// 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 #ifdef JPH_DEBUG_RENDERER #include #endif // JPH_DEBUG_RENDERER JPH_NAMESPACE_BEGIN using namespace literals; #ifdef JPH_DEBUG_RENDERER bool ContactConstraintManager::sDrawContactPoint = false; bool ContactConstraintManager::sDrawSupportingFaces = false; bool ContactConstraintManager::sDrawContactPointReduction = false; bool ContactConstraintManager::sDrawContactManifolds = false; #endif // JPH_DEBUG_RENDERER //#define JPH_MANIFOLD_CACHE_DEBUG //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::WorldContactPoint //////////////////////////////////////////////////////////////////////////////////////////////////////// void ContactConstraintManager::WorldContactPoint::CalculateNonPenetrationConstraintProperties(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, RVec3Arg inWorldSpacePosition1, RVec3Arg inWorldSpacePosition2, Vec3Arg inWorldSpaceNormal) { // Calculate collision points relative to body RVec3 p = 0.5_r * (inWorldSpacePosition1 + inWorldSpacePosition2); Vec3 r1 = Vec3(p - inBody1.GetCenterOfMassPosition()); Vec3 r2 = Vec3(p - inBody2.GetCenterOfMassPosition()); mNonPenetrationConstraint.CalculateConstraintPropertiesWithMassOverride(inBody1, inInvMass1, inInvInertiaScale1, r1, inBody2, inInvMass2, inInvInertiaScale2, r2, inWorldSpaceNormal); } template JPH_INLINE void ContactConstraintManager::WorldContactPoint::TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(float inDeltaTime, float inGravityDeltaTimeDotNormal, const Body &inBody1, const Body &inBody2, float inInvM1, float inInvM2, Mat44Arg inInvI1, Mat44Arg inInvI2, RVec3Arg inWorldSpacePosition1, RVec3Arg inWorldSpacePosition2, Vec3Arg inWorldSpaceNormal, Vec3Arg inWorldSpaceTangent1, Vec3Arg inWorldSpaceTangent2, const ContactSettings &inSettings, float inMinVelocityForRestitution) { JPH_DET_LOG("TemplatedCalculateFrictionAndNonPenetrationConstraintProperties: p1: " << inWorldSpacePosition1 << " p2: " << inWorldSpacePosition2 << " normal: " << inWorldSpaceNormal << " tangent1: " << inWorldSpaceTangent1 << " tangent2: " << inWorldSpaceTangent2 << " restitution: " << inSettings.mCombinedRestitution << " friction: " << inSettings.mCombinedFriction << " minv: " << inMinVelocityForRestitution << " surface_vel: " << inSettings.mRelativeLinearSurfaceVelocity << " surface_ang: " << inSettings.mRelativeAngularSurfaceVelocity); // Calculate collision points relative to body RVec3 p = 0.5_r * (inWorldSpacePosition1 + inWorldSpacePosition2); Vec3 r1 = Vec3(p - inBody1.GetCenterOfMassPosition()); Vec3 r2 = Vec3(p - inBody2.GetCenterOfMassPosition()); // The gravity is applied in the beginning of the time step. If we get here, there was a collision // at the beginning of the time step, so we've applied too much gravity. This means that our // calculated restitution can be too high, so when we apply restitution, we cancel the added // velocity due to gravity. float gravity_dt_dot_normal; // Calculate velocity of collision points Vec3 relative_velocity; if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static) { const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked(); const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked(); relative_velocity = mp2->GetPointVelocityCOM(r2) - mp1->GetPointVelocityCOM(r1); gravity_dt_dot_normal = inGravityDeltaTimeDotNormal * (mp2->GetGravityFactor() - mp1->GetGravityFactor()); } else if constexpr (Type1 != EMotionType::Static) { const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked(); relative_velocity = -mp1->GetPointVelocityCOM(r1); gravity_dt_dot_normal = inGravityDeltaTimeDotNormal * mp1->GetGravityFactor(); } else if constexpr (Type2 != EMotionType::Static) { const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked(); relative_velocity = mp2->GetPointVelocityCOM(r2); gravity_dt_dot_normal = inGravityDeltaTimeDotNormal * mp2->GetGravityFactor(); } else { JPH_ASSERT(false); // Static vs static makes no sense relative_velocity = Vec3::sZero(); gravity_dt_dot_normal = 0.0f; } float normal_velocity = relative_velocity.Dot(inWorldSpaceNormal); // How much the shapes are penetrating (> 0 if penetrating, < 0 if separated) float penetration = Vec3(inWorldSpacePosition1 - inWorldSpacePosition2).Dot(inWorldSpaceNormal); // If there is no penetration, this is a speculative contact and we will apply a bias to the contact constraint // so that the constraint becomes relative_velocity . contact normal > -penetration / delta_time // instead of relative_velocity . contact normal > 0 // See: GDC 2013: "Physics for Game Programmers; Continuous Collision" - Erin Catto float speculative_contact_velocity_bias = max(0.0f, -penetration / inDeltaTime); // Determine if the velocity is big enough for restitution float normal_velocity_bias; if (inSettings.mCombinedRestitution > 0.0f && normal_velocity < -inMinVelocityForRestitution) { // We have a velocity that is big enough for restitution. This is where speculative contacts don't work // great as we have to decide now if we're going to apply the restitution or not. If the relative // velocity is big enough for a hit, we apply the restitution (in the end, due to other constraints, // the objects may actually not collide and we will have applied restitution incorrectly). Another // artifact that occurs because of this approximation is that the object will bounce from its current // position rather than from a position where it is touching the other object. This causes the object // to appear to move faster for 1 frame (the opposite of time stealing). if (normal_velocity < -speculative_contact_velocity_bias) normal_velocity_bias = inSettings.mCombinedRestitution * (normal_velocity - gravity_dt_dot_normal); else // In this case we have predicted that we don't hit the other object, but if we do (due to other constraints changing velocities) // the speculative contact will prevent penetration but will not apply restitution leading to another artifact. normal_velocity_bias = speculative_contact_velocity_bias; } else { // No restitution. We can safely apply our contact velocity bias. normal_velocity_bias = speculative_contact_velocity_bias; } mNonPenetrationConstraint.TemplatedCalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceNormal, normal_velocity_bias); // Calculate friction part if (inSettings.mCombinedFriction > 0.0f) { // Get surface velocity relative to tangents Vec3 ws_surface_velocity = inSettings.mRelativeLinearSurfaceVelocity + inSettings.mRelativeAngularSurfaceVelocity.Cross(r1); float surface_velocity1 = inWorldSpaceTangent1.Dot(ws_surface_velocity); float surface_velocity2 = inWorldSpaceTangent2.Dot(ws_surface_velocity); // Implement friction as 2 AxisConstraintParts mFrictionConstraint1.TemplatedCalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceTangent1, surface_velocity1); mFrictionConstraint2.TemplatedCalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceTangent2, surface_velocity2); } else { // Turn off friction constraint mFrictionConstraint1.Deactivate(); mFrictionConstraint2.Deactivate(); } } //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::ContactConstraint //////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef JPH_DEBUG_RENDERER void ContactConstraintManager::ContactConstraint::Draw(DebugRenderer *inRenderer, ColorArg inManifoldColor) const { if (mContactPoints.empty()) return; // Get body transforms RMat44 transform_body1 = mBody1->GetCenterOfMassTransform(); RMat44 transform_body2 = mBody2->GetCenterOfMassTransform(); RVec3 prev_point = transform_body1 * Vec3::sLoadFloat3Unsafe(mContactPoints.back().mContactPoint->mPosition1); for (const WorldContactPoint &wcp : mContactPoints) { // Test if any lambda from the previous frame was transferred float radius = wcp.mNonPenetrationConstraint.GetTotalLambda() == 0.0f && wcp.mFrictionConstraint1.GetTotalLambda() == 0.0f && wcp.mFrictionConstraint2.GetTotalLambda() == 0.0f? 0.1f : 0.2f; RVec3 next_point = transform_body1 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition1); inRenderer->DrawMarker(next_point, Color::sCyan, radius); inRenderer->DrawMarker(transform_body2 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition2), Color::sPurple, radius); // Draw edge inRenderer->DrawArrow(prev_point, next_point, inManifoldColor, 0.05f); prev_point = next_point; } // Draw normal RVec3 wp = transform_body1 * Vec3::sLoadFloat3Unsafe(mContactPoints[0].mContactPoint->mPosition1); inRenderer->DrawArrow(wp, wp + GetWorldSpaceNormal(), Color::sRed, 0.05f); // Get tangents Vec3 t1, t2; GetTangents(t1, t2); // Draw tangents inRenderer->DrawLine(wp, wp + t1, Color::sGreen); inRenderer->DrawLine(wp, wp + t2, Color::sBlue); } #endif // JPH_DEBUG_RENDERER //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::CachedContactPoint //////////////////////////////////////////////////////////////////////////////////////////////////////// void ContactConstraintManager::CachedContactPoint::SaveState(StateRecorder &inStream) const { inStream.Write(mPosition1); inStream.Write(mPosition2); inStream.Write(mNonPenetrationLambda); inStream.Write(mFrictionLambda); } void ContactConstraintManager::CachedContactPoint::RestoreState(StateRecorder &inStream) { inStream.Read(mPosition1); inStream.Read(mPosition2); inStream.Read(mNonPenetrationLambda); inStream.Read(mFrictionLambda); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::CachedManifold //////////////////////////////////////////////////////////////////////////////////////////////////////// void ContactConstraintManager::CachedManifold::SaveState(StateRecorder &inStream) const { inStream.Write(mContactNormal); } void ContactConstraintManager::CachedManifold::RestoreState(StateRecorder &inStream) { inStream.Read(mContactNormal); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::CachedBodyPair //////////////////////////////////////////////////////////////////////////////////////////////////////// void ContactConstraintManager::CachedBodyPair::SaveState(StateRecorder &inStream) const { inStream.Write(mDeltaPosition); inStream.Write(mDeltaRotation); } void ContactConstraintManager::CachedBodyPair::RestoreState(StateRecorder &inStream) { inStream.Read(mDeltaPosition); inStream.Read(mDeltaRotation); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager::ManifoldCache //////////////////////////////////////////////////////////////////////////////////////////////////////// void ContactConstraintManager::ManifoldCache::Init(uint inMaxBodyPairs, uint inMaxContactConstraints, uint inCachedManifoldsSize) { mAllocator.Init(inMaxBodyPairs * sizeof(BodyPairMap::KeyValue) + inCachedManifoldsSize); mCachedManifolds.Init(GetNextPowerOf2(inMaxContactConstraints)); mCachedBodyPairs.Init(GetNextPowerOf2(inMaxBodyPairs)); } void ContactConstraintManager::ManifoldCache::Clear() { JPH_PROFILE_FUNCTION(); mCachedManifolds.Clear(); mCachedBodyPairs.Clear(); mAllocator.Clear(); #ifdef JPH_ENABLE_ASSERTS // Mark as incomplete mIsFinalized = false; #endif } void ContactConstraintManager::ManifoldCache::Prepare(uint inExpectedNumBodyPairs, uint inExpectedNumManifolds) { // Minimum amount of buckets to use in the hash map constexpr uint32 cMinBuckets = 1024; // Use the next higher power of 2 of amount of objects in the cache from last frame to determine the amount of buckets in this frame mCachedManifolds.SetNumBuckets(min(max(cMinBuckets, GetNextPowerOf2(inExpectedNumManifolds)), mCachedManifolds.GetMaxBuckets())); mCachedBodyPairs.SetNumBuckets(min(max(cMinBuckets, GetNextPowerOf2(inExpectedNumBodyPairs)), mCachedBodyPairs.GetMaxBuckets())); } const ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::Find(const SubShapeIDPair &inKey, uint64 inKeyHash) const { JPH_ASSERT(mIsFinalized); return mCachedManifolds.Find(inKey, inKeyHash); } ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::Create(ContactAllocator &ioContactAllocator, const SubShapeIDPair &inKey, uint64 inKeyHash, int inNumContactPoints) { JPH_ASSERT(!mIsFinalized); MKeyValue *kv = mCachedManifolds.Create(ioContactAllocator, inKey, inKeyHash, CachedManifold::sGetRequiredExtraSize(inNumContactPoints)); if (kv == nullptr) { ioContactAllocator.mErrors |= EPhysicsUpdateError::ManifoldCacheFull; return nullptr; } kv->GetValue().mNumContactPoints = uint16(inNumContactPoints); ++ioContactAllocator.mNumManifolds; return kv; } ContactConstraintManager::MKVAndCreated ContactConstraintManager::ManifoldCache::FindOrCreate(ContactAllocator &ioContactAllocator, const SubShapeIDPair &inKey, uint64 inKeyHash, int inNumContactPoints) { MKeyValue *kv = const_cast(mCachedManifolds.Find(inKey, inKeyHash)); if (kv != nullptr) return { kv, false }; return { Create(ioContactAllocator, inKey, inKeyHash, inNumContactPoints), true }; } uint32 ContactConstraintManager::ManifoldCache::ToHandle(const MKeyValue *inKeyValue) const { JPH_ASSERT(!mIsFinalized); return mCachedManifolds.ToHandle(inKeyValue); } const ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::FromHandle(uint32 inHandle) const { JPH_ASSERT(mIsFinalized); return mCachedManifolds.FromHandle(inHandle); } const ContactConstraintManager::BPKeyValue *ContactConstraintManager::ManifoldCache::Find(const BodyPair &inKey, uint64 inKeyHash) const { JPH_ASSERT(mIsFinalized); return mCachedBodyPairs.Find(inKey, inKeyHash); } ContactConstraintManager::BPKeyValue *ContactConstraintManager::ManifoldCache::Create(ContactAllocator &ioContactAllocator, const BodyPair &inKey, uint64 inKeyHash) { JPH_ASSERT(!mIsFinalized); BPKeyValue *kv = mCachedBodyPairs.Create(ioContactAllocator, inKey, inKeyHash, 0); if (kv == nullptr) { ioContactAllocator.mErrors |= EPhysicsUpdateError::BodyPairCacheFull; return nullptr; } ++ioContactAllocator.mNumBodyPairs; return kv; } void ContactConstraintManager::ManifoldCache::GetAllBodyPairsSorted(Array &outAll) const { JPH_ASSERT(mIsFinalized); mCachedBodyPairs.GetAllKeyValues(outAll); // Sort by key QuickSort(outAll.begin(), outAll.end(), [](const BPKeyValue *inLHS, const BPKeyValue *inRHS) { return inLHS->GetKey() < inRHS->GetKey(); }); } void ContactConstraintManager::ManifoldCache::GetAllManifoldsSorted(const CachedBodyPair &inBodyPair, Array &outAll) const { JPH_ASSERT(mIsFinalized); // Iterate through the attached manifolds for (uint32 handle = inBodyPair.mFirstCachedManifold; handle != ManifoldMap::cInvalidHandle; handle = FromHandle(handle)->GetValue().mNextWithSameBodyPair) { const MKeyValue *kv = mCachedManifolds.FromHandle(handle); outAll.push_back(kv); } // Sort by key QuickSort(outAll.begin(), outAll.end(), [](const MKeyValue *inLHS, const MKeyValue *inRHS) { return inLHS->GetKey() < inRHS->GetKey(); }); } void ContactConstraintManager::ManifoldCache::GetAllCCDManifoldsSorted(Array &outAll) const { mCachedManifolds.GetAllKeyValues(outAll); for (int i = (int)outAll.size() - 1; i >= 0; --i) if ((outAll[i]->GetValue().mFlags & (uint16)CachedManifold::EFlags::CCDContact) == 0) { outAll[i] = outAll.back(); outAll.pop_back(); } // Sort by key QuickSort(outAll.begin(), outAll.end(), [](const MKeyValue *inLHS, const MKeyValue *inRHS) { return inLHS->GetKey() < inRHS->GetKey(); }); } void ContactConstraintManager::ManifoldCache::ContactPointRemovedCallbacks(ContactListener *inListener) { JPH_PROFILE_FUNCTION(); for (MKeyValue &kv : mCachedManifolds) if ((kv.GetValue().mFlags & uint16(CachedManifold::EFlags::ContactPersisted)) == 0) inListener->OnContactRemoved(kv.GetKey()); } #ifdef JPH_ENABLE_ASSERTS void ContactConstraintManager::ManifoldCache::Finalize() { mIsFinalized = true; #ifdef JPH_MANIFOLD_CACHE_DEBUG Trace("ManifoldMap:"); mCachedManifolds.TraceStats(); Trace("BodyPairMap:"); mCachedBodyPairs.TraceStats(); #endif // JPH_MANIFOLD_CACHE_DEBUG } #endif void ContactConstraintManager::ManifoldCache::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const { JPH_ASSERT(mIsFinalized); // Get contents of cache Array all_bp; GetAllBodyPairsSorted(all_bp); // Determine which ones to save Array selected_bp; if (inFilter == nullptr) selected_bp = std::move(all_bp); else { selected_bp.reserve(all_bp.size()); for (const BPKeyValue *bp_kv : all_bp) if (inFilter->ShouldSaveContact(bp_kv->GetKey().mBodyA, bp_kv->GetKey().mBodyB)) selected_bp.push_back(bp_kv); } // Write body pairs uint32 num_body_pairs = uint32(selected_bp.size()); inStream.Write(num_body_pairs); for (const BPKeyValue *bp_kv : selected_bp) { // Write body pair key inStream.Write(bp_kv->GetKey()); // Write body pair const CachedBodyPair &bp = bp_kv->GetValue(); bp.SaveState(inStream); // Get attached manifolds Array all_m; GetAllManifoldsSorted(bp, all_m); // Write num manifolds uint32 num_manifolds = uint32(all_m.size()); inStream.Write(num_manifolds); // Write all manifolds for (const MKeyValue *m_kv : all_m) { // Write key inStream.Write(m_kv->GetKey()); const CachedManifold &cm = m_kv->GetValue(); JPH_ASSERT((cm.mFlags & (uint16)CachedManifold::EFlags::CCDContact) == 0); // Write amount of contacts inStream.Write(cm.mNumContactPoints); // Write manifold cm.SaveState(inStream); // Write contact points for (uint32 i = 0; i < cm.mNumContactPoints; ++i) cm.mContactPoints[i].SaveState(inStream); } } // Get CCD manifolds Array all_m; GetAllCCDManifoldsSorted(all_m); // Determine which ones to save Array selected_m; if (inFilter == nullptr) selected_m = std::move(all_m); else { selected_m.reserve(all_m.size()); for (const MKeyValue *m_kv : all_m) if (inFilter->ShouldSaveContact(m_kv->GetKey().GetBody1ID(), m_kv->GetKey().GetBody2ID())) selected_m.push_back(m_kv); } // Write all CCD manifold keys uint32 num_manifolds = uint32(selected_m.size()); inStream.Write(num_manifolds); for (const MKeyValue *m_kv : selected_m) inStream.Write(m_kv->GetKey()); } bool ContactConstraintManager::ManifoldCache::RestoreState(const ManifoldCache &inReadCache, StateRecorder &inStream, const StateRecorderFilter *inFilter) { JPH_ASSERT(!mIsFinalized); bool success = true; // Create a contact allocator for restoring the contact cache ContactAllocator contact_allocator(GetContactAllocator()); // When validating, get all existing body pairs Array all_bp; if (inStream.IsValidating()) inReadCache.GetAllBodyPairsSorted(all_bp); // Read amount of body pairs uint32 num_body_pairs; if (inStream.IsValidating()) num_body_pairs = uint32(all_bp.size()); inStream.Read(num_body_pairs); // Read entire cache for (uint32 i = 0; i < num_body_pairs; ++i) { // Read key BodyPair body_pair_key; if (inStream.IsValidating() && i < all_bp.size()) body_pair_key = all_bp[i]->GetKey(); inStream.Read(body_pair_key); // Check if we want to restore this contact if (inFilter == nullptr || inFilter->ShouldRestoreContact(body_pair_key.mBodyA, body_pair_key.mBodyB)) { // Create new entry for this body pair uint64 body_pair_hash = body_pair_key.GetHash(); BPKeyValue *bp_kv = Create(contact_allocator, body_pair_key, body_pair_hash); if (bp_kv == nullptr) { // Out of cache space success = false; break; } CachedBodyPair &bp = bp_kv->GetValue(); // Read body pair if (inStream.IsValidating() && i < all_bp.size()) memcpy(&bp, &all_bp[i]->GetValue(), sizeof(CachedBodyPair)); bp.RestoreState(inStream); // When validating, get all existing manifolds Array all_m; if (inStream.IsValidating()) inReadCache.GetAllManifoldsSorted(all_bp[i]->GetValue(), all_m); // Read amount of manifolds uint32 num_manifolds = 0; if (inStream.IsValidating()) num_manifolds = uint32(all_m.size()); inStream.Read(num_manifolds); uint32 handle = ManifoldMap::cInvalidHandle; for (uint32 j = 0; j < num_manifolds; ++j) { // Read key SubShapeIDPair sub_shape_key; if (inStream.IsValidating() && j < all_m.size()) sub_shape_key = all_m[j]->GetKey(); inStream.Read(sub_shape_key); uint64 sub_shape_key_hash = sub_shape_key.GetHash(); // Read amount of contact points uint16 num_contact_points = 0; if (inStream.IsValidating() && j < all_m.size()) num_contact_points = all_m[j]->GetValue().mNumContactPoints; inStream.Read(num_contact_points); // Read manifold MKeyValue *m_kv = Create(contact_allocator, sub_shape_key, sub_shape_key_hash, num_contact_points); if (m_kv == nullptr) { // Out of cache space success = false; break; } CachedManifold &cm = m_kv->GetValue(); if (inStream.IsValidating() && j < all_m.size()) { memcpy(&cm, &all_m[j]->GetValue(), CachedManifold::sGetRequiredTotalSize(num_contact_points)); cm.mNumContactPoints = uint16(num_contact_points); // Restore num contact points } cm.RestoreState(inStream); cm.mNextWithSameBodyPair = handle; handle = ToHandle(m_kv); // Read contact points for (uint32 k = 0; k < num_contact_points; ++k) cm.mContactPoints[k].RestoreState(inStream); } bp.mFirstCachedManifold = handle; } else { // Skip the contact CachedBodyPair bp; bp.RestoreState(inStream); uint32 num_manifolds = 0; inStream.Read(num_manifolds); for (uint32 j = 0; j < num_manifolds; ++j) { SubShapeIDPair sub_shape_key; inStream.Read(sub_shape_key); uint16 num_contact_points; inStream.Read(num_contact_points); CachedManifold cm; cm.RestoreState(inStream); for (uint32 k = 0; k < num_contact_points; ++k) cm.mContactPoints[0].RestoreState(inStream); } } } // When validating, get all existing CCD manifolds Array all_m; if (inStream.IsValidating()) inReadCache.GetAllCCDManifoldsSorted(all_m); // Read amount of CCD manifolds uint32 num_manifolds; if (inStream.IsValidating()) num_manifolds = uint32(all_m.size()); inStream.Read(num_manifolds); for (uint32 j = 0; j < num_manifolds; ++j) { // Read key SubShapeIDPair sub_shape_key; if (inStream.IsValidating() && j < all_m.size()) sub_shape_key = all_m[j]->GetKey(); inStream.Read(sub_shape_key); // Check if we want to restore this contact if (inFilter == nullptr || inFilter->ShouldRestoreContact(sub_shape_key.GetBody1ID(), sub_shape_key.GetBody2ID())) { // Create CCD manifold uint64 sub_shape_key_hash = sub_shape_key.GetHash(); MKeyValue *m_kv = Create(contact_allocator, sub_shape_key, sub_shape_key_hash, 0); if (m_kv == nullptr) { // Out of cache space success = false; break; } CachedManifold &cm = m_kv->GetValue(); cm.mFlags |= (uint16)CachedManifold::EFlags::CCDContact; } } #ifdef JPH_ENABLE_ASSERTS // We don't finalize until the last part is restored if (inStream.IsLastPart()) mIsFinalized = true; #endif return success; } //////////////////////////////////////////////////////////////////////////////////////////////////////// // ContactConstraintManager //////////////////////////////////////////////////////////////////////////////////////////////////////// ContactConstraintManager::ContactConstraintManager(const PhysicsSettings &inPhysicsSettings) : mPhysicsSettings(inPhysicsSettings) { #ifdef JPH_ENABLE_ASSERTS // For the first frame mark this empty buffer as finalized mCache[mCacheWriteIdx ^ 1].Finalize(); #endif } ContactConstraintManager::~ContactConstraintManager() { JPH_ASSERT(mConstraints == nullptr); } void ContactConstraintManager::Init(uint inMaxBodyPairs, uint inMaxContactConstraints) { mMaxConstraints = inMaxContactConstraints; // Calculate worst case cache usage uint cached_manifolds_size = inMaxContactConstraints * (sizeof(CachedManifold) + (MaxContactPoints - 1) * sizeof(CachedContactPoint)); // Init the caches mCache[0].Init(inMaxBodyPairs, inMaxContactConstraints, cached_manifolds_size); mCache[1].Init(inMaxBodyPairs, inMaxContactConstraints, cached_manifolds_size); } void ContactConstraintManager::PrepareConstraintBuffer(PhysicsUpdateContext *inContext) { // Store context mUpdateContext = inContext; // Allocate temporary constraint buffer JPH_ASSERT(mConstraints == nullptr); mConstraints = (ContactConstraint *)inContext->mTempAllocator->Allocate(mMaxConstraints * sizeof(ContactConstraint)); } template JPH_INLINE void ContactConstraintManager::TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ContactConstraint &ioConstraint, const ContactSettings &inSettings, float inDeltaTime, Vec3Arg inGravityDeltaTime, RMat44Arg inTransformBody1, RMat44Arg inTransformBody2, const Body &inBody1, const Body &inBody2) { // Calculate scaled mass and inertia Mat44 inv_i1; if constexpr (Type1 == EMotionType::Dynamic) { const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked(); inv_i1 = inSettings.mInvInertiaScale1 * mp1->GetInverseInertiaForRotation(inTransformBody1.GetRotation()); } else { inv_i1 = Mat44::sZero(); } Mat44 inv_i2; if constexpr (Type2 == EMotionType::Dynamic) { const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked(); inv_i2 = inSettings.mInvInertiaScale2 * mp2->GetInverseInertiaForRotation(inTransformBody2.GetRotation()); } else { inv_i2 = Mat44::sZero(); } // Calculate tangents Vec3 t1, t2; ioConstraint.GetTangents(t1, t2); Vec3 ws_normal = ioConstraint.GetWorldSpaceNormal(); // Calculate value for restitution correction float gravity_dt_dot_normal = inGravityDeltaTime.Dot(ws_normal); // Setup velocity constraint properties float min_velocity_for_restitution = mPhysicsSettings.mMinVelocityForRestitution; for (WorldContactPoint &wcp : ioConstraint.mContactPoints) { RVec3 p1 = inTransformBody1 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition1); RVec3 p2 = inTransformBody2 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition2); wcp.TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(inDeltaTime, gravity_dt_dot_normal, inBody1, inBody2, ioConstraint.mInvMass1, ioConstraint.mInvMass2, inv_i1, inv_i2, p1, p2, ws_normal, t1, t2, inSettings, min_velocity_for_restitution); } } inline void ContactConstraintManager::CalculateFrictionAndNonPenetrationConstraintProperties(ContactConstraint &ioConstraint, const ContactSettings &inSettings, float inDeltaTime, Vec3Arg inGravityDeltaTime, RMat44Arg inTransformBody1, RMat44Arg inTransformBody2, const Body &inBody1, const Body &inBody2) { // Dispatch to the correct templated form switch (inBody1.GetMotionType()) { case EMotionType::Dynamic: switch (inBody2.GetMotionType()) { case EMotionType::Dynamic: TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ioConstraint, inSettings, inDeltaTime, inGravityDeltaTime, inTransformBody1, inTransformBody2, inBody1, inBody2); break; case EMotionType::Kinematic: TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ioConstraint, inSettings, inDeltaTime, inGravityDeltaTime, inTransformBody1, inTransformBody2, inBody1, inBody2); break; case EMotionType::Static: TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ioConstraint, inSettings, inDeltaTime, inGravityDeltaTime, inTransformBody1, inTransformBody2, inBody1, inBody2); break; default: JPH_ASSERT(false); break; } break; case EMotionType::Kinematic: JPH_ASSERT(inBody2.IsDynamic()); TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ioConstraint, inSettings, inDeltaTime, inGravityDeltaTime, inTransformBody1, inTransformBody2, inBody1, inBody2); break; case EMotionType::Static: JPH_ASSERT(inBody2.IsDynamic()); TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(ioConstraint, inSettings, inDeltaTime, inGravityDeltaTime, inTransformBody1, inTransformBody2, inBody1, inBody2); break; default: JPH_ASSERT(false); break; } } void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, bool &outPairHandled, bool &outConstraintCreated) { JPH_PROFILE_FUNCTION(); // Start with nothing found and not handled outConstraintCreated = false; outPairHandled = false; // Swap bodies so that body 1 id < body 2 id Body *body1, *body2; if (inBody1.GetID() < inBody2.GetID()) { body1 = &inBody1; body2 = &inBody2; } else { body1 = &inBody2; body2 = &inBody1; } // Find the cached body pair BodyPair body_pair_key(body1->GetID(), body2->GetID()); uint64 body_pair_hash = body_pair_key.GetHash(); const ManifoldCache &read_cache = mCache[mCacheWriteIdx ^ 1]; const BPKeyValue *kv = read_cache.Find(body_pair_key, body_pair_hash); if (kv == nullptr) return; const CachedBodyPair &input_cbp = kv->GetValue(); // Get relative translation Quat inv_r1 = body1->GetRotation().Conjugated(); Vec3 delta_position = inv_r1 * Vec3(body2->GetCenterOfMassPosition() - body1->GetCenterOfMassPosition()); // Get old position delta Vec3 old_delta_position = Vec3::sLoadFloat3Unsafe(input_cbp.mDeltaPosition); // Check if bodies are still roughly in the same relative position if ((delta_position - old_delta_position).LengthSq() > mPhysicsSettings.mBodyPairCacheMaxDeltaPositionSq) return; // Determine relative orientation Quat delta_rotation = inv_r1 * body2->GetRotation(); // Reconstruct old quaternion delta Quat old_delta_rotation = Quat::sLoadFloat3Unsafe(input_cbp.mDeltaRotation); // Check if bodies are still roughly in the same relative orientation // The delta between 2 quaternions p and q is: p q^* = [rotation_axis * sin(angle / 2), cos(angle / 2)] // From the W component we can extract the angle: cos(angle / 2) = px * qx + py * qy + pz * qz + pw * qw = p . q // Since we want to abort if the rotation is smaller than -angle or bigger than angle, we can write the comparison as |p . q| < cos(angle / 2) if (abs(delta_rotation.Dot(old_delta_rotation)) < mPhysicsSettings.mBodyPairCacheCosMaxDeltaRotationDiv2) return; // The cache is valid, return that we've handled this body pair outPairHandled = true; // Copy the cached body pair to this frame ManifoldCache &write_cache = mCache[mCacheWriteIdx]; BPKeyValue *output_bp_kv = write_cache.Create(ioContactAllocator, body_pair_key, body_pair_hash); if (output_bp_kv == nullptr) return; // Out of cache space CachedBodyPair *output_cbp = &output_bp_kv->GetValue(); memcpy(output_cbp, &input_cbp, sizeof(CachedBodyPair)); // If there were no contacts, we have handled the contact if (input_cbp.mFirstCachedManifold == ManifoldMap::cInvalidHandle) return; // Get body transforms RMat44 transform_body1 = body1->GetCenterOfMassTransform(); RMat44 transform_body2 = body2->GetCenterOfMassTransform(); // Get time step float delta_time = mUpdateContext->mStepDeltaTime; // Calculate value for restitution correction Vec3 gravity_dt = mUpdateContext->mPhysicsSystem->GetGravity() * delta_time; // Copy manifolds uint32 output_handle = ManifoldMap::cInvalidHandle; uint32 input_handle = input_cbp.mFirstCachedManifold; do { JPH_PROFILE("Add Constraint From Cached Manifold"); // Find the existing manifold const MKeyValue *input_kv = read_cache.FromHandle(input_handle); const SubShapeIDPair &input_key = input_kv->GetKey(); const CachedManifold &input_cm = input_kv->GetValue(); JPH_ASSERT(input_cm.mNumContactPoints > 0); // There should be contact points in this manifold! // Create room for manifold in write buffer and copy data uint64 input_hash = input_key.GetHash(); MKeyValue *output_kv = write_cache.Create(ioContactAllocator, input_key, input_hash, input_cm.mNumContactPoints); if (output_kv == nullptr) break; // Out of cache space CachedManifold *output_cm = &output_kv->GetValue(); memcpy(output_cm, &input_cm, CachedManifold::sGetRequiredTotalSize(input_cm.mNumContactPoints)); // Link the object under the body pairs output_cm->mNextWithSameBodyPair = output_handle; output_handle = write_cache.ToHandle(output_kv); // Calculate default contact settings ContactSettings settings; settings.mCombinedFriction = mCombineFriction(*body1, input_key.GetSubShapeID1(), *body2, input_key.GetSubShapeID2()); settings.mCombinedRestitution = mCombineRestitution(*body1, input_key.GetSubShapeID1(), *body2, input_key.GetSubShapeID2()); settings.mIsSensor = body1->IsSensor() || body2->IsSensor(); // Calculate world space contact normal Vec3 world_space_normal = transform_body2.Multiply3x3(Vec3::sLoadFloat3Unsafe(output_cm->mContactNormal)).Normalized(); // Call contact listener to update settings if (mContactListener != nullptr) { // Convert constraint to manifold structure for callback ContactManifold manifold; manifold.mWorldSpaceNormal = world_space_normal; manifold.mSubShapeID1 = input_key.GetSubShapeID1(); manifold.mSubShapeID2 = input_key.GetSubShapeID2(); manifold.mBaseOffset = transform_body1.GetTranslation(); manifold.mRelativeContactPointsOn1.resize(output_cm->mNumContactPoints); manifold.mRelativeContactPointsOn2.resize(output_cm->mNumContactPoints); Mat44 local_transform_body2 = transform_body2.PostTranslated(-manifold.mBaseOffset).ToMat44(); float penetration_depth = -FLT_MAX; for (uint32 i = 0; i < output_cm->mNumContactPoints; ++i) { const CachedContactPoint &ccp = output_cm->mContactPoints[i]; manifold.mRelativeContactPointsOn1[i] = transform_body1.Multiply3x3(Vec3::sLoadFloat3Unsafe(ccp.mPosition1)); manifold.mRelativeContactPointsOn2[i] = local_transform_body2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2); penetration_depth = max(penetration_depth, (manifold.mRelativeContactPointsOn1[0] - manifold.mRelativeContactPointsOn2[0]).Dot(world_space_normal)); } manifold.mPenetrationDepth = penetration_depth; // We don't have the penetration depth anymore, estimate it // Notify callback mContactListener->OnContactPersisted(*body1, *body2, manifold, settings); } JPH_ASSERT(settings.mIsSensor || !(body1->IsSensor() || body2->IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!"); if (!settings.mIsSensor // If one of the bodies is a sensor, don't actually create the constraint && ((body1->IsDynamic() && settings.mInvMassScale1 != 0.0f) // One of the bodies must have mass to be able to create a contact constraint || (body2->IsDynamic() && settings.mInvMassScale2 != 0.0f))) { // Add contact constraint in world space for the solver uint32 constraint_idx = mNumConstraints++; if (constraint_idx >= mMaxConstraints) { ioContactAllocator.mErrors |= EPhysicsUpdateError::ContactConstraintsFull; break; } // A constraint will be created outConstraintCreated = true; ContactConstraint &constraint = mConstraints[constraint_idx]; new (&constraint) ContactConstraint(); constraint.mBody1 = body1; constraint.mBody2 = body2; constraint.mSortKey = input_hash; world_space_normal.StoreFloat3(&constraint.mWorldSpaceNormal); constraint.mCombinedFriction = settings.mCombinedFriction; constraint.mInvMass1 = body1->GetMotionPropertiesUnchecked() != nullptr? settings.mInvMassScale1 * body1->GetMotionPropertiesUnchecked()->GetInverseMassUnchecked() : 0.0f; constraint.mInvInertiaScale1 = settings.mInvInertiaScale1; constraint.mInvMass2 = body2->GetMotionPropertiesUnchecked() != nullptr? settings.mInvMassScale2 * body2->GetMotionPropertiesUnchecked()->GetInverseMassUnchecked() : 0.0f; constraint.mInvInertiaScale2 = settings.mInvInertiaScale2; constraint.mContactPoints.resize(output_cm->mNumContactPoints); for (uint32 i = 0; i < output_cm->mNumContactPoints; ++i) { CachedContactPoint &ccp = output_cm->mContactPoints[i]; WorldContactPoint &wcp = constraint.mContactPoints[i]; wcp.mNonPenetrationConstraint.SetTotalLambda(ccp.mNonPenetrationLambda); wcp.mFrictionConstraint1.SetTotalLambda(ccp.mFrictionLambda[0]); wcp.mFrictionConstraint2.SetTotalLambda(ccp.mFrictionLambda[1]); wcp.mContactPoint = &ccp; } JPH_DET_LOG("GetContactsFromCache: id1: " << constraint.mBody1->GetID() << " id2: " << constraint.mBody2->GetID() << " key: " << constraint.mSortKey); // Calculate friction and non-penetration constraint properties for all contact points CalculateFrictionAndNonPenetrationConstraintProperties(constraint, settings, delta_time, gravity_dt, transform_body1, transform_body2, *body1, *body2); // Notify island builder mUpdateContext->mIslandBuilder->LinkContact(constraint_idx, body1->GetIndexInActiveBodiesInternal(), body2->GetIndexInActiveBodiesInternal()); #ifdef JPH_DEBUG_RENDERER // Draw the manifold if (sDrawContactManifolds) constraint.Draw(DebugRenderer::sInstance, Color::sYellow); #endif // JPH_DEBUG_RENDERER } // Mark contact as persisted so that we won't fire OnContactRemoved callbacks input_cm.mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted; // Fetch the next manifold input_handle = input_cm.mNextWithSameBodyPair; } while (input_handle != ManifoldMap::cInvalidHandle); output_cbp->mFirstCachedManifold = output_handle; } ContactConstraintManager::BodyPairHandle ContactConstraintManager::AddBodyPair(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2) { JPH_PROFILE_FUNCTION(); // Swap bodies so that body 1 id < body 2 id const Body *body1, *body2; if (inBody1.GetID() < inBody2.GetID()) { body1 = &inBody1; body2 = &inBody2; } else { body1 = &inBody2; body2 = &inBody1; } // Add an entry BodyPair body_pair_key(body1->GetID(), body2->GetID()); uint64 body_pair_hash = body_pair_key.GetHash(); BPKeyValue *body_pair_kv = mCache[mCacheWriteIdx].Create(ioContactAllocator, body_pair_key, body_pair_hash); if (body_pair_kv == nullptr) return nullptr; // Out of cache space CachedBodyPair *cbp = &body_pair_kv->GetValue(); cbp->mFirstCachedManifold = ManifoldMap::cInvalidHandle; // Get relative translation Quat inv_r1 = body1->GetRotation().Conjugated(); Vec3 delta_position = inv_r1 * Vec3(body2->GetCenterOfMassPosition() - body1->GetCenterOfMassPosition()); // Store it delta_position.StoreFloat3(&cbp->mDeltaPosition); // Determine relative orientation Quat delta_rotation = inv_r1 * body2->GetRotation(); // Store it delta_rotation.StoreFloat3(&cbp->mDeltaRotation); return cbp; } template bool ContactConstraintManager::TemplatedAddContactConstraint(ContactAllocator &ioContactAllocator, BodyPairHandle inBodyPairHandle, Body &inBody1, Body &inBody2, const ContactManifold &inManifold) { // Calculate hash SubShapeIDPair key { inBody1.GetID(), inManifold.mSubShapeID1, inBody2.GetID(), inManifold.mSubShapeID2 }; uint64 key_hash = key.GetHash(); // Determine number of contact points int num_contact_points = (int)inManifold.mRelativeContactPointsOn1.size(); JPH_ASSERT(num_contact_points <= MaxContactPoints); JPH_ASSERT(num_contact_points == (int)inManifold.mRelativeContactPointsOn2.size()); // Reserve space for new contact cache entry // Note that for dynamic vs dynamic we always require the first body to have a lower body id to get a consistent key // under which to look up the contact ManifoldCache &write_cache = mCache[mCacheWriteIdx]; MKeyValue *new_manifold_kv = write_cache.Create(ioContactAllocator, key, key_hash, num_contact_points); if (new_manifold_kv == nullptr) return false; // Out of cache space CachedManifold *new_manifold = &new_manifold_kv->GetValue(); // Transform the world space normal to the space of body 2 (this is usually the static body) RMat44 inverse_transform_body2 = inBody2.GetInverseCenterOfMassTransform(); inverse_transform_body2.Multiply3x3(inManifold.mWorldSpaceNormal).Normalized().StoreFloat3(&new_manifold->mContactNormal); // Settings object that gets passed to the callback ContactSettings settings; settings.mCombinedFriction = mCombineFriction(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2); settings.mCombinedRestitution = mCombineRestitution(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2); settings.mIsSensor = inBody1.IsSensor() || inBody2.IsSensor(); // Get the contact points for the old cache entry const ManifoldCache &read_cache = mCache[mCacheWriteIdx ^ 1]; const MKeyValue *old_manifold_kv = read_cache.Find(key, key_hash); const CachedContactPoint *ccp_start; const CachedContactPoint *ccp_end; if (old_manifold_kv != nullptr) { // Call point persisted listener if (mContactListener != nullptr) mContactListener->OnContactPersisted(inBody1, inBody2, inManifold, settings); // Fetch the contact points from the old manifold const CachedManifold *old_manifold = &old_manifold_kv->GetValue(); ccp_start = old_manifold->mContactPoints; ccp_end = ccp_start + old_manifold->mNumContactPoints; // Mark contact as persisted so that we won't fire OnContactRemoved callbacks old_manifold->mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted; } else { // Call point added listener if (mContactListener != nullptr) mContactListener->OnContactAdded(inBody1, inBody2, inManifold, settings); // No contact points available from old manifold ccp_start = nullptr; ccp_end = nullptr; } // Get inverse transform for body 1 RMat44 inverse_transform_body1 = inBody1.GetInverseCenterOfMassTransform(); bool contact_constraint_created = false; // If one of the bodies is a sensor, don't actually create the constraint JPH_ASSERT(settings.mIsSensor || !(inBody1.IsSensor() || inBody2.IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!"); if (!settings.mIsSensor && ((inBody1.IsDynamic() && settings.mInvMassScale1 != 0.0f) // One of the bodies must have mass to be able to create a contact constraint || (inBody2.IsDynamic() && settings.mInvMassScale2 != 0.0f))) { // Add contact constraint uint32 constraint_idx = mNumConstraints++; if (constraint_idx >= mMaxConstraints) { ioContactAllocator.mErrors |= EPhysicsUpdateError::ContactConstraintsFull; // Manifold has been created already, we're not filling it in, so we need to reset the contact number of points. // Note that we don't hook it up to the body pair cache so that it won't be used as a cache during the next simulation. new_manifold->mNumContactPoints = 0; return false; } // We will create a contact constraint contact_constraint_created = true; ContactConstraint &constraint = mConstraints[constraint_idx]; new (&constraint) ContactConstraint(); constraint.mBody1 = &inBody1; constraint.mBody2 = &inBody2; constraint.mSortKey = key_hash; inManifold.mWorldSpaceNormal.StoreFloat3(&constraint.mWorldSpaceNormal); constraint.mCombinedFriction = settings.mCombinedFriction; constraint.mInvMass1 = inBody1.GetMotionPropertiesUnchecked() != nullptr? settings.mInvMassScale1 * inBody1.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked() : 0.0f; constraint.mInvInertiaScale1 = settings.mInvInertiaScale1; constraint.mInvMass2 = inBody2.GetMotionPropertiesUnchecked() != nullptr? settings.mInvMassScale2 * inBody2.GetMotionPropertiesUnchecked()->GetInverseMassUnchecked() : 0.0f; constraint.mInvInertiaScale2 = settings.mInvInertiaScale2; JPH_DET_LOG("TemplatedAddContactConstraint: id1: " << constraint.mBody1->GetID() << " id2: " << constraint.mBody2->GetID() << " key: " << constraint.mSortKey); // Notify island builder mUpdateContext->mIslandBuilder->LinkContact(constraint_idx, inBody1.GetIndexInActiveBodiesInternal(), inBody2.GetIndexInActiveBodiesInternal()); // Get time step float delta_time = mUpdateContext->mStepDeltaTime; // Calculate value for restitution correction float gravity_dt_dot_normal = inManifold.mWorldSpaceNormal.Dot(mUpdateContext->mPhysicsSystem->GetGravity() * delta_time); // Calculate scaled mass and inertia float inv_m1; Mat44 inv_i1; if constexpr (Type1 == EMotionType::Dynamic) { const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked(); inv_m1 = settings.mInvMassScale1 * mp1->GetInverseMass(); inv_i1 = settings.mInvInertiaScale1 * mp1->GetInverseInertiaForRotation(inverse_transform_body1.Transposed3x3()); } else { inv_m1 = 0.0f; inv_i1 = Mat44::sZero(); } float inv_m2; Mat44 inv_i2; if constexpr (Type2 == EMotionType::Dynamic) { const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked(); inv_m2 = settings.mInvMassScale2 * mp2->GetInverseMass(); inv_i2 = settings.mInvInertiaScale2 * mp2->GetInverseInertiaForRotation(inverse_transform_body2.Transposed3x3()); } else { inv_m2 = 0.0f; inv_i2 = Mat44::sZero(); } // Calculate tangents Vec3 t1, t2; constraint.GetTangents(t1, t2); constraint.mContactPoints.resize(num_contact_points); for (int i = 0; i < num_contact_points; ++i) { // Convert to world space and set positions WorldContactPoint &wcp = constraint.mContactPoints[i]; RVec3 p1_ws = inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn1[i]; RVec3 p2_ws = inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn2[i]; // Convert to local space to the body Vec3 p1_ls = Vec3(inverse_transform_body1 * p1_ws); Vec3 p2_ls = Vec3(inverse_transform_body2 * p2_ws); // Check if we have a close contact point from last update bool lambda_set = false; for (const CachedContactPoint *ccp = ccp_start; ccp < ccp_end; ccp++) if (Vec3::sLoadFloat3Unsafe(ccp->mPosition1).IsClose(p1_ls, mPhysicsSettings.mContactPointPreserveLambdaMaxDistSq) && Vec3::sLoadFloat3Unsafe(ccp->mPosition2).IsClose(p2_ls, mPhysicsSettings.mContactPointPreserveLambdaMaxDistSq)) { // Get lambdas from previous frame wcp.mNonPenetrationConstraint.SetTotalLambda(ccp->mNonPenetrationLambda); wcp.mFrictionConstraint1.SetTotalLambda(ccp->mFrictionLambda[0]); wcp.mFrictionConstraint2.SetTotalLambda(ccp->mFrictionLambda[1]); lambda_set = true; break; } if (!lambda_set) { wcp.mNonPenetrationConstraint.SetTotalLambda(0.0f); wcp.mFrictionConstraint1.SetTotalLambda(0.0f); wcp.mFrictionConstraint2.SetTotalLambda(0.0f); } // Create new contact point CachedContactPoint &cp = new_manifold->mContactPoints[i]; p1_ls.StoreFloat3(&cp.mPosition1); p2_ls.StoreFloat3(&cp.mPosition2); wcp.mContactPoint = &cp; // Setup velocity constraint wcp.TemplatedCalculateFrictionAndNonPenetrationConstraintProperties(delta_time, gravity_dt_dot_normal, inBody1, inBody2, inv_m1, inv_m2, inv_i1, inv_i2, p1_ws, p2_ws, inManifold.mWorldSpaceNormal, t1, t2, settings, mPhysicsSettings.mMinVelocityForRestitution); } #ifdef JPH_DEBUG_RENDERER // Draw the manifold if (sDrawContactManifolds) constraint.Draw(DebugRenderer::sInstance, Color::sOrange); #endif // JPH_DEBUG_RENDERER } else { // Store the contact manifold in the cache for (int i = 0; i < num_contact_points; ++i) { // Convert to local space to the body Vec3 p1 = Vec3(inverse_transform_body1 * (inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn1[i])); Vec3 p2 = Vec3(inverse_transform_body2 * (inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn2[i])); // Create new contact point CachedContactPoint &cp = new_manifold->mContactPoints[i]; p1.StoreFloat3(&cp.mPosition1); p2.StoreFloat3(&cp.mPosition2); // Reset contact impulses, we haven't applied any cp.mNonPenetrationLambda = 0.0f; cp.mFrictionLambda[0] = 0.0f; cp.mFrictionLambda[1] = 0.0f; } } // Store cached contact point in body pair cache CachedBodyPair *cbp = reinterpret_cast(inBodyPairHandle); new_manifold->mNextWithSameBodyPair = cbp->mFirstCachedManifold; cbp->mFirstCachedManifold = write_cache.ToHandle(new_manifold_kv); // A contact constraint was added return contact_constraint_created; } bool ContactConstraintManager::AddContactConstraint(ContactAllocator &ioContactAllocator, BodyPairHandle inBodyPairHandle, Body &inBody1, Body &inBody2, const ContactManifold &inManifold) { JPH_PROFILE_FUNCTION(); JPH_DET_LOG("AddContactConstraint: id1: " << inBody1.GetID() << " id2: " << inBody2.GetID() << " subshape1: " << inManifold.mSubShapeID1 << " subshape2: " << inManifold.mSubShapeID2 << " normal: " << inManifold.mWorldSpaceNormal << " pendepth: " << inManifold.mPenetrationDepth); JPH_ASSERT(inManifold.mWorldSpaceNormal.IsNormalized()); // Swap bodies so that body 1 id < body 2 id const ContactManifold *manifold; Body *body1, *body2; ContactManifold temp; if (inBody2.GetID() < inBody1.GetID()) { body1 = &inBody2; body2 = &inBody1; temp = inManifold.SwapShapes(); manifold = &temp; } else { body1 = &inBody1; body2 = &inBody2; manifold = &inManifold; } // Dispatch to the correct templated form // Note: Non-dynamic vs non-dynamic can happen in this case due to one body being a sensor, so we need to have an extended switch case here switch (body1->GetMotionType()) { case EMotionType::Dynamic: { switch (body2->GetMotionType()) { case EMotionType::Dynamic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Kinematic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Static: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); default: JPH_ASSERT(false); break; } break; } case EMotionType::Kinematic: switch (body2->GetMotionType()) { case EMotionType::Dynamic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Kinematic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Static: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); default: JPH_ASSERT(false); break; } break; case EMotionType::Static: switch (body2->GetMotionType()) { case EMotionType::Dynamic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Kinematic: return TemplatedAddContactConstraint(ioContactAllocator, inBodyPairHandle, *body1, *body2, *manifold); case EMotionType::Static: // Static vs static not possible default: JPH_ASSERT(false); break; } break; default: JPH_ASSERT(false); break; } return false; } void ContactConstraintManager::OnCCDContactAdded(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &outSettings) { JPH_ASSERT(inManifold.mWorldSpaceNormal.IsNormalized()); // Calculate contact settings outSettings.mCombinedFriction = mCombineFriction(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2); outSettings.mCombinedRestitution = mCombineRestitution(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2); outSettings.mIsSensor = false; // For now, no sensors are supported during CCD // The remainder of this function only deals with calling contact callbacks, if there's no contact callback we also don't need to do this work if (mContactListener != nullptr) { // Swap bodies so that body 1 id < body 2 id const ContactManifold *manifold; const Body *body1, *body2; ContactManifold temp; if (inBody2.GetID() < inBody1.GetID()) { body1 = &inBody2; body2 = &inBody1; temp = inManifold.SwapShapes(); manifold = &temp; } else { body1 = &inBody1; body2 = &inBody2; manifold = &inManifold; } // Calculate hash SubShapeIDPair key { body1->GetID(), manifold->mSubShapeID1, body2->GetID(), manifold->mSubShapeID2 }; uint64 key_hash = key.GetHash(); // Check if we already created this contact this physics update ManifoldCache &write_cache = mCache[mCacheWriteIdx]; MKVAndCreated new_manifold_kv = write_cache.FindOrCreate(ioContactAllocator, key, key_hash, 0); if (new_manifold_kv.second) { // This contact is new for this physics update, check if previous update we already had this contact. const ManifoldCache &read_cache = mCache[mCacheWriteIdx ^ 1]; const MKeyValue *old_manifold_kv = read_cache.Find(key, key_hash); if (old_manifold_kv == nullptr) { // New contact mContactListener->OnContactAdded(*body1, *body2, *manifold, outSettings); } else { // Existing contact mContactListener->OnContactPersisted(*body1, *body2, *manifold, outSettings); // Mark contact as persisted so that we won't fire OnContactRemoved callbacks old_manifold_kv->GetValue().mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted; } // Check if the cache is full if (new_manifold_kv.first != nullptr) { // We don't store any contact points in this manifold as it is not for caching impulses, we only need to know that the contact was created CachedManifold &new_manifold = new_manifold_kv.first->GetValue(); new_manifold.mContactNormal = { 0, 0, 0 }; new_manifold.mFlags |= (uint16)CachedManifold::EFlags::CCDContact; } } else { // Already found this contact this physics update. // Note that we can trigger OnContactPersisted multiple times per physics update, but otherwise we have no way of obtaining the settings mContactListener->OnContactPersisted(*body1, *body2, *manifold, outSettings); } // If we swapped body1 and body2 we need to swap the mass scales back if (manifold == &temp) { std::swap(outSettings.mInvMassScale1, outSettings.mInvMassScale2); std::swap(outSettings.mInvInertiaScale1, outSettings.mInvInertiaScale2); // Note we do not need to negate the relative surface velocity as it is not applied by the CCD collision constraint } } JPH_ASSERT(outSettings.mIsSensor || !(inBody1.IsSensor() || inBody2.IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!"); } void ContactConstraintManager::SortContacts(uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd) const { JPH_PROFILE_FUNCTION(); QuickSort(inConstraintIdxBegin, inConstraintIdxEnd, [this](uint32 inLHS, uint32 inRHS) { const ContactConstraint &lhs = mConstraints[inLHS]; const ContactConstraint &rhs = mConstraints[inRHS]; // Most of the time the sort key will be different so we sort on that if (lhs.mSortKey != rhs.mSortKey) return lhs.mSortKey < rhs.mSortKey; // If they're equal we use the IDs of body 1 to order if (lhs.mBody1 != rhs.mBody1) return lhs.mBody1->GetID() < rhs.mBody1->GetID(); // If they're still equal we use the IDs of body 2 to order if (lhs.mBody2 != rhs.mBody2) return lhs.mBody2->GetID() < rhs.mBody2->GetID(); JPH_ASSERT(inLHS == inRHS, "Hash collision, ordering will be inconsistent"); return false; }); } void ContactConstraintManager::FinalizeContactCacheAndCallContactPointRemovedCallbacks(uint inExpectedNumBodyPairs, uint inExpectedNumManifolds) { JPH_PROFILE_FUNCTION(); #ifdef JPH_ENABLE_ASSERTS // Mark cache as finalized ManifoldCache &old_write_cache = mCache[mCacheWriteIdx]; old_write_cache.Finalize(); // Check that the count of body pairs and manifolds that we tracked outside of the cache (to avoid contention on an atomic) is correct JPH_ASSERT(old_write_cache.GetNumBodyPairs() == inExpectedNumBodyPairs); JPH_ASSERT(old_write_cache.GetNumManifolds() == inExpectedNumManifolds); #endif // Buffers are now complete, make write buffer the read buffer mCacheWriteIdx ^= 1; // Get the old read cache / new write cache ManifoldCache &old_read_cache = mCache[mCacheWriteIdx]; // Call the contact point removal callbacks if (mContactListener != nullptr) old_read_cache.ContactPointRemovedCallbacks(mContactListener); // We're done with the old read cache now old_read_cache.Clear(); // Use the amount of contacts from the last iteration to determine the amount of buckets to use in the hash map for the next iteration old_read_cache.Prepare(inExpectedNumBodyPairs, inExpectedNumManifolds); } bool ContactConstraintManager::WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) const { // The body pair needs to be in the cache and it needs to have a manifold (otherwise it's just a record indicating that there are no collisions) const ManifoldCache &read_cache = mCache[mCacheWriteIdx ^ 1]; BodyPair key; if (inBody1ID < inBody2ID) key = BodyPair(inBody1ID, inBody2ID); else key = BodyPair(inBody2ID, inBody1ID); uint64 key_hash = key.GetHash(); const BPKeyValue *kv = read_cache.Find(key, key_hash); return kv != nullptr && kv->GetValue().mFirstCachedManifold != ManifoldMap::cInvalidHandle; } template JPH_INLINE void ContactConstraintManager::sWarmStartConstraint(ContactConstraint &ioConstraint, MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, float inWarmStartImpulseRatio) { // Calculate tangents Vec3 t1, t2; ioConstraint.GetTangents(t1, t2); Vec3 ws_normal = ioConstraint.GetWorldSpaceNormal(); for (WorldContactPoint &wcp : ioConstraint.mContactPoints) { // Warm starting: Apply impulse from last frame if (wcp.mFrictionConstraint1.IsActive() || wcp.mFrictionConstraint2.IsActive()) { wcp.mFrictionConstraint1.TemplatedWarmStart(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, t1, inWarmStartImpulseRatio); wcp.mFrictionConstraint2.TemplatedWarmStart(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, t2, inWarmStartImpulseRatio); } wcp.mNonPenetrationConstraint.TemplatedWarmStart(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, ws_normal, inWarmStartImpulseRatio); } } template void ContactConstraintManager::WarmStartVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, MotionPropertiesCallback &ioCallback) { JPH_PROFILE_FUNCTION(); for (const uint32 *constraint_idx = inConstraintIdxBegin; constraint_idx < inConstraintIdxEnd; ++constraint_idx) { ContactConstraint &constraint = mConstraints[*constraint_idx]; // Fetch bodies Body &body1 = *constraint.mBody1; EMotionType motion_type1 = body1.GetMotionType(); MotionProperties *motion_properties1 = body1.GetMotionPropertiesUnchecked(); Body &body2 = *constraint.mBody2; EMotionType motion_type2 = body2.GetMotionType(); MotionProperties *motion_properties2 = body2.GetMotionPropertiesUnchecked(); // Dispatch to the correct templated form // Note: Warm starting doesn't differentiate between kinematic/static bodies so we handle both as static bodies if (motion_type1 == EMotionType::Dynamic) { if (motion_type2 == EMotionType::Dynamic) { sWarmStartConstraint(constraint, motion_properties1, motion_properties2, inWarmStartImpulseRatio); ioCallback(motion_properties2); } else sWarmStartConstraint(constraint, motion_properties1, motion_properties2, inWarmStartImpulseRatio); ioCallback(motion_properties1); } else { JPH_ASSERT(motion_type2 == EMotionType::Dynamic); sWarmStartConstraint(constraint, motion_properties1, motion_properties2, inWarmStartImpulseRatio); ioCallback(motion_properties2); } } } // Specialize for the two body callback types template void ContactConstraintManager::WarmStartVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, CalculateSolverSteps &ioCallback); template void ContactConstraintManager::WarmStartVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, DummyCalculateSolverSteps &ioCallback); template JPH_INLINE bool ContactConstraintManager::sSolveVelocityConstraint(ContactConstraint &ioConstraint, MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2) { bool any_impulse_applied = false; // Calculate tangents Vec3 t1, t2; ioConstraint.GetTangents(t1, t2); // First apply all friction constraints (non-penetration is more important than friction) for (WorldContactPoint &wcp : ioConstraint.mContactPoints) { // Check if friction is enabled if (wcp.mFrictionConstraint1.IsActive() || wcp.mFrictionConstraint2.IsActive()) { // Calculate impulse to stop motion in tangential direction float lambda1 = wcp.mFrictionConstraint1.TemplatedSolveVelocityConstraintGetTotalLambda(ioMotionProperties1, ioMotionProperties2, t1); float lambda2 = wcp.mFrictionConstraint2.TemplatedSolveVelocityConstraintGetTotalLambda(ioMotionProperties1, ioMotionProperties2, t2); float total_lambda_sq = Square(lambda1) + Square(lambda2); // Calculate max impulse that can be applied. Note that we're using the non-penetration impulse from the previous iteration here. // We do this because non-penetration is more important so is solved last (the last things that are solved in an iterative solver // contribute the most). float max_lambda_f = ioConstraint.mCombinedFriction * wcp.mNonPenetrationConstraint.GetTotalLambda(); // If the total lambda that we will apply is too large, scale it back if (total_lambda_sq > Square(max_lambda_f)) { float scale = max_lambda_f / sqrt(total_lambda_sq); lambda1 *= scale; lambda2 *= scale; } // Apply the friction impulse if (wcp.mFrictionConstraint1.TemplatedSolveVelocityConstraintApplyLambda(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, t1, lambda1)) any_impulse_applied = true; if (wcp.mFrictionConstraint2.TemplatedSolveVelocityConstraintApplyLambda(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, t2, lambda2)) any_impulse_applied = true; } } Vec3 ws_normal = ioConstraint.GetWorldSpaceNormal(); // Then apply all non-penetration constraints for (WorldContactPoint &wcp : ioConstraint.mContactPoints) { // Solve non penetration velocities if (wcp.mNonPenetrationConstraint.TemplatedSolveVelocityConstraint(ioMotionProperties1, ioConstraint.mInvMass1, ioMotionProperties2, ioConstraint.mInvMass2, ws_normal, 0.0f, FLT_MAX)) any_impulse_applied = true; } return any_impulse_applied; } bool ContactConstraintManager::SolveVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd) { JPH_PROFILE_FUNCTION(); bool any_impulse_applied = false; for (const uint32 *constraint_idx = inConstraintIdxBegin; constraint_idx < inConstraintIdxEnd; ++constraint_idx) { ContactConstraint &constraint = mConstraints[*constraint_idx]; // Fetch bodies Body &body1 = *constraint.mBody1; EMotionType motion_type1 = body1.GetMotionType(); MotionProperties *motion_properties1 = body1.GetMotionPropertiesUnchecked(); Body &body2 = *constraint.mBody2; EMotionType motion_type2 = body2.GetMotionType(); MotionProperties *motion_properties2 = body2.GetMotionPropertiesUnchecked(); // Dispatch to the correct templated form switch (motion_type1) { case EMotionType::Dynamic: switch (motion_type2) { case EMotionType::Dynamic: any_impulse_applied |= sSolveVelocityConstraint(constraint, motion_properties1, motion_properties2); break; case EMotionType::Kinematic: any_impulse_applied |= sSolveVelocityConstraint(constraint, motion_properties1, motion_properties2); break; case EMotionType::Static: any_impulse_applied |= sSolveVelocityConstraint(constraint, motion_properties1, motion_properties2); break; default: JPH_ASSERT(false); break; } break; case EMotionType::Kinematic: JPH_ASSERT(motion_type2 == EMotionType::Dynamic); any_impulse_applied |= sSolveVelocityConstraint(constraint, motion_properties1, motion_properties2); break; case EMotionType::Static: JPH_ASSERT(motion_type2 == EMotionType::Dynamic); any_impulse_applied |= sSolveVelocityConstraint(constraint, motion_properties1, motion_properties2); break; default: JPH_ASSERT(false); break; } } return any_impulse_applied; } void ContactConstraintManager::StoreAppliedImpulses(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd) const { // Copy back total applied impulse to cache for the next frame for (const uint32 *constraint_idx = inConstraintIdxBegin; constraint_idx < inConstraintIdxEnd; ++constraint_idx) { const ContactConstraint &constraint = mConstraints[*constraint_idx]; for (const WorldContactPoint &wcp : constraint.mContactPoints) { wcp.mContactPoint->mNonPenetrationLambda = wcp.mNonPenetrationConstraint.GetTotalLambda(); wcp.mContactPoint->mFrictionLambda[0] = wcp.mFrictionConstraint1.GetTotalLambda(); wcp.mContactPoint->mFrictionLambda[1] = wcp.mFrictionConstraint2.GetTotalLambda(); } } } bool ContactConstraintManager::SolvePositionConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd) { JPH_PROFILE_FUNCTION(); bool any_impulse_applied = false; for (const uint32 *constraint_idx = inConstraintIdxBegin; constraint_idx < inConstraintIdxEnd; ++constraint_idx) { ContactConstraint &constraint = mConstraints[*constraint_idx]; // Fetch bodies Body &body1 = *constraint.mBody1; Body &body2 = *constraint.mBody2; // Get transforms RMat44 transform1 = body1.GetCenterOfMassTransform(); RMat44 transform2 = body2.GetCenterOfMassTransform(); Vec3 ws_normal = constraint.GetWorldSpaceNormal(); for (WorldContactPoint &wcp : constraint.mContactPoints) { // Calculate new contact point positions in world space (the bodies may have moved) RVec3 p1 = transform1 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition1); RVec3 p2 = transform2 * Vec3::sLoadFloat3Unsafe(wcp.mContactPoint->mPosition2); // Calculate separation along the normal (negative if interpenetrating) // Allow a little penetration by default (PhysicsSettings::mPenetrationSlop) to avoid jittering between contact/no-contact which wipes out the contact cache and warm start impulses // Clamp penetration to a max PhysicsSettings::mMaxPenetrationDistance so that we don't apply a huge impulse if we're penetrating a lot float separation = max(Vec3(p2 - p1).Dot(ws_normal) + mPhysicsSettings.mPenetrationSlop, -mPhysicsSettings.mMaxPenetrationDistance); // Only enforce constraint when separation < 0 (otherwise we're apart) if (separation < 0.0f) { // Update constraint properties (bodies may have moved) wcp.CalculateNonPenetrationConstraintProperties(body1, constraint.mInvMass1, constraint.mInvInertiaScale1, body2, constraint.mInvMass2, constraint.mInvInertiaScale2, p1, p2, ws_normal); // Solve position errors if (wcp.mNonPenetrationConstraint.SolvePositionConstraintWithMassOverride(body1, constraint.mInvMass1, body2, constraint.mInvMass2, ws_normal, separation, mPhysicsSettings.mBaumgarte)) any_impulse_applied = true; } } } return any_impulse_applied; } void ContactConstraintManager::RecycleConstraintBuffer() { // Reset constraint array mNumConstraints = 0; } void ContactConstraintManager::FinishConstraintBuffer() { // Free constraints buffer mUpdateContext->mTempAllocator->Free(mConstraints, mMaxConstraints * sizeof(ContactConstraint)); mConstraints = nullptr; mNumConstraints = 0; // Reset update context mUpdateContext = nullptr; } void ContactConstraintManager::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const { mCache[mCacheWriteIdx ^ 1].SaveState(inStream, inFilter); } bool ContactConstraintManager::RestoreState(StateRecorder &inStream, const StateRecorderFilter *inFilter) { bool success = mCache[mCacheWriteIdx].RestoreState(mCache[mCacheWriteIdx ^ 1], inStream, inFilter); // If this is the last part, the cache is finalized if (inStream.IsLastPart()) { mCacheWriteIdx ^= 1; mCache[mCacheWriteIdx].Clear(); } return success; } JPH_NAMESPACE_END