// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include #ifdef JPH_DEBUG_RENDERER #include #include #endif // JPH_DEBUG_RENDERER JPH_NAMESPACE_BEGIN #ifdef JPH_ENABLE_ASSERTS static thread_local bool sOverrideAllowActivation = false; static thread_local bool sOverrideAllowDeactivation = false; bool BodyManager::sGetOverrideAllowActivation() { return sOverrideAllowActivation; } void BodyManager::sSetOverrideAllowActivation(bool inValue) { sOverrideAllowActivation = inValue; } bool BodyManager::sGetOverrideAllowDeactivation() { return sOverrideAllowDeactivation; } void BodyManager::sSetOverrideAllowDeactivation(bool inValue) { sOverrideAllowDeactivation = inValue; } #endif // Helper class that combines a body and its motion properties class BodyWithMotionProperties : public Body { public: JPH_OVERRIDE_NEW_DELETE MotionProperties mMotionProperties; }; // Helper class that combines a soft body its motion properties and shape class SoftBodyWithMotionPropertiesAndShape : public Body { public: SoftBodyWithMotionPropertiesAndShape() { mShape.SetEmbedded(); } SoftBodyMotionProperties mMotionProperties; SoftBodyShape mShape; }; inline void BodyManager::sDeleteBody(Body *inBody) { if (inBody->mMotionProperties != nullptr) { JPH_IF_ENABLE_ASSERTS(inBody->mMotionProperties = nullptr;) if (inBody->IsSoftBody()) { inBody->mShape = nullptr; // Release the shape to avoid assertion on shape destruction because of embedded object with refcount > 0 delete static_cast(inBody); } else delete static_cast(inBody); } else delete inBody; } BodyManager::~BodyManager() { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Destroy any bodies that are still alive for (Body *b : mBodies) if (sIsValidBodyPointer(b)) sDeleteBody(b); for (BodyID *active_bodies : mActiveBodies) delete [] active_bodies; } void BodyManager::Init(uint inMaxBodies, uint inNumBodyMutexes, const BroadPhaseLayerInterface &inLayerInterface) { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Num body mutexes must be a power of two and not bigger than our MutexMask uint num_body_mutexes = Clamp(GetNextPowerOf2(inNumBodyMutexes == 0? 2 * thread::hardware_concurrency() : inNumBodyMutexes), 1, sizeof(MutexMask) * 8); #ifdef JPH_TSAN_ENABLED num_body_mutexes = min(num_body_mutexes, 32U); // TSAN errors out when locking too many mutexes on the same thread, see: https://github.com/google/sanitizers/issues/950 #endif // Allocate the body mutexes mBodyMutexes.Init(num_body_mutexes); // Allocate space for bodies mBodies.reserve(inMaxBodies); // Allocate space for active bodies for (BodyID *&active_bodies : mActiveBodies) { JPH_ASSERT(active_bodies == nullptr); active_bodies = new BodyID [inMaxBodies]; } // Allocate space for sequence numbers mBodySequenceNumbers.resize(inMaxBodies, 0); // Keep layer interface mBroadPhaseLayerInterface = &inLayerInterface; } uint BodyManager::GetNumBodies() const { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); return mNumBodies; } BodyManager::BodyStats BodyManager::GetBodyStats() const { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); BodyStats stats; stats.mNumBodies = mNumBodies; stats.mMaxBodies = uint(mBodies.capacity()); for (const Body *body : mBodies) if (sIsValidBodyPointer(body)) { if (body->IsSoftBody()) { stats.mNumSoftBodies++; if (body->IsActive()) stats.mNumActiveSoftBodies++; } else { switch (body->GetMotionType()) { case EMotionType::Static: stats.mNumBodiesStatic++; break; case EMotionType::Dynamic: stats.mNumBodiesDynamic++; if (body->IsActive()) stats.mNumActiveBodiesDynamic++; break; case EMotionType::Kinematic: stats.mNumBodiesKinematic++; if (body->IsActive()) stats.mNumActiveBodiesKinematic++; break; } } } return stats; } Body *BodyManager::AllocateBody(const BodyCreationSettings &inBodyCreationSettings) const { // Fill in basic properties Body *body; if (inBodyCreationSettings.HasMassProperties()) { BodyWithMotionProperties *bmp = new BodyWithMotionProperties; body = bmp; body->mMotionProperties = &bmp->mMotionProperties; } else { body = new Body; } body->mBodyType = EBodyType::RigidBody; body->mShape = inBodyCreationSettings.GetShape(); body->mUserData = inBodyCreationSettings.mUserData; body->SetFriction(inBodyCreationSettings.mFriction); body->SetRestitution(inBodyCreationSettings.mRestitution); body->mMotionType = inBodyCreationSettings.mMotionType; if (inBodyCreationSettings.mIsSensor) body->SetIsSensor(true); if (inBodyCreationSettings.mCollideKinematicVsNonDynamic) body->SetCollideKinematicVsNonDynamic(true); if (inBodyCreationSettings.mUseManifoldReduction) body->SetUseManifoldReduction(true); if (inBodyCreationSettings.mApplyGyroscopicForce) body->SetApplyGyroscopicForce(true); if (inBodyCreationSettings.mEnhancedInternalEdgeRemoval) body->SetEnhancedInternalEdgeRemoval(true); SetBodyObjectLayerInternal(*body, inBodyCreationSettings.mObjectLayer); body->mObjectLayer = inBodyCreationSettings.mObjectLayer; body->mCollisionGroup = inBodyCreationSettings.mCollisionGroup; if (inBodyCreationSettings.HasMassProperties()) { MotionProperties *mp = body->mMotionProperties; mp->SetLinearDamping(inBodyCreationSettings.mLinearDamping); mp->SetAngularDamping(inBodyCreationSettings.mAngularDamping); mp->SetMaxLinearVelocity(inBodyCreationSettings.mMaxLinearVelocity); mp->SetMaxAngularVelocity(inBodyCreationSettings.mMaxAngularVelocity); mp->SetMassProperties(inBodyCreationSettings.mAllowedDOFs, inBodyCreationSettings.GetMassProperties()); mp->SetLinearVelocity(inBodyCreationSettings.mLinearVelocity); // Needs to happen after setting the max linear/angular velocity and setting allowed DOFs mp->SetAngularVelocity(inBodyCreationSettings.mAngularVelocity); mp->SetGravityFactor(inBodyCreationSettings.mGravityFactor); mp->SetNumVelocityStepsOverride(inBodyCreationSettings.mNumVelocityStepsOverride); mp->SetNumPositionStepsOverride(inBodyCreationSettings.mNumPositionStepsOverride); mp->mMotionQuality = inBodyCreationSettings.mMotionQuality; mp->mAllowSleeping = inBodyCreationSettings.mAllowSleeping; JPH_IF_ENABLE_ASSERTS(mp->mCachedBodyType = body->mBodyType;) JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;) } // Position body body->SetPositionAndRotationInternal(inBodyCreationSettings.mPosition, inBodyCreationSettings.mRotation); return body; } /// Create a soft body using creation settings. The returned body will not be part of the body manager yet. Body *BodyManager::AllocateSoftBody(const SoftBodyCreationSettings &inSoftBodyCreationSettings) const { // Fill in basic properties SoftBodyWithMotionPropertiesAndShape *bmp = new SoftBodyWithMotionPropertiesAndShape; SoftBodyMotionProperties *mp = &bmp->mMotionProperties; SoftBodyShape *shape = &bmp->mShape; Body *body = bmp; shape->mSoftBodyMotionProperties = mp; body->mBodyType = EBodyType::SoftBody; body->mMotionProperties = mp; body->mShape = shape; body->mUserData = inSoftBodyCreationSettings.mUserData; body->SetFriction(inSoftBodyCreationSettings.mFriction); body->SetRestitution(inSoftBodyCreationSettings.mRestitution); body->mMotionType = EMotionType::Dynamic; SetBodyObjectLayerInternal(*body, inSoftBodyCreationSettings.mObjectLayer); body->mObjectLayer = inSoftBodyCreationSettings.mObjectLayer; body->mCollisionGroup = inSoftBodyCreationSettings.mCollisionGroup; mp->SetLinearDamping(inSoftBodyCreationSettings.mLinearDamping); mp->SetAngularDamping(0); mp->SetMaxLinearVelocity(inSoftBodyCreationSettings.mMaxLinearVelocity); mp->SetMaxAngularVelocity(FLT_MAX); mp->SetLinearVelocity(Vec3::sZero()); mp->SetAngularVelocity(Vec3::sZero()); mp->SetGravityFactor(inSoftBodyCreationSettings.mGravityFactor); mp->mMotionQuality = EMotionQuality::Discrete; mp->mAllowSleeping = inSoftBodyCreationSettings.mAllowSleeping; JPH_IF_ENABLE_ASSERTS(mp->mCachedBodyType = body->mBodyType;) JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;) mp->Initialize(inSoftBodyCreationSettings); body->SetPositionAndRotationInternal(inSoftBodyCreationSettings.mPosition, inSoftBodyCreationSettings.mMakeRotationIdentity? Quat::sIdentity() : inSoftBodyCreationSettings.mRotation); return body; } void BodyManager::FreeBody(Body *inBody) const { JPH_ASSERT(inBody->GetID().IsInvalid(), "This function should only be called on a body that doesn't have an ID yet, use DestroyBody otherwise"); sDeleteBody(inBody); } bool BodyManager::AddBody(Body *ioBody) { // Return error when body was already added if (!ioBody->GetID().IsInvalid()) return false; // Determine next free index uint32 idx; { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); if (mBodyIDFreeListStart != cBodyIDFreeListEnd) { // Pop an item from the freelist JPH_ASSERT(mBodyIDFreeListStart & cIsFreedBody); idx = uint32(mBodyIDFreeListStart >> cFreedBodyIndexShift); JPH_ASSERT(!sIsValidBodyPointer(mBodies[idx])); mBodyIDFreeListStart = uintptr_t(mBodies[idx]); mBodies[idx] = ioBody; } else { if (mBodies.size() < mBodies.capacity()) { // Allocate a new entry, note that the array should not actually resize since we've reserved it at init time idx = uint32(mBodies.size()); mBodies.push_back(ioBody); } else { // Out of bodies return false; } } // Update cached number of bodies mNumBodies++; } // Get next sequence number and assign the ID uint8 seq_no = GetNextSequenceNumber(idx); ioBody->mID = BodyID(idx, seq_no); return true; } bool BodyManager::AddBodyWithCustomID(Body *ioBody, const BodyID &inBodyID) { // Return error when body was already added if (!ioBody->GetID().IsInvalid()) return false; { UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Check if index is beyond the max body ID uint32 idx = inBodyID.GetIndex(); if (idx >= mBodies.capacity()) return false; // Return error if (idx < mBodies.size()) { // Body array entry has already been allocated, check if there's a free body here if (sIsValidBodyPointer(mBodies[idx])) return false; // Return error // Remove the entry from the freelist uintptr_t idx_start = mBodyIDFreeListStart >> cFreedBodyIndexShift; if (idx == idx_start) { // First entry, easy to remove, the start of the list is our next mBodyIDFreeListStart = uintptr_t(mBodies[idx]); } else { // Loop over the freelist and find the entry in the freelist pointing to our index // TODO: This is O(N), see if this becomes a performance problem (don't want to put the freed bodies in a double linked list) uintptr_t cur, next; for (cur = idx_start; cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift; cur = next) { next = uintptr_t(mBodies[cur]) >> cFreedBodyIndexShift; if (next == idx) { mBodies[cur] = mBodies[idx]; break; } } JPH_ASSERT(cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift); } // Put the body in the slot mBodies[idx] = ioBody; } else { // Ensure that all body IDs up to this body ID have been allocated and added to the free list while (idx > mBodies.size()) { // Push the id onto the freelist mBodies.push_back((Body *)mBodyIDFreeListStart); mBodyIDFreeListStart = (uintptr_t(mBodies.size() - 1) << cFreedBodyIndexShift) | cIsFreedBody; } // Add the element to the list mBodies.push_back(ioBody); } // Update cached number of bodies mNumBodies++; } // Assign the ID ioBody->mID = inBodyID; return true; } Body *BodyManager::RemoveBodyInternal(const BodyID &inBodyID) { // Get body uint32 idx = inBodyID.GetIndex(); Body *body = mBodies[idx]; // Validate that it can be removed JPH_ASSERT(body->GetID() == inBodyID); JPH_ASSERT(!body->IsActive()); JPH_ASSERT(!body->IsInBroadPhase(), "Use BodyInterface::RemoveBody to remove this body first!"); // Push the id onto the freelist mBodies[idx] = (Body *)mBodyIDFreeListStart; mBodyIDFreeListStart = (uintptr_t(idx) << cFreedBodyIndexShift) | cIsFreedBody; return body; } #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS) void BodyManager::ValidateFreeList() const { // Check that the freelist is correct size_t num_freed = 0; for (uintptr_t start = mBodyIDFreeListStart; start != cBodyIDFreeListEnd; start = uintptr_t(mBodies[start >> cFreedBodyIndexShift])) { JPH_ASSERT(start & cIsFreedBody); num_freed++; } JPH_ASSERT(mNumBodies == mBodies.size() - num_freed); } #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS) void BodyManager::RemoveBodies(const BodyID *inBodyIDs, int inNumber, Body **outBodies) { // Don't take lock if no bodies are to be destroyed if (inNumber <= 0) return; UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Update cached number of bodies JPH_ASSERT(mNumBodies >= (uint)inNumber); mNumBodies -= inNumber; for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++) { // Remove body Body *body = RemoveBodyInternal(*b); // Clear the ID body->mID = BodyID(); // Return the body to the caller if (outBodies != nullptr) { *outBodies = body; ++outBodies; } } #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS) ValidateFreeList(); #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS) } void BodyManager::DestroyBodies(const BodyID *inBodyIDs, int inNumber) { // Don't take lock if no bodies are to be destroyed if (inNumber <= 0) return; UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Update cached number of bodies JPH_ASSERT(mNumBodies >= (uint)inNumber); mNumBodies -= inNumber; for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++) { // Remove body Body *body = RemoveBodyInternal(*b); // Free the body sDeleteBody(body); } #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS) ValidateFreeList(); #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS) } void BodyManager::AddBodyToActiveBodies(Body &ioBody) { // Select the correct array to use int type = (int)ioBody.GetBodyType(); atomic &num_active_bodies = mNumActiveBodies[type]; BodyID *active_bodies = mActiveBodies[type]; MotionProperties *mp = ioBody.mMotionProperties; uint32 num_active_bodies_val = num_active_bodies.load(memory_order_relaxed); mp->mIndexInActiveBodies = num_active_bodies_val; JPH_ASSERT(num_active_bodies_val < GetMaxBodies()); active_bodies[num_active_bodies_val] = ioBody.GetID(); num_active_bodies.fetch_add(1, memory_order_release); // Increment atomic after setting the body ID so that PhysicsSystem::JobFindCollisions (which doesn't lock the mActiveBodiesMutex) will only read valid IDs // Count CCD bodies if (mp->GetMotionQuality() == EMotionQuality::LinearCast) mNumActiveCCDBodies++; } void BodyManager::RemoveBodyFromActiveBodies(Body &ioBody) { // Select the correct array to use int type = (int)ioBody.GetBodyType(); atomic &num_active_bodies = mNumActiveBodies[type]; BodyID *active_bodies = mActiveBodies[type]; uint32 last_body_index = num_active_bodies.load(memory_order_relaxed) - 1; MotionProperties *mp = ioBody.mMotionProperties; if (mp->mIndexInActiveBodies != last_body_index) { // This is not the last body, use the last body to fill the hole BodyID last_body_id = active_bodies[last_body_index]; active_bodies[mp->mIndexInActiveBodies] = last_body_id; // Update that body's index in the active list Body &last_body = *mBodies[last_body_id.GetIndex()]; JPH_ASSERT(last_body.mMotionProperties->mIndexInActiveBodies == last_body_index); last_body.mMotionProperties->mIndexInActiveBodies = mp->mIndexInActiveBodies; } // Mark this body as no longer active mp->mIndexInActiveBodies = Body::cInactiveIndex; // Remove unused element from active bodies list num_active_bodies.fetch_sub(1, memory_order_release); // Count CCD bodies if (mp->GetMotionQuality() == EMotionQuality::LinearCast) mNumActiveCCDBodies--; } void BodyManager::ActivateBodies(const BodyID *inBodyIDs, int inNumber) { // Don't take lock if no bodies are to be activated if (inNumber <= 0) return; UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation); for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++) if (!b->IsInvalid()) { BodyID body_id = *b; Body &body = *mBodies[body_id.GetIndex()]; JPH_ASSERT(body.GetID() == body_id); JPH_ASSERT(body.IsInBroadPhase(), "Use BodyInterface::AddBody to add the body first!"); if (!body.IsStatic()) { // Reset sleeping timer so that we don't immediately go to sleep again body.ResetSleepTimer(); // Check if we're sleeping if (body.mMotionProperties->mIndexInActiveBodies == Body::cInactiveIndex) { AddBodyToActiveBodies(body); // Call activation listener if (mActivationListener != nullptr) mActivationListener->OnBodyActivated(body_id, body.GetUserData()); } } } } void BodyManager::DeactivateBodies(const BodyID *inBodyIDs, int inNumber) { // Don't take lock if no bodies are to be deactivated if (inNumber <= 0) return; UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowDeactivation); for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++) if (!b->IsInvalid()) { BodyID body_id = *b; Body &body = *mBodies[body_id.GetIndex()]; JPH_ASSERT(body.GetID() == body_id); JPH_ASSERT(body.IsInBroadPhase(), "Use BodyInterface::AddBody to add the body first!"); if (body.mMotionProperties != nullptr && body.mMotionProperties->mIndexInActiveBodies != Body::cInactiveIndex) { // Remove the body from the active bodies list RemoveBodyFromActiveBodies(body); // Mark this body as no longer active body.mMotionProperties->mIslandIndex = Body::cInactiveIndex; // Reset velocity body.mMotionProperties->mLinearVelocity = Vec3::sZero(); body.mMotionProperties->mAngularVelocity = Vec3::sZero(); // Call activation listener if (mActivationListener != nullptr) mActivationListener->OnBodyDeactivated(body_id, body.GetUserData()); } } } void BodyManager::SetMotionQuality(Body &ioBody, EMotionQuality inMotionQuality) { MotionProperties *mp = ioBody.GetMotionPropertiesUnchecked(); if (mp != nullptr && mp->GetMotionQuality() != inMotionQuality) { UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); JPH_ASSERT(!mActiveBodiesLocked); bool is_active = ioBody.IsActive(); if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast) --mNumActiveCCDBodies; mp->mMotionQuality = inMotionQuality; if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast) ++mNumActiveCCDBodies; } } void BodyManager::GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) const { JPH_PROFILE_FUNCTION(); UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); const BodyID *active_bodies = mActiveBodies[(int)inType]; outBodyIDs.assign(active_bodies, active_bodies + mNumActiveBodies[(int)inType].load(memory_order_relaxed)); } void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const { JPH_PROFILE_FUNCTION(); UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); // Reserve space for all bodies outBodies.clear(); outBodies.reserve(mNumBodies); // Iterate the list and find the bodies that are not null for (const Body *b : mBodies) if (sIsValidBodyPointer(b)) outBodies.push_back(b->GetID()); // Validate that our reservation was correct JPH_ASSERT(outBodies.size() == mNumBodies); } void BodyManager::SetBodyActivationListener(BodyActivationListener *inListener) { UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); mActivationListener = inListener; } BodyManager::MutexMask BodyManager::GetMutexMask(const BodyID *inBodies, int inNumber) const { JPH_ASSERT(sizeof(MutexMask) * 8 >= mBodyMutexes.GetNumMutexes(), "MutexMask must have enough bits"); if (inNumber >= (int)mBodyMutexes.GetNumMutexes()) { // Just lock everything if there are too many bodies return GetAllBodiesMutexMask(); } else { MutexMask mask = 0; for (const BodyID *b = inBodies, *b_end = inBodies + inNumber; b < b_end; ++b) if (!b->IsInvalid()) { uint32 index = mBodyMutexes.GetMutexIndex(b->GetIndex()); mask |= (MutexMask(1) << index); } return mask; } } void BodyManager::LockRead(MutexMask inMutexMask) const { JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody)); int index = 0; for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++) if (mask & 1) mBodyMutexes.GetMutexByIndex(index).lock_shared(); } void BodyManager::UnlockRead(MutexMask inMutexMask) const { JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody)); int index = 0; for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++) if (mask & 1) mBodyMutexes.GetMutexByIndex(index).unlock_shared(); } void BodyManager::LockWrite(MutexMask inMutexMask) const { JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody)); int index = 0; for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++) if (mask & 1) mBodyMutexes.GetMutexByIndex(index).lock(); } void BodyManager::UnlockWrite(MutexMask inMutexMask) const { JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody)); int index = 0; for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++) if (mask & 1) mBodyMutexes.GetMutexByIndex(index).unlock(); } void BodyManager::LockAllBodies() const { JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody)); mBodyMutexes.LockAll(); PhysicsLock::sLock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); } void BodyManager::UnlockAllBodies() const { PhysicsLock::sUnlock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList)); JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody)); mBodyMutexes.UnlockAll(); } void BodyManager::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const { { LockAllBodies(); // Determine which bodies to save Array bodies; bodies.reserve(mNumBodies); for (const Body *b : mBodies) if (sIsValidBodyPointer(b) && b->IsInBroadPhase() && (inFilter == nullptr || inFilter->ShouldSaveBody(*b))) bodies.push_back(b); // Write state of bodies uint32 num_bodies = (uint32)bodies.size(); inStream.Write(num_bodies); for (const Body *b : bodies) { inStream.Write(b->GetID()); inStream.Write(b->IsActive()); b->SaveState(inStream); } UnlockAllBodies(); } } bool BodyManager::RestoreState(StateRecorder &inStream) { BodyIDVector bodies_to_activate, bodies_to_deactivate; { LockAllBodies(); if (inStream.IsValidating()) { // Read state of bodies, note this reads it in a way to be consistent with validation uint32 old_num_bodies = 0; for (const Body *b : mBodies) if (sIsValidBodyPointer(b) && b->IsInBroadPhase()) ++old_num_bodies; uint32 num_bodies = old_num_bodies; // Initialize to current value for validation inStream.Read(num_bodies); if (num_bodies != old_num_bodies) { JPH_ASSERT(false, "Cannot handle adding/removing bodies"); UnlockAllBodies(); return false; } for (Body *b : mBodies) if (sIsValidBodyPointer(b) && b->IsInBroadPhase()) { BodyID body_id = b->GetID(); // Initialize to current value for validation inStream.Read(body_id); if (body_id != b->GetID()) { JPH_ASSERT(false, "Cannot handle adding/removing bodies"); UnlockAllBodies(); return false; } bool is_active = b->IsActive(); // Initialize to current value for validation inStream.Read(is_active); if (is_active != b->IsActive()) { if (is_active) bodies_to_activate.push_back(body_id); else bodies_to_deactivate.push_back(body_id); } b->RestoreState(inStream); } } else { // Not validating, we can be a bit more loose, read number of bodies uint32 num_bodies = 0; inStream.Read(num_bodies); // Iterate over the stored bodies and restore their state for (uint32 idx = 0; idx < num_bodies; ++idx) { BodyID body_id; inStream.Read(body_id); Body *b = TryGetBody(body_id); if (b == nullptr) { JPH_ASSERT(false, "Restoring state for non-existing body"); UnlockAllBodies(); return false; } bool is_active; inStream.Read(is_active); if (is_active != b->IsActive()) { if (is_active) bodies_to_activate.push_back(body_id); else bodies_to_deactivate.push_back(body_id); } b->RestoreState(inStream); } } UnlockAllBodies(); } { UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); for (BodyID body_id : bodies_to_activate) { Body *body = TryGetBody(body_id); AddBodyToActiveBodies(*body); } for (BodyID body_id : bodies_to_deactivate) { Body *body = TryGetBody(body_id); RemoveBodyFromActiveBodies(*body); } } return true; } void BodyManager::SaveBodyState(const Body &inBody, StateRecorder &inStream) const { inStream.Write(inBody.IsActive()); inBody.SaveState(inStream); } void BodyManager::RestoreBodyState(Body &ioBody, StateRecorder &inStream) { bool is_active = ioBody.IsActive(); inStream.Read(is_active); ioBody.RestoreState(inStream); if (is_active != ioBody.IsActive()) { UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation); if (is_active) AddBodyToActiveBodies(ioBody); else RemoveBodyFromActiveBodies(ioBody); } } #ifdef JPH_DEBUG_RENDERER void BodyManager::Draw(const DrawSettings &inDrawSettings, const PhysicsSettings &inPhysicsSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter) { JPH_PROFILE_FUNCTION(); LockAllBodies(); for (const Body *body : mBodies) if (sIsValidBodyPointer(body) && body->IsInBroadPhase() && (!inBodyFilter || inBodyFilter->ShouldDraw(*body))) { JPH_ASSERT(mBodies[body->GetID().GetIndex()] == body); bool is_sensor = body->IsSensor(); // Determine drawing mode Color color; if (is_sensor) color = Color::sYellow; else switch (inDrawSettings.mDrawShapeColor) { case EShapeColor::InstanceColor: // Each instance has own color color = Color::sGetDistinctColor(body->mID.GetIndex()); break; case EShapeColor::ShapeTypeColor: color = ShapeFunctions::sGet(body->GetShape()->GetSubType()).mColor; break; case EShapeColor::MotionTypeColor: // Determine color based on motion type switch (body->mMotionType) { case EMotionType::Static: color = Color::sGrey; break; case EMotionType::Kinematic: color = Color::sGreen; break; case EMotionType::Dynamic: color = Color::sGetDistinctColor(body->mID.GetIndex()); break; default: JPH_ASSERT(false); color = Color::sBlack; break; } break; case EShapeColor::SleepColor: // Determine color based on motion type switch (body->mMotionType) { case EMotionType::Static: color = Color::sGrey; break; case EMotionType::Kinematic: color = body->IsActive()? Color::sGreen : Color::sRed; break; case EMotionType::Dynamic: color = body->IsActive()? Color::sYellow : Color::sRed; break; default: JPH_ASSERT(false); color = Color::sBlack; break; } break; case EShapeColor::IslandColor: // Determine color based on motion type switch (body->mMotionType) { case EMotionType::Static: color = Color::sGrey; break; case EMotionType::Kinematic: case EMotionType::Dynamic: { uint32 idx = body->GetMotionProperties()->GetIslandIndexInternal(); color = idx != Body::cInactiveIndex? Color::sGetDistinctColor(idx) : Color::sLightGrey; } break; default: JPH_ASSERT(false); color = Color::sBlack; break; } break; case EShapeColor::MaterialColor: color = Color::sWhite; break; default: JPH_ASSERT(false); color = Color::sBlack; break; } // Draw the results of GetSupportFunction if (inDrawSettings.mDrawGetSupportFunction) body->mShape->DrawGetSupportFunction(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne(), color, inDrawSettings.mDrawSupportDirection); // Draw the results of GetSupportingFace if (inDrawSettings.mDrawGetSupportingFace) body->mShape->DrawGetSupportingFace(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne()); // Draw the shape if (inDrawSettings.mDrawShape) body->mShape->Draw(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne(), color, inDrawSettings.mDrawShapeColor == EShapeColor::MaterialColor, inDrawSettings.mDrawShapeWireframe || is_sensor); // Draw bounding box if (inDrawSettings.mDrawBoundingBox) inRenderer->DrawWireBox(body->mBounds, color); // Draw center of mass transform if (inDrawSettings.mDrawCenterOfMassTransform) inRenderer->DrawCoordinateSystem(body->GetCenterOfMassTransform(), 0.2f); // Draw world transform if (inDrawSettings.mDrawWorldTransform) inRenderer->DrawCoordinateSystem(body->GetWorldTransform(), 0.2f); // Draw world space linear and angular velocity if (inDrawSettings.mDrawVelocity) { RVec3 pos = body->GetCenterOfMassPosition(); inRenderer->DrawArrow(pos, pos + body->GetLinearVelocity(), Color::sGreen, 0.1f); inRenderer->DrawArrow(pos, pos + body->GetAngularVelocity(), Color::sRed, 0.1f); } if (inDrawSettings.mDrawMassAndInertia && body->IsDynamic()) { const MotionProperties *mp = body->GetMotionProperties(); if (mp->GetInverseMass() > 0.0f && !Vec3::sEquals(mp->GetInverseInertiaDiagonal(), Vec3::sZero()).TestAnyXYZTrue()) { // Invert mass again float mass = 1.0f / mp->GetInverseMass(); // Invert diagonal again Vec3 diagonal = mp->GetInverseInertiaDiagonal().Reciprocal(); // Determine how big of a box has the equivalent inertia Vec3 box_size = MassProperties::sGetEquivalentSolidBoxSize(mass, diagonal); // Draw box with equivalent inertia inRenderer->DrawWireBox(body->GetCenterOfMassTransform() * Mat44::sRotation(mp->GetInertiaRotation()), AABox(-0.5f * box_size, 0.5f * box_size), Color::sOrange); // Draw mass inRenderer->DrawText3D(body->GetCenterOfMassPosition(), StringFormat("%.2f", (double)mass), Color::sOrange, 0.2f); } } if (inDrawSettings.mDrawSleepStats && body->IsDynamic() && body->IsActive()) { // Draw stats to know which bodies could go to sleep String text = StringFormat("t: %.1f", (double)body->mMotionProperties->mSleepTestTimer); uint8 g = uint8(Clamp(255.0f * body->mMotionProperties->mSleepTestTimer / inPhysicsSettings.mTimeBeforeSleep, 0.0f, 255.0f)); Color sleep_color = Color(0, 255 - g, g); inRenderer->DrawText3D(body->GetCenterOfMassPosition(), text, sleep_color, 0.2f); for (int i = 0; i < 3; ++i) inRenderer->DrawWireSphere(JPH_IF_DOUBLE_PRECISION(body->mMotionProperties->GetSleepTestOffset() +) body->mMotionProperties->mSleepTestSpheres[i].GetCenter(), body->mMotionProperties->mSleepTestSpheres[i].GetRadius(), sleep_color); } if (body->IsSoftBody()) { const SoftBodyMotionProperties *mp = static_cast(body->GetMotionProperties()); RMat44 com = body->GetCenterOfMassTransform(); if (inDrawSettings.mDrawSoftBodyVertices) mp->DrawVertices(inRenderer, com); if (inDrawSettings.mDrawSoftBodyVertexVelocities) mp->DrawVertexVelocities(inRenderer, com); if (inDrawSettings.mDrawSoftBodyEdgeConstraints) mp->DrawEdgeConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor); if (inDrawSettings.mDrawSoftBodyBendConstraints) mp->DrawBendConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor); if (inDrawSettings.mDrawSoftBodyVolumeConstraints) mp->DrawVolumeConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor); if (inDrawSettings.mDrawSoftBodySkinConstraints) mp->DrawSkinConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor); if (inDrawSettings.mDrawSoftBodyLRAConstraints) mp->DrawLRAConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor); if (inDrawSettings.mDrawSoftBodyPredictedBounds) mp->DrawPredictedBounds(inRenderer, com); } } UnlockAllBodies(); } #endif // JPH_DEBUG_RENDERER void BodyManager::InvalidateContactCacheForBody(Body &ioBody) { // If this is the first time we flip the collision cache invalid flag, we need to add it to an internal list to ensure we reset the flag at the end of the physics update if (ioBody.InvalidateContactCacheInternal()) { lock_guard lock(mBodiesCacheInvalidMutex); mBodiesCacheInvalid.push_back(ioBody.GetID()); } } void BodyManager::ValidateContactCacheForAllBodies() { lock_guard lock(mBodiesCacheInvalidMutex); for (const BodyID &b : mBodiesCacheInvalid) { // The body may have been removed between the call to InvalidateContactCacheForBody and this call, so check if it still exists Body *body = TryGetBody(b); if (body != nullptr) body->ValidateContactCacheInternal(); } mBodiesCacheInvalid.clear(); } #ifdef JPH_DEBUG void BodyManager::ValidateActiveBodyBounds() { UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList)); for (uint type = 0; type < cBodyTypeCount; ++type) for (BodyID *id = mActiveBodies[type], *id_end = mActiveBodies[type] + mNumActiveBodies[type].load(memory_order_relaxed); id < id_end; ++id) { const Body *body = mBodies[id->GetIndex()]; body->ValidateCachedBounds(); } } #endif // JPH_DEBUG JPH_NAMESPACE_END