godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Body/BodyManager.cpp
2025-04-12 18:40:44 +02:00

1155 lines
35 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Body/BodyManager.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyLock.h>
#include <Jolt/Physics/Body/BodyActivationListener.h>
#include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyShape.h>
#include <Jolt/Physics/StateRecorder.h>
#include <Jolt/Core/StringTools.h>
#include <Jolt/Core/QuickSort.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#include <Jolt/Physics/Body/BodyFilter.h>
#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<SoftBodyWithMotionPropertiesAndShape *>(inBody);
}
else
delete static_cast<BodyWithMotionProperties *>(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<uint>(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<uint32> &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<uint32> &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<const Body *> 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<const SoftBodyMotionProperties *>(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