadphase query would be eliminated and the raycasting work would be automatically multithreaded.

            this.dt = dt;

            //Don't always multithread.  For small numbers of objects, the overhead of using multithreading isn't worth it.
            //Could tune this value depending on platform for better performance.
            if (broadPhaseEntries.Count > 30 && ParallelLooper != null && ParallelLooper.ThreadCount > 1)
            {
                ParallelLooper.ForLoop(0, broadPhaseEntries.Count, analyzeCollisionEntryDelegate);
            }
            else
            {
                for (int i = 0; i < broadPhaseEntries.Count; i++)
                {
                    AnalyzeEntry(i);
                }
            }

            broadPhaseEntries.Clear();
        }
Exemple #2
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        protected override void UpdateMultithreaded()
        {
#if PROFILE
            startPairs = Stopwatch.GetTimestamp();
#endif

            ParallelLooper.ForLoop(0, broadPhaseOverlaps.Count, updateBroadPhaseOverlapDelegate);

#if PROFILE
            endPairs = Stopwatch.GetTimestamp();
#endif

            //Remove stale objects BEFORE adding new objects. This ensures that simulation islands which will be activated
            //by new narrow phase pairs will not be momentarily considered stale.
            //(The RemoveStale only considers islands that are active to be potentially stale.)
            //If that happened, all the pairs would be remove and immediately recreated. Very wasteful!
            RemoveStaleOverlaps();
#if PROFILE
            endStale = Stopwatch.GetTimestamp();
#endif
            //This sets NeedsUpdate to true for all new objects, ensuring that they are considered for staleness next time.
            AddNewNarrowPhaseObjects();

#if PROFILE
            endFlushNew = Stopwatch.GetTimestamp();
#endif
        }
        protected override void UpdateMultithreaded()
        {
            FlushSplits();

            ParallelLooper.ForLoop(0, simulationIslandMembers.Count, multithreadedCandidacyLoopDelegate);

            DeactivateObjects();
        }
Exemple #4
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 protected override void UpdateMultithreaded()
 {
     ParallelLooper.ForLoop(0, solverUpdateables.Count, multithreadedPrestepDelegate);
     //By performing all velocity modifications after the prestep, the prestep is free to read velocities consistently.
     //If the exclusive update was performed in the same call as the prestep, the velocities would enter inconsistent states based on update order.
     ParallelLooper.ForLoop(0, solverUpdateables.Count, multithreadedExclusiveUpdateDelegate);
     ++PermutationMapper.PermutationIndex;
     ParallelLooper.ForLoop(0, iterationLimit * solverUpdateables.Count, multithreadedIterationDelegate);
 }
        protected override void UpdateMultithreaded()
        {
            //Go through the list of all updateables which do not permit motion clamping.
            //Since these do not care about CCD, just update them as if they were discrete.
            //In addition, go through the remaining non-discrete objects and perform their prestep.
            //This usually involves updating their angular motion, but not their linear motion.
            int count = discreteUpdateables.Count + passiveUpdateables.Count + continuousUpdateables.Count;

            ParallelLooper.ForLoop(0, count, preUpdate);

            //Now go through the list of all full CCD objects.  These are responsible
            //for determining the TOI of collision pairs, if existent.
            if (continuousUpdateables.Count > MultithreadingThreshold)
            {
                ParallelLooper.ForLoop(0, continuousUpdateables.Count, updateTimeOfImpact);
            }
            else
            {
                for (int i = 0; i < continuousUpdateables.Count; i++)
                {
                    UpdateTimeOfImpact(i);
                }
            }

            //The TOI's are now computed, so we can integrate all of the CCD or allow-motionclampers
            //to their new positions.
            count = passiveUpdateables.Count + continuousUpdateables.Count;
            if (count > MultithreadingThreshold)
            {
                ParallelLooper.ForLoop(0, count, updateContinuous);
            }
            else
            {
                for (int i = 0; i < count; i++)
                {
                    UpdateContinuousItem(i);
                }
            }

            //The above process is the same as the UpdateSingleThreaded version, but
            //it doesn't always use multithreading.  Sometimes, a simulation can have
            //very few continuous objects.  In this case, there's no point in having the
            //multithreaded overhead.
        }
Exemple #6
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 /// <summary>
 /// Applies forces specified by the given calculation delegate to bodies in the volume.
 /// Called automatically when needed by the owning Space.
 /// </summary>
 /// <param name="dt">Time since the last frame in simulation seconds.</param>
 void IDuringForcesUpdateable.Update(float dt)
 {
     PreUpdate();
     affectedEntities = Shape.GetPossiblyAffectedEntities();
     if (AllowMultithreading && ParallelLooper != null && ParallelLooper.ThreadCount > 1)
     {
         currentTimestep = dt;
         ParallelLooper.ForLoop(0, affectedEntities.Count, subfunction);
     }
     else
     {
         currentTimestep = dt;
         //No multithreading, so do it directly.
         int count = affectedEntities.Count;
         for (int i = 0; i < count; i++)
         {
             CalculateImpulsesSubfunction(i);
         }
     }
 }
Exemple #7
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 protected override void UpdateMultithreaded()
 {
     Vector3.Multiply(ref gravity, timeStepSettings.TimeStepDuration, out gravityDt);
     ParallelLooper.ForLoop(0, dynamicObjects.Count, multithreadedLoopBodyDelegate);
 }
Exemple #8
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 protected override void UpdateMultithreaded()
 {
     ParallelLooper.ForLoop(0, manager.entities.Count, multithreadedWithReadBuffersDelegate);
     FlipBuffers();
 }
 protected override void UpdateMultithreaded()
 {
     ParallelLooper.ForLoop(0, entries.Count, multithreadedLoopBodyDelegate);
 }