コード例 #1
0
        public static void Test()
        {
            var       threadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
            const int flagCount        = 65536;

            const int jobsPerThread = 4;
            var       jobCount      = threadDispatcher.ThreadCount * jobsPerThread;

            jobs = new Job[jobCount];
            var previousEnd       = 0;
            var baseJobIndexCount = flagCount / jobCount;
            var remainder         = flagCount - baseJobIndexCount * jobCount;

            for (int i = 0; i < jobCount; ++i)
            {
                var jobIndexCount = i < remainder ? baseJobIndexCount + 1 : baseJobIndexCount;
                jobs[i] = new Job {
                    Start = previousEnd, End = previousEnd += jobIndexCount
                };
            }

            var pool = new BufferPool();

            pool.SpecializeFor <int>().Take(flagCount, out accessIndices);
            for (int i = 0; i < flagCount; ++i)
            {
                accessIndices[i] = i;
            }
            var random = new Random(5);

            for (int i = 0; i < flagCount - 1; ++i)
            {
                ref var a    = ref accessIndices[i];
                ref var b    = ref accessIndices[random.Next(i + 1, flagCount)];
コード例 #2
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        public override void Initialize()
        {
            BufferPool = new BufferPool();
            //Generally, shoving as many threads as possible into the simulation won't produce the best results on systems with multiple logical cores per physical core.
            //Environment.ProcessorCount reports logical core count only, so we'll use a simple heuristic here- it'll leave one or two logical cores idle.
            //For the common Intel quad core with hyperthreading, this'll use six logical cores and leave two logical cores free to be used for other stuff.
            //This is by no means perfect. To maximize performance, you'll need to profile your simulation and target hardware.
            //Note that issues can be magnified on older operating systems like Windows 7 if all logical cores are given work.

            //Generally, the more memory bandwidth you have relative to CPU compute throughput, and the more collision detection heavy the simulation is relative to solving,
            //the more benefit you get out of SMT/hyperthreading.
            //For example, if you're using the 64 core quad memory channel AMD 3990x on a scene composed of thousands of ragdolls,
            //there won't be enough memory bandwidth to even feed half the physical cores. Using all 128 logical cores would just add overhead.

            //It may be worth using something like hwloc to extract extra information to reason about.
            var targetThreadCount = Math.Max(1,
                                             Environment.ProcessorCount > 4 ? Environment.ProcessorCount - 2 : Environment.ProcessorCount - 1);

            ThreadDispatcher = new SimpleThreadDispatcher(targetThreadCount);

            var size = GraphicsDevice.Viewport.Bounds.Size;

            size.X /= 2;
            size.Y /= 2;
            Camera  = new FreeCamera(GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 40, 200), size);

            base.Initialize();
        }
コード例 #3
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        private void LoadPhysics()
        {
            //Physics
            BufferPool = new BufferPool();

            Radii = new List <float>();

            SphereHandles = new List <BodyHandle>();

            var targetThreadCount = Math.Max(1,
                                             Environment.ProcessorCount > 4 ? Environment.ProcessorCount - 2 : Environment.ProcessorCount - 1);

            ThreadDispatcher = new SimpleThreadDispatcher(targetThreadCount);

            Simulation = Simulation.Create(BufferPool, new NarrowPhaseCallbacks(),
                                           new PoseIntegratorCallbacks(new NumericVector3(0, -500, 0)), new PositionFirstTimestepper());

            //     Simulation.Statics.Add(new StaticDescription(new NumericVector3(0, 0, 0),
            //new CollidableDescription(Simulation.Shapes.Add(new Box(2000, 100, 5000)), 1)));
            //  for (int i=0;i<MatrixWorld.Count;i++)
            //  {
            //      Matrix world = MatrixWorld[i];
            //      Simulation.Statics.Add(new StaticDescription(new NumericVector3(world.Translation.X, world.Translation.Y, world.Translation.Z),
            //     new CollidableDescription(Simulation.Shapes.Add(new Box(200, 100, 500)), 1)));
            //  }
            //Simulation.Statics.Add(new StaticDescription(new NumericVector3(0, -20, 0),
            //  new CollidableDescription(Simulation.Shapes.Add(new Box(200, 100, 500)), 1)));

            //Simulation.Statics.Add(new StaticDescription(new NumericVector3(9, 28, 200), new CollidableDescription(Simulation.Shapes.Add(new Sphere(2f)),1)));
            //Simulation.Statics.Add(new StaticDescription(new ))

            /* for (int i = 0; i < MatrixWorld.Count(); i++)
             * {
             *   Simulation.Statics.Add(new StaticDescription(MatrixWorld[i].))
             *   Floor.Draw(MatrixWorld[i], Camera.View, Camera.Projection);
             * }*/


            //Simulation.Statics.Add(new StaticDescription(new NumericVector3(0, -20, 0), new CollidableDescription(Simulation.Shapes.Add(
            //  new Box(2000, 100, 2000)), 1)));
            //Esfera
            SpheresWorld = new List <Matrix>();


            var radius          = 5f;
            var sphereShape     = new Sphere(radius);
            var position        = Vector3Utils.toNumeric(PlayerInitialPosition);
            var bodyDescription = BodyDescription.CreateConvexDynamic(position, 1 / radius * radius * radius,
                                                                      Simulation.Shapes, sphereShape);

            var bodyHandle = Simulation.Bodies.Add(bodyDescription);

            SphereHandles.Add(bodyHandle);

            Radii.Add(radius);
        }
コード例 #4
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        static void Subtest <TBodyBuilder, TConstraintBuilder, TConstraint>(TBodyBuilder bodyBuilder, TConstraintBuilder constraintBuilder,
                                                                            int width, int height, int length, int frameCount, IThreadDispatcher initializationThreadPool, StreamWriter writer)
            where TBodyBuilder : IBodyBuilder where TConstraintBuilder : IConstraintBuilder where TConstraint : IConstraintDescription <TConstraint>
        {
            const int testsPerVariant = 8;

            WriteLine(writer, $"{width}x{height}x{length} lattice, {frameCount} frames:");
            var timings = new SimulationTimeSamples[Environment.ProcessorCount];


            //for (int threadCount = 1; threadCount <= 1; ++threadCount)
            for (int threadCount = 1; threadCount <= Environment.ProcessorCount; ++threadCount)
            {
                var threadPool = new SimpleThreadDispatcher(threadCount);
                SimulationTimeSamples bestTimings = null;
                double bestTime = double.MaxValue;
                for (int i = 0; i < testsPerVariant; ++i)
                {
                    var candidateTimings = Solve <TBodyBuilder, TConstraintBuilder, TConstraint>(bodyBuilder, constraintBuilder, width, height, length,
                                                                                                 frameCount, threadCount, initializationThreadPool, threadPool);
                    var totalStats = candidateTimings.Simulation.ComputeStats();
                    WriteLine(writer,
                              $"{i} AVE: {Math.Round(1e3 * totalStats.Average, 2)}, " +
                              $"MIN: {Math.Round(1e3 * totalStats.Min, 2)}, " +
                              $"MAX: {Math.Round(1e3 * totalStats.Max, 2)}, " +
                              $"STD DEV: {Math.Round(1e3 * totalStats.StdDev, 3)}, ");
                    if (totalStats.Total < bestTime)
                    {
                        bestTime    = totalStats.Total;
                        bestTimings = candidateTimings;
                    }
                }

                WriteLine(writer, $"{threadCount}T: " +
                          $"{Math.Round(bestTime * 1e3, 2)}, " +
                          $"BOPT: {Math.Round(bestTimings.BodyOptimizer.ComputeStats().Total * 1e3, 2)}, " +
                          $"COPT: {Math.Round(bestTimings.ConstraintOptimizer.ComputeStats().Total * 1e3, 2)}, " +
                          $"BCMP: {Math.Round(bestTimings.BatchCompressor.ComputeStats().Total * 1e3, 2)}, " +
                          $"POIN: {Math.Round(bestTimings.PoseIntegrator.ComputeStats().Total * 1e3, 2)}, " +
                          $"SOLV: {Math.Round(bestTimings.Solver.ComputeStats().Total * 1e3, 2)}");
                timings[threadCount - 1] = bestTimings;
                threadPool.Dispose();
            }
            int fastestIndex = 0;

            for (int i = 1; i < timings.Length; ++i)
            {
                if (timings[i].Simulation.ComputeStats().Total < timings[fastestIndex].Simulation.ComputeStats().Total)
                {
                    fastestIndex = i;
                }
            }
            WriteLine(writer, $"Scaling: {timings[0].Simulation.ComputeStats().Total / timings[fastestIndex].Simulation.ComputeStats().Total}");
        }
コード例 #5
0
ファイル: Map.cs プロジェクト: parapoohda/TestMoveInBepu
        public void Init()
        {
            bufferPool = new BufferPool();
            var collider = new BodyProperty <Collider>();

            simulation = Simulation.Create(bufferPool, new CarCallbacks {
                Collider = collider
            }, new DemoPoseIntegratorCallbacks(new System.Numerics.Vector3(0, -10, 0)));

            Simulation.Statics.Add(new StaticDescription(new System.Numerics.Vector3(0f, 0f, 0f), new CollidableDescription(Simulation.Shapes.Add(new Box(30, 1, 30)), 0.04f)));
            threadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
            (new Thread(PoolThread)).Start();
        }
コード例 #6
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        public static void Test()
        {
            const int iterations = 100000000;
            {
                int accumulator = 0;
                var start       = Stopwatch.GetTimestamp();
                for (int i = 0; i < iterations; ++i)
                {
                    Interlocked.Increment(ref accumulator);
                }
                var end = Stopwatch.GetTimestamp();
                Console.WriteLine($"Uncontested 1T increment (ns): {1e9 * (end - start) / (iterations * Stopwatch.Frequency)}");
            }

            var threadPool = new SimpleThreadDispatcher(Environment.ProcessorCount);
            {
                var start = Stopwatch.GetTimestamp();
                threadPool.DispatchWorkers(workerIndex =>
                {
                    while (true)
                    {
                        if (Interlocked.Increment(ref contestedAccumulator) >= iterations)
                        {
                            break;
                        }
                    }
                });
                var end = Stopwatch.GetTimestamp();
                Console.WriteLine($"Contested {threadPool.ThreadCount}T increment (ns): {1e9 * (end - start) / (iterations * Stopwatch.Frequency)}");
            }

            {
                uncontestedAccumulators = new int[Environment.ProcessorCount * 32];
                var start = Stopwatch.GetTimestamp();
                threadPool.DispatchWorkers(workerIndex =>
                {
                    var offset = workerIndex * 32;
                    var exit   = iterations / threadPool.ThreadCount;
                    while (true)
                    {
                        if (Interlocked.Increment(ref uncontestedAccumulators[offset]) >= exit)
                        {
                            break;
                        }
                    }
                });
                var end = Stopwatch.GetTimestamp();
                Console.WriteLine($"Uncontested {threadPool.ThreadCount}T increment (ns): {1e9 * (end - start) / (iterations * Stopwatch.Frequency)}");
            }
        }
コード例 #7
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        protected void InitializePhysics()
        {
            if (isInitialized)
            {
                return;
            }

            SetAddedBodies(new List <PhysicBodyData>());
            SetPhysicUpdates(new List <BodyUpdateData>());
            SetAddedStaticBodies(new List <PhysicBodyData>());
            SetStaticBodiesData(new List <BodyUpdateData>());
            SetDynamicBodiesToRemoveID(new List <int>());
            SetStaticBodiesToRemoveID(new List <int>());
            isInitialized    = true;
            BufferPool       = new BufferPool();
            ThreadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
            Initialize();
        }
コード例 #8
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            public void Execute(ref QuickList <BoundingBox> boxes, SimpleThreadDispatcher dispatcher)
            {
                CacheBlaster.Blast();
                JobIndex          = -1;
                IntersectionCount = 0;
                var start = Stopwatch.GetTimestamp();

                if (dispatcher != null)
                {
                    dispatcher.DispatchWorkers(internalWorker);
                }
                else
                {
                    internalWorker(0);
                }
                var stop = Stopwatch.GetTimestamp();

                Timings.Add((stop - start) / (double)Stopwatch.Frequency);
            }
コード例 #9
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        public static void Init()
        {
            //The buffer pool is a source of raw memory blobs for the engine to use.
            pool = new BufferPool();
            //Note that you can also control the order of internal stage execution using a different ITimestepper implementation.
            //For the purposes of this demo, we just use the default by passing in nothing (which happens to be PositionFirstTimestepper at the time of writing).
            sim = Simulation.Create(pool, new NarrowPhaseCallbacks(), new PoseIntegratorCallbacks(new Vector3(0, -10, 0)));

            physicsBodies = new List <RigidBody>();

            thread = new SimpleThreadDispatcher(Environment.ProcessorCount);

            //Drop a ball on a big static box.
            var sphere = new Box(10, 1, 10);

            sphere.ComputeInertia(1, out var sphereInertia);
            sim.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(0, 5, 0), sphereInertia,
                                                         new CollidableDescription(sim.Shapes.Add(sphere), 0.1f), new BodyActivityDescription(0.01f)));

            sim.Statics.Add(new StaticDescription(new Vector3(0, -1, 0), new CollidableDescription(sim.Shapes.Add(new Box(50, 1, 50)), 0.1f)));
        }
コード例 #10
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        public static void Test()
        {
            var memoryStream             = new MemoryStream();
            var writer                   = new StreamWriter(memoryStream);
            var initializationThreadPool = new SimpleThreadDispatcher(Environment.ProcessorCount);


            var bodyBuilder       = new RegularGridWithKinematicBaseBuilder(new Vector3(1), new Vector3());
            var constraintBuilder = new ContactManifoldConstraintBuilder();

            //Subtest<RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, ContactManifold4Constraint>(bodyBuilder, constraintBuilder, 32, 32, 32, 8, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, ContactManifold4Constraint>(bodyBuilder, constraintBuilder, 26, 26, 26, 12, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, ContactManifold4Constraint>(bodyBuilder, constraintBuilder, 20, 20, 20, 20, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, ContactManifold4Constraint>(bodyBuilder, constraintBuilder, 16, 16, 16, 30, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, ContactManifold4Constraint>(bodyBuilder, constraintBuilder, 13, 13, 13, 45, initializationThreadPool, writer);
            Subtest <RegularGridWithKinematicBaseBuilder, ContactManifoldConstraintBuilder, Contact4>(bodyBuilder, constraintBuilder, 10, 10, 10, 700, initializationThreadPool, writer);

            //var bodyBuilder = new RegularGridWithKinematicBaseBuilder(new Vector3(1), new Vector3());
            //var constraintBuilder = new BallSocketConstraintBuilder();
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 32, 32, 32, 8, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 26, 26, 26, 12, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 20, 20, 20, 20, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 16, 16, 16, 30, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 13, 13, 13, 45, initializationThreadPool, writer);
            //Subtest<RegularGridWithKinematicBaseBuilder, BallSocketConstraintBuilder, BallSocket>(bodyBuilder, constraintBuilder, 10, 10, 10, 70, initializationThreadPool, writer);
            initializationThreadPool.Dispose();
            writer.Flush();
            var path = "log.txt";

            using (var stream = File.OpenWrite(path))
            {
                Console.WriteLine($"Writing results to path: {Path.GetFullPath(path)}");
                var bytes = memoryStream.ToArray();
                stream.Write(bytes, 0, bytes.Length);
            }
            Console.ReadKey();
        }
        public static void Test()
        {
            //const int bodyCount = 8;
            //SimulationSetup.BuildStackOfBodiesOnGround(bodyCount, false, true, out var bodies, out var solver, out var graph, out var bodyHandles, out var constraintHandles);

            SimulationSetup.BuildLattice(
                new RegularGridWithKinematicBaseBuilder(new Vector3(1), new Vector3()),
                new ContactManifoldConstraintBuilder(),
                32, 32, 32, out var simulation, out var bodyHandles, out var constraintHandles);

            SimulationScrambling.ScrambleBodies(simulation);
            SimulationScrambling.ScrambleConstraints(simulation.Solver);
            SimulationScrambling.ScrambleBodyConstraintLists(simulation);
            SimulationScrambling.AddRemoveChurn <Contact4>(simulation, 100000, bodyHandles, constraintHandles);

            var threadDispatcher = new SimpleThreadDispatcher(8);

            //var threadDispatcher = new NotQuiteAThreadDispatcher(8);

            simulation.ConstraintLayoutOptimizer.OptimizationFraction = 0.01f;
            int constraintOptimizationIterations = 8192;

            simulation.ConstraintLayoutOptimizer.Update(simulation.BufferPool, threadDispatcher);//prejit
            var timer = Stopwatch.StartNew();

            for (int i = 0; i < constraintOptimizationIterations; ++i)
            {
                simulation.ConstraintLayoutOptimizer.Update(simulation.BufferPool, threadDispatcher);
            }
            timer.Stop();
            Console.WriteLine($"Finished constraint optimizations, time (ms): {timer.Elapsed.TotalMilliseconds}" +
                              $", per iteration (us): {timer.Elapsed.TotalSeconds * 1e6 / constraintOptimizationIterations}");

            //threadDispatcher.Dispose();
            simulation.BufferPool.Clear();
        }
コード例 #12
0
ファイル: Physics.cs プロジェクト: bmdub/RayTracingInDotNet
        public void Reset(CameraInitialState camera)
        {
            Models.Clear();
            Textures.Clear();

            camera.ModelView       = Matrix4x4.CreateLookAt(new Vector3(-10, 5, 12) * 2, new Vector3(-5, 5, 0), new Vector3(0, 1, 0));
            camera.FieldOfView     = 40;
            camera.Aperture        = 0.0f;
            camera.FocusDistance   = 10.0f;
            camera.ControlSpeed    = 5.0f;
            camera.GammaCorrection = true;
            camera.SkyColor1       = new Vector4(.6f, .7f, .9f, 1);
            camera.SkyColor2       = new Vector4(.6f, .7f, .9f, 1);

            // Initialize physics
            _bufferPool = new BufferPool();
            var targetThreadCount = Math.Max(1, Environment.ProcessorCount > 4 ? Environment.ProcessorCount - 2 : Environment.ProcessorCount - 1);

            _threadDispatcher = new SimpleThreadDispatcher(targetThreadCount);
            _simulation       = Simulation.Create(_bufferPool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new Vector3(0, -9.8f, 0)), new PositionFirstTimestepper());

            var random = new Random(42);

            // Add a floor
            const float groundDim = 400;

            Textures.Add(Texture.LoadTexture(@"./assets/textures/laminate.jpg"));
            var floor = Model.CreateGroundRect(new Vector3(0, 0, 0), groundDim, groundDim, Material.Dielectric(5.5f, Textures.Count - 1), groundDim / 16f);

            Models.Add(floor);

            _simulation.Statics.Add(new StaticDescription(new Vector3(0, -.5f, 0), new CollidableDescription(_simulation.Shapes.Add(new Box(groundDim, 1, groundDim)), 0.1f)));

            // Create pyramid
            const float boxDim       = 1;
            const float marbleRadius = boxDim / 2f;

            var boxShape = new Box(boxDim, boxDim, boxDim);

            boxShape.ComputeInertia(.1f, out var boxInertia);
            var boxIndex = _simulation.Shapes.Add(boxShape);

            var marbleShape = new BepuPhysics.Collidables.Sphere(marbleRadius);

            var boxTemplate = Model.CreateBox(new Vector3(-(boxDim / 2)), new Vector3(boxDim / 2), default);

            const int   pyramidSize = 20;
            const float offset      = -(pyramidSize / 2f) * boxDim;

            for (int y = 0; ; y++)
            {
                int startIndex = y;
                int endIndex   = pyramidSize - y;
                if (startIndex >= endIndex)
                {
                    break;
                }

                for (int x = startIndex; x < endIndex; x++)
                {
                    for (int z = startIndex; z < endIndex; z++)
                    {
                        var box = boxTemplate.Clone();
                        box.SetMaterial(Material.Lambertian(new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()) / 1f));
                        box.Transform = Matrix4x4.CreateTranslation(new Vector3(x * boxDim + offset, y * boxDim + (boxDim / 2), z * boxDim + offset));
                        Models.Add(box);

                        var quat       = box.Transform.ToQuaternion();
                        var bodyHandle = _simulation.Bodies.Add(
                            BodyDescription.CreateDynamic(
                                new RigidPose {
                            Position = box.Transform.Translation, Orientation = new Quaternion(quat.X, quat.Y, quat.Z, quat.W)
                        },
                                boxInertia,
                                new CollidableDescription(boxIndex, 0.1f),
                                new BodyActivityDescription(0.01f)));
                        _bodyHandleToModelIndex[bodyHandle] = Models.Count - 1;

                        // Put some marbles on top of the pyramid
                        if ((x == startIndex || x == endIndex - 1) ||
                            (z == startIndex || z == endIndex - 1))
                        {
                            Models.Add(Model.CreateSphere(default, marbleRadius, Material.Metallic(
コード例 #13
0
ファイル: WalkerDemo.cs プロジェクト: MuleaneEve/bepuphysics2
        public override void InitializePhysics(Simulation simulation, BufferPool bufferPool, SimpleThreadDispatcher threadDispatcher)
        {
            /*var boxShape = new Box(0.5f, 0.5f, 2.5f);
             * boxShape.ComputeInertia(1, out var boxLocalInertia);
             * var boxDescription = new BodyDescription
             * {
             *  Activity = new BodyActivityDescription { MinimumTimestepCountUnderThreshold = 32, SleepThreshold = -0.01f },
             *  LocalInertia = boxLocalInertia,
             *  Pose = new RigidPose
             *  {
             *      Orientation = BepuUtilities.Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 0),
             *      Position = new Vector3(1, -0.5f, 0)
             *  },
             *  Collidable = new CollidableDescription { SpeculativeMargin = 50.1f, Shape = simulation.Shapes.Add(boxShape) }
             * };
             * simulation.Bodies.Add(boxDescription);
             *
             * simulation.Statics.Add(new StaticDescription(new Vector3(0, -3, 0), new CollidableDescription { SpeculativeMargin = 0.1f, Shape = simulation.Shapes.Add(new Box(4, 1, 4)) }));*/

            var staticShape       = new Box(300, 1, 300);
            var staticShapeIndex  = simulation.Shapes.Add(staticShape);
            var staticDescription = new StaticDescription
            {
                Collidable = new CollidableDescription
                {
                    Continuity = new ContinuousDetectionSettings {
                        Mode = ContinuousDetectionMode.Discrete
                    },
                    Shape             = staticShapeIndex,
                    SpeculativeMargin = 0.1f
                },
                Pose = new RigidPose
                {
                    Position    = new Vector3(0, -0.5f, 0),
                    Orientation = BepuUtilities.Quaternion.Identity
                }
            };

            simulation.Statics.Add(staticDescription);
        }
コード例 #14
0
        /// <inheritdoc />
        protected override void LoadContent()
        {
            Random = new Random(5);

            SpriteFont = Game.Content.Load <SpriteFont>(ContentFolderSpriteFonts + "Arial");

            //The buffer pool is a source of raw memory blobs for the engine to use.
            BufferPool = new BufferPool();

            Radii  = new List <float>();
            Camera = new SimpleCamera(GraphicsDevice.Viewport.AspectRatio, new Vector3(40, 60, 150), 55, 0.4f);

            var boxTexture = Game.Content.Load <Texture2D>(ContentFolderTextures + "wood/caja-madera-3");

            Box = new BoxPrimitive(GraphicsDevice, Vector3.One * 10, boxTexture);

            Sphere = new SpherePrimitive(GraphicsDevice);

            SphereHandles = new List <BodyHandle>();
            BoxHandles    = new List <BodyHandle>();

            var targetThreadCount = Math.Max(1,
                                             Environment.ProcessorCount > 4 ? Environment.ProcessorCount - 2 : Environment.ProcessorCount - 1);

            ThreadDispatcher = new SimpleThreadDispatcher(targetThreadCount);

            // This are meshes/model/primitives collections to render
            // The PositionFirstTimestepper is the simplest timestepping mode, but since it integrates velocity into position at the start of the frame, directly modified velocities outside of the timestep
            // will be integrated before collision detection or the solver has a chance to intervene. That's fine in this demo. Other built-in options include the PositionLastTimestepper and the SubsteppingTimestepper.
            // Note that the timestepper also has callbacks that you can use for executing logic between processing stages, like BeforeCollisionDetection.
            Simulation = Simulation.Create(BufferPool, new NarrowPhaseCallbacks(),
                                           new PoseIntegratorCallbacks(new NumericVector3(0, -100, 0)), new PositionFirstTimestepper());

            // Creates a floor
            var floorTexture = Game.Content.Load <Texture2D>(ContentFolderTextures + "floor/adoquin-2");

            //Floor = new QuadPrimitive(GraphicsDevice);

            TilingEffect = Game.Content.Load <Effect>(ContentFolderEffects + "TextureTiling");
            TilingEffect.Parameters["Texture"].SetValue(floorTexture);
            TilingEffect.Parameters["Tiling"].SetValue(Vector2.One * 50f);

            FloorWorld = Matrix.CreateScale(400f) * Matrix.CreateTranslation(new Vector3(75, 0, -150));
            Simulation.Statics.Add(new StaticDescription(new NumericVector3(0, -0.5f, 0),
                                                         new CollidableDescription(Simulation.Shapes.Add(new Box(2000, 1, 2000)), 0.1f)));

            BoxesWorld   = new List <Matrix>();
            SpheresWorld = new List <Matrix>();

            // Single Box
            var radius = 10;

            for (var j = 0; j < 5; j++)
            {
                for (var i = 0; i < 20; i++)
                {
                    var boxShape = new Box(radius, radius, radius);
                    boxShape.ComputeInertia(0.4f, out var boxInertia);
                    var boxIndex = Simulation.Shapes.Add(boxShape);
                    var position = new NumericVector3(-30 + i * 10 + 1, j * 10 + 1, -40);

                    var bodyDescription = BodyDescription.CreateDynamic(position, boxInertia,
                                                                        new CollidableDescription(boxIndex, 0.1f), new BodyActivityDescription(0.01f));

                    var bodyHandle = Simulation.Bodies.Add(bodyDescription);

                    BoxHandles.Add(bodyHandle);
                }
            }

            base.LoadContent();
        }
コード例 #15
0
        public static void Test()
        {
            const int width  = 32;
            const int height = 32;
            const int length = 32;

            SimulationSetup.BuildLattice(
                new RegularGridWithKinematicBaseBuilder(new Vector3(1), new Vector3()),
                new BallSocketConstraintBuilder(),
                width, height, length, out var simulation, out var bodyHandles, out var constraintHandles);

            var threadDispatcher = new SimpleThreadDispatcher(8);

            const float inverseDt      = 60f;
            const float dt             = 1 / inverseDt;
            const int   iterationCount = 8;
            const int   frameCount     = 128;

            simulation.Solver.IterationCount = iterationCount;

            simulation.PoseIntegrator.Gravity = new Vector3(0, -10, 0);

            var samples = new SimulationTimeSamples(frameCount);

            for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
            {
                var energyBefore = TestHelpers.GetBodyEnergyHeuristic(simulation.Bodies);

                //simulation.Timestep(dt);
                simulation.Timestep(dt, threadDispatcher);

                samples.RecordFrame(simulation);

                var energyAfter      = TestHelpers.GetBodyEnergyHeuristic(simulation.Bodies);
                int sampledBodyIndex = width;
                var samplePose       = simulation.Bodies.ActiveSet.Poses[sampledBodyIndex];
                var sampleVelocity   = simulation.Bodies.ActiveSet.Velocities[sampledBodyIndex];
                //for (int i =0; i < simulation.Bodies.BodyCount; ++i)
                //{
                //    simulation.Bodies.GetPose(simulation.Bodies.IndexToHandle[i], out var pose);
                //    simulation.Bodies.GetVelocity(simulation.Bodies.IndexToHandle[i], out var velocity);
                //    Console.WriteLine($"Sample {i} position: {pose.Position}, velocity: {velocity.Linear}");
                //}
                Console.WriteLine($"Sample {sampledBodyIndex} position: {samplePose.Position}, velocity: {sampleVelocity.Linear}");

                Console.WriteLine($"Body energy {frameIndex}: {energyAfter}, delta: {energyAfter - energyBefore}");
            }

            var multiplier = 1e3 / frameCount;

            Console.WriteLine($"Simulation time (ms):       {multiplier * samples.Simulation.ComputeStats().Total}");
            Console.WriteLine($"Body opt time (ms):         {multiplier * samples.BodyOptimizer.ComputeStats().Total}");
            Console.WriteLine($"Constraint opt time (ms):   {multiplier * samples.ConstraintOptimizer.ComputeStats().Total}");
            Console.WriteLine($"Batch compress time (ms):   {multiplier * samples.BatchCompressor.ComputeStats().Total}");
            Console.WriteLine($"Pose integrate time (ms):   {multiplier * samples.PoseIntegrator.ComputeStats().Total}");
            Console.WriteLine($"Solve time (ms):            {multiplier * samples.Solver.ComputeStats().Total}");


            threadDispatcher.Dispose();
            simulation.BufferPool.Clear();
        }
コード例 #16
0
        //Constructor which sets up the whole game world scene
        public GameWorld(GameLoop Loop, ContentArchive Content)
        {
            //Store references from the GameLoop class
            ApplicationWindow = Loop.Window;
            UserInput         = Loop.Input;

            //Assign the camera reference
            ObservationCamera.SetCamera(Loop);

            this.Content = Content;
            TimeSamples  = new SimulationTimeSamples(512, Loop.Pool);
            UserControls = Controls.Default;

            //Load font from the content archive
            var FontContent = Content.Load <FontContent>(@"Carlito-Regular.ttf");

            UIFont = new Font(Loop.Surface.Device, Loop.Surface.Context, FontContent);

            //Position the camera
            ObservationCamera.PositionCamera(new Vector3(2.7f, 6.48f, 9.76f));
            ObservationCamera.FaceCamera(0.269f, 0.15899f);

            //Setup character controller and world simulation
            BufferPool       = new BufferPool();
            ThreadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
            World            = Simulation.Create(BufferPool, new CharacterNarrowphaseCallbacks(new CharacterControllers(BufferPool)), new ScenePoseIntegratorCallbacks(new Vector3(0, -10, 0)));

            //Initialize the mesh loader
            MeshManager.Initialize(Content, BufferPool);

            //Load in the numbers display the direction of the X/Z axes
            AxisMarkers.LoadModels();
            AxisMarkers.AddModels(World);

            //Load in the PVP arena
            ArenaMeshHandle = MeshManager.LoadMesh(@"Arena.obj", new Vector3(1));
            //Define its starting position and location
            Vector3    ArenaPosition = new Vector3(29.82f, 3.62f, 0.94f);
            Quaternion ArenaRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), Trig.DegreesToRadians(180));

            //Use those to add it into the world
            MeshManager.AddStatic(World, ArenaMeshHandle, ArenaPosition, ArenaRotation);

            //Place the jumping cubes
            World.Statics.Add(new StaticDescription(new Vector3(1.299f, 2.3f, -31.24f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(-26.56f, 2.3f, -35.2f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(-33.12f, 2.3f, -21.65f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(-26.05f, 2.3f, -9.38f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(-10.31f, 2.3f, -5.62f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(1.94f, 2.3f, -15.88f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));
            World.Statics.Add(new StaticDescription(new Vector3(-11.3f, 2.3f, -37.44f), new CollidableDescription(World.Shapes.Add(new Box(5, 5, 5)), 0.1f)));

            //Place a ground plane to walk on
            World.Statics.Add(new StaticDescription(new Vector3(0, -0.5f, 0), new CollidableDescription(World.Shapes.Add(new Box(100, 1, 100)), 0.1f)));

            //Setup the command executor
            CommandInputField.Initialize();

            //Make sure the window size is correct relative to the current resolution
            OnResize(ApplicationWindow.Resolution);
        }
コード例 #17
0
ファイル: Demo.cs プロジェクト: MuleaneEve/bepuphysics2
 protected Demo()
 {
     BufferPool       = new BufferPool();
     ThreadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
 }
コード例 #18
0
        public static void Test()
        {
            void VerifySort <TSpan>(TSpan keys) where TSpan : ISpan <int>
            {
                for (int i = 1; i < keys.Length; ++i)
                {
                    Debug.Assert(keys[i] >= keys[i - 1]);
                }
            }

            const int elementCount = 4096;
            const int elementExclusiveUpperBound = 32768;// 1 << 5;

            var bufferPool       = new BufferPool();
            var threadDispatcher = new SimpleThreadDispatcher(8);

            for (int iteration = 0; iteration < 4; ++iteration)
            {
                GC.Collect(3, GCCollectionMode.Forced, true);
                var    keys     = new Array <int>(new int[elementCount]);
                var    indexMap = new Array <int>(new int[elementCount]);
                Random random   = new Random(5);
                for (int i = 0; i < elementCount; ++i)
                {
                    indexMap[i] = i;
                    //keys[i] = i / (elementCount / elementExclusiveUpperBound);
                    //keys[i] = i % elementExclusiveUpperBound;
                    //keys[i] = i;
                    keys[i] = random.Next(elementExclusiveUpperBound);
                }
                var keys2     = new Array <int>(new int[elementCount]);
                var indexMap2 = new Array <int>(new int[elementCount]);
                var keys3     = new Array <int>(new int[elementCount]);
                var indexMap3 = new Array <int>(new int[elementCount]);
                var keys4     = new Array <int>(new int[elementCount]);
                var indexMap4 = new Array <int>(new int[elementCount]);
                keys.CopyTo(0, ref keys2, 0, elementCount);
                keys.CopyTo(0, ref keys3, 0, elementCount);
                keys.CopyTo(0, ref keys4, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap2, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap3, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap4, 0, elementCount);

                var timer = Stopwatch.StartNew();



                var keysScratch   = new int[elementCount];
                var valuesScratch = new int[elementCount];
                var bucketCounts  = new int[1024];
                for (int t = 0; t < 16; ++t)
                {
                    //keys2.CopyTo(0, ref keys, 0, elementCount);
                    //unsafe
                    //{
                    //    var comparer = new Comparer();
                    //    fixed (int* keysPointer = keys.Memory)
                    //    fixed (int* valuesPointer = indexMap.Memory)
                    //    {
                    //        var keysBuffer = new Buffer<int>(keysPointer, keys.Length);
                    //        var valuesBuffer = new Buffer<int>(valuesPointer, indexMap.Length);
                    //        timer.Restart();
                    //        QuickSort.Sort(ref keysBuffer[0], ref valuesBuffer[0], 0, elementCount - 1, ref comparer);
                    //    }
                    //}
                    ////QuickSort.Sort2(ref keys[0], ref indexMap[0], 0, elementCount - 1, ref comparer);
                    //timer.Stop();
                    //VerifySort(keys);
                    //Console.WriteLine($"QuickSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    //keys.CopyTo(0, ref keys2, 0, elementCount);
                    //timer.Restart();
                    //Array.Sort(keys2.Memory, indexMap2.Memory, 0, elementCount);
                    //timer.Stop();
                    //VerifySort(keys2);
                    //Console.WriteLine($"Array.Sort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    keys.CopyTo(0, ref keys3, 0, elementCount);
                    timer.Restart();
                    Array.Clear(bucketCounts, 0, bucketCounts.Length);
                    LSBRadixSort.SortU16(ref keys3[0], ref indexMap3[0], ref keysScratch[0], ref valuesScratch[0], ref bucketCounts[0], elementCount);
                    timer.Stop();
                    VerifySort(keys3);
                    Console.WriteLine($"{t} LSBRadixSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    //keys.CopyTo(0, ref keys4, 0, elementCount);
                    //var originalIndices = new int[256];
                    //timer.Restart();
                    ////MSBRadixSort.SortU32(ref keys4[0], ref indexMap4[0], ref bucketCounts[0], ref originalIndices[0], elementCount, 24);
                    //MSBRadixSort.SortU32(ref keys4[0], ref indexMap4[0], elementCount, SpanHelper.GetContainingPowerOf2(elementExclusiveUpperBound));
                    //timer.Stop();
                    //VerifySort(keys4);
                    //Console.WriteLine($"{t} MSBRadixSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");
                }
            }
        }
コード例 #19
0
ファイル: TreeTest.cs プロジェクト: netdebug/bepuphysics2
        public static void Test()
        {
            var pool = new BufferPool();
            var tree = new Tree(pool, 128);

            const int leafCountAlongXAxis = 11;
            const int leafCountAlongYAxis = 13;
            const int leafCountAlongZAxis = 15;
            var       leafCount           = leafCountAlongXAxis * leafCountAlongYAxis * leafCountAlongZAxis;

            pool.Take <BoundingBox>(leafCount, out var leafBounds);

            const float boundsSpan    = 2;
            const float spanRange     = 2;
            const float boundsSpacing = 3;
            var         random        = new Random(5);

            for (int i = 0; i < leafCountAlongXAxis; ++i)
            {
                for (int j = 0; j < leafCountAlongYAxis; ++j)
                {
                    for (int k = 0; k < leafCountAlongZAxis; ++k)
                    {
                        var index = leafCountAlongXAxis * leafCountAlongYAxis * k + leafCountAlongXAxis * j + i;
                        leafBounds[index].Min = new Vector3(i, j, k) * boundsSpacing;
                        leafBounds[index].Max = leafBounds[index].Min + new Vector3(boundsSpan) +
                                                spanRange * new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble());
                    }
                }
            }

            var prebuiltCount = Math.Max(leafCount / 2, 1);

            tree.SweepBuild(pool, leafBounds.Slice(0, prebuiltCount));
            tree.Validate();


            for (int i = prebuiltCount; i < leafCount; ++i)
            {
                tree.Add(ref leafBounds[i], pool);
            }
            tree.Validate();

            pool.Take <int>(leafCount, out var handleToLeafIndex);
            pool.Take <int>(leafCount, out var leafIndexToHandle);
            for (int i = 0; i < leafCount; ++i)
            {
                handleToLeafIndex[i] = i;
                leafIndexToHandle[i] = i;
            }

            const int iterations = 100000;
            const int maximumChangesPerIteration = 20;

            var          threadDispatcher = new SimpleThreadDispatcher(Environment.ProcessorCount);
            var          refineContext    = new Tree.RefitAndRefineMultithreadedContext();
            var          selfTestContext  = new Tree.MultithreadedSelfTest <OverlapHandler>(pool);
            var          overlapHandlers  = new OverlapHandler[threadDispatcher.ThreadCount];
            Action <int> pairTestAction   = selfTestContext.PairTest;

            QuickList <int, Buffer <int> > .Create(pool.SpecializeFor <int>(), leafCount, out var removedLeafHandles);

            for (int i = 0; i < iterations; ++i)
            {
                var changeCount = random.Next(maximumChangesPerIteration);
                for (int j = 0; j <= changeCount; ++j)
                {
                    var addedFraction = tree.LeafCount / (float)leafCount;
                    if (random.NextDouble() < addedFraction)
                    {
                        //Remove a leaf.
                        var leafIndexToRemove = random.Next(tree.LeafCount);
                        var handleToRemove    = leafIndexToHandle[leafIndexToRemove];
                        var movedLeafIndex    = tree.RemoveAt(leafIndexToRemove);
                        if (movedLeafIndex >= 0)
                        {
                            var movedHandle = leafIndexToHandle[movedLeafIndex];
                            handleToLeafIndex[movedHandle]       = leafIndexToRemove;
                            leafIndexToHandle[leafIndexToRemove] = movedHandle;
                            leafIndexToHandle[movedLeafIndex]    = -1;
                        }
                        else
                        {
                            //The removed leaf was the last one. This leaf index is no longer associated with any existing leaf.
                            leafIndexToHandle[leafIndexToRemove] = -1;
                        }
                        handleToLeafIndex[handleToRemove] = -1;

                        removedLeafHandles.AddUnsafely(handleToRemove);

                        tree.Validate();
                    }
                    else
                    {
                        //Add a leaf.
                        var indexInRemovedList = random.Next(removedLeafHandles.Count);
                        var handleToAdd        = removedLeafHandles[indexInRemovedList];
                        removedLeafHandles.FastRemoveAt(indexInRemovedList);
                        var leafIndex = tree.Add(ref leafBounds[handleToAdd], pool);
                        leafIndexToHandle[leafIndex]   = handleToAdd;
                        handleToLeafIndex[handleToAdd] = leafIndex;

                        tree.Validate();
                    }
                }

                tree.Refit();
                tree.Validate();

                tree.RefitAndRefine(pool, i);
                tree.Validate();

                var handler = new OverlapHandler();
                tree.GetSelfOverlaps(ref handler);
                tree.Validate();

                refineContext.RefitAndRefine(ref tree, pool, threadDispatcher, i);
                tree.Validate();
                for (int k = 0; k < threadDispatcher.ThreadCount; ++k)
                {
                    overlapHandlers[k] = new OverlapHandler();
                }
                selfTestContext.PrepareJobs(ref tree, overlapHandlers, threadDispatcher.ThreadCount);
                threadDispatcher.DispatchWorkers(pairTestAction);
                selfTestContext.CompleteSelfTest();
                tree.Validate();

                if (i % 50 == 0)
                {
                    Console.WriteLine($"Cost: {tree.MeasureCostMetric()}");
                    Console.WriteLine($"Cache Quality: {tree.MeasureCacheQuality()}");
                    Console.WriteLine($"Overlap Count: {handler.OverlapCount}");
                }
            }

            threadDispatcher.Dispose();
            pool.Clear();
        }
コード例 #20
0
 public virtual void InitializePhysics(Simulation simulation, BufferPool bufferPool, SimpleThreadDispatcher threadDispatcher)
 {
 }
コード例 #21
0
ファイル: SortTest.cs プロジェクト: polytronicgr/bepuphysics2
        public static void Test()
        {
            const int elementCount = 65536;
            const int elementExclusiveUpperBound = 1 << 16;

            var bufferPool       = new BufferPool();
            var threadDispatcher = new SimpleThreadDispatcher(8);

            bufferPool.Take <int>(elementCount, out var keys);
            bufferPool.Take <int>(elementCount, out var indexMap);
            bufferPool.Take <int>(elementCount, out var keys2);
            bufferPool.Take <int>(elementCount, out var indexMap2);
            bufferPool.Take <int>(elementCount, out var keys3);
            bufferPool.Take <int>(elementCount, out var indexMap3);
            bufferPool.Take <int>(elementCount, out var keys4);
            bufferPool.Take <int>(elementCount, out var indexMap4);
            Random random = new Random(5);

            for (int iteration = 0; iteration < 4; ++iteration)
            {
                for (int i = 0; i < elementCount; ++i)
                {
                    indexMap[i] = i;
                    //keys[i] = i / (elementCount / elementExclusiveUpperBound);
                    //keys[i] = i % elementExclusiveUpperBound;
                    //keys[i] = i;
                    keys[i] = random.Next(elementExclusiveUpperBound);
                }
                keys.CopyTo(0, ref keys2, 0, elementCount);
                keys.CopyTo(0, ref keys3, 0, elementCount);
                keys.CopyTo(0, ref keys4, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap2, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap3, 0, elementCount);
                indexMap.CopyTo(0, ref indexMap4, 0, elementCount);
                var timer = Stopwatch.StartNew();

                var keysScratch   = new int[elementCount];
                var valuesScratch = new int[elementCount];
                var bucketCounts  = new int[1024];
                for (int t = 0; t < 16; ++t)
                {
                    var comparer = new Comparer();
                    timer.Restart();
                    QuickSort.Sort(ref keys[0], ref indexMap[0], 0, elementCount - 1, ref comparer);
                    //QuickSort.Sort2(ref keys[0], ref indexMap[0], 0, elementCount - 1, ref comparer);
                    timer.Stop();
                    VerifySort(ref keys);
                    Console.WriteLine($"QuickSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    //timer.Restart();
                    //Array.Sort(keys2.Memory, indexMap2.Memory, 0, elementCount);
                    //timer.Stop();
                    //VerifySort(ref keys2);
                    //Console.WriteLine($"Array.Sort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    timer.Restart();
                    Array.Clear(bucketCounts, 0, bucketCounts.Length);
                    LSBRadixSort.SortU16(ref keys3[0], ref indexMap3[0], ref keysScratch[0], ref valuesScratch[0], ref bucketCounts[0], elementCount);
                    timer.Stop();
                    VerifySort(ref keys3);
                    Console.WriteLine($"{t} LSBRadixSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");

                    var originalIndices = new int[256];
                    timer.Restart();
                    //MSBRadixSort.SortU32(ref keys4[0], ref indexMap4[0], ref bucketCounts[0], ref originalIndices[0], elementCount, 24);
                    MSBRadixSort.SortU32(ref keys4[0], ref indexMap4[0], elementCount, SpanHelper.GetContainingPowerOf2(elementExclusiveUpperBound));
                    timer.Stop();
                    VerifySort(ref keys4);
                    Console.WriteLine($"{t} MSBRadixSort time (ms): {timer.Elapsed.TotalSeconds * 1e3}");
                }
            }
            bufferPool.Clear();
        }
コード例 #22
0
 public override void InitializePhysics(Simulation simulation, BufferPool bufferPool, SimpleThreadDispatcher threadDispatcher)
 {
     foreach (var o in Objects)
     {
         o.InitializePhysics(simulation, bufferPool, threadDispatcher);
     }
 }