godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/SoftBody/SoftBodySharedSettings.cpp

1033 lines
35 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/SoftBody/SoftBodySharedSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyUpdateContext.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
#include <Jolt/Core/QuickSort.h>
#include <Jolt/Core/UnorderedMap.h>
#include <Jolt/Core/UnorderedSet.h>
#include <Jolt/Core/BinaryHeap.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::Vertex)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Vertex, mPosition)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Vertex, mVelocity)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Vertex, mInvMass)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::Face)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Face, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Face, mMaterialIndex)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::Edge)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Edge, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Edge, mRestLength)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Edge, mCompliance)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::DihedralBend)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::DihedralBend, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::DihedralBend, mCompliance)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::DihedralBend, mInitialAngle)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::Volume)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Volume, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Volume, mSixRestVolume)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Volume, mCompliance)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::InvBind)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::InvBind, mJointIndex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::InvBind, mInvBind)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::SkinWeight)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::SkinWeight, mInvBindIndex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::SkinWeight, mWeight)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::Skinned)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Skinned, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Skinned, mWeights)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Skinned, mMaxDistance)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Skinned, mBackStopDistance)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::Skinned, mBackStopRadius)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings::LRA)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::LRA, mVertex)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings::LRA, mMaxDistance)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SoftBodySharedSettings)
{
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mVertices)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mFaces)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mEdgeConstraints)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mDihedralBendConstraints)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mVolumeConstraints)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mSkinnedConstraints)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mInvBindMatrices)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mLRAConstraints)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mMaterials)
JPH_ADD_ATTRIBUTE(SoftBodySharedSettings, mVertexRadius)
}
void SoftBodySharedSettings::CalculateClosestKinematic()
{
// Check if we already calculated this
if (!mClosestKinematic.empty())
return;
// Reserve output size
mClosestKinematic.resize(mVertices.size());
// Create a list of connected vertices
Array<Array<uint32>> connectivity;
connectivity.resize(mVertices.size());
for (const Edge &e : mEdgeConstraints)
{
connectivity[e.mVertex[0]].push_back(e.mVertex[1]);
connectivity[e.mVertex[1]].push_back(e.mVertex[0]);
}
// Use Dijkstra's algorithm to find the closest kinematic vertex for each vertex
// See: https://en.wikipedia.org/wiki/Dijkstra's_algorithm
//
// An element in the open list
struct Open
{
// Order so that we get the shortest distance first
bool operator < (const Open &inRHS) const
{
return mDistance > inRHS.mDistance;
}
uint32 mVertex;
float mDistance;
};
// Start with all kinematic elements
Array<Open> to_visit;
for (uint32 v = 0; v < mVertices.size(); ++v)
if (mVertices[v].mInvMass == 0.0f)
{
mClosestKinematic[v].mVertex = v;
mClosestKinematic[v].mDistance = 0.0f;
to_visit.push_back({ v, 0.0f });
BinaryHeapPush(to_visit.begin(), to_visit.end(), std::less<Open> { });
}
// Visit all vertices remembering the closest kinematic vertex and its distance
JPH_IF_ENABLE_ASSERTS(float last_closest = 0.0f;)
while (!to_visit.empty())
{
// Pop element from the open list
BinaryHeapPop(to_visit.begin(), to_visit.end(), std::less<Open> { });
Open current = to_visit.back();
to_visit.pop_back();
JPH_ASSERT(current.mDistance >= last_closest);
JPH_IF_ENABLE_ASSERTS(last_closest = current.mDistance;)
// Loop through all of its connected vertices
for (uint32 v : connectivity[current.mVertex])
{
// Calculate distance from the current vertex to this target vertex and check if it is smaller
float new_distance = current.mDistance + (Vec3(mVertices[v].mPosition) - Vec3(mVertices[current.mVertex].mPosition)).Length();
if (new_distance < mClosestKinematic[v].mDistance)
{
// Remember new closest vertex
mClosestKinematic[v].mVertex = mClosestKinematic[current.mVertex].mVertex;
mClosestKinematic[v].mDistance = new_distance;
to_visit.push_back({ v, new_distance });
BinaryHeapPush(to_visit.begin(), to_visit.end(), std::less<Open> { });
}
}
}
}
void SoftBodySharedSettings::CreateConstraints(const VertexAttributes *inVertexAttributes, uint inVertexAttributesLength, EBendType inBendType, float inAngleTolerance)
{
struct EdgeHelper
{
uint32 mVertex[2];
uint32 mEdgeIdx;
};
// Create list of all edges
Array<EdgeHelper> edges;
edges.reserve(mFaces.size() * 3);
for (const Face &f : mFaces)
for (int i = 0; i < 3; ++i)
{
uint32 v0 = f.mVertex[i];
uint32 v1 = f.mVertex[(i + 1) % 3];
EdgeHelper e;
e.mVertex[0] = min(v0, v1);
e.mVertex[1] = max(v0, v1);
e.mEdgeIdx = uint32(&f - mFaces.data()) * 3 + i;
edges.push_back(e);
}
// Sort the edges
QuickSort(edges.begin(), edges.end(), [](const EdgeHelper &inLHS, const EdgeHelper &inRHS) { return inLHS.mVertex[0] < inRHS.mVertex[0] || (inLHS.mVertex[0] == inRHS.mVertex[0] && inLHS.mVertex[1] < inRHS.mVertex[1]); });
// Only add edges if one of the vertices is movable
auto add_edge = [this](uint32 inVtx1, uint32 inVtx2, float inCompliance1, float inCompliance2) {
if ((mVertices[inVtx1].mInvMass > 0.0f || mVertices[inVtx2].mInvMass > 0.0f)
&& inCompliance1 < FLT_MAX && inCompliance2 < FLT_MAX)
{
Edge temp_edge;
temp_edge.mVertex[0] = inVtx1;
temp_edge.mVertex[1] = inVtx2;
temp_edge.mCompliance = 0.5f * (inCompliance1 + inCompliance2);
temp_edge.mRestLength = (Vec3(mVertices[inVtx2].mPosition) - Vec3(mVertices[inVtx1].mPosition)).Length();
JPH_ASSERT(temp_edge.mRestLength > 0.0f);
mEdgeConstraints.push_back(temp_edge);
}
};
// Helper function to get the attributes of a vertex
auto attr = [inVertexAttributes, inVertexAttributesLength](uint32 inVertex) {
return inVertexAttributes[min(inVertex, inVertexAttributesLength - 1)];
};
// Create the constraints
float sq_sin_tolerance = Square(Sin(inAngleTolerance));
float sq_cos_tolerance = Square(Cos(inAngleTolerance));
mEdgeConstraints.clear();
mEdgeConstraints.reserve(edges.size());
for (Array<EdgeHelper>::size_type i = 0; i < edges.size(); ++i)
{
const EdgeHelper &e0 = edges[i];
// Get attributes for the vertices of the edge
const VertexAttributes &a0 = attr(e0.mVertex[0]);
const VertexAttributes &a1 = attr(e0.mVertex[1]);
// Flag that indicates if this edge is a shear edge (if 2 triangles form a quad-like shape and this edge is on the diagonal)
bool is_shear = false;
// Test if there are any shared edges
for (Array<EdgeHelper>::size_type j = i + 1; j < edges.size(); ++j)
{
const EdgeHelper &e1 = edges[j];
if (e0.mVertex[0] == e1.mVertex[0] && e0.mVertex[1] == e1.mVertex[1])
{
// Get opposing vertices
const Face &f0 = mFaces[e0.mEdgeIdx / 3];
const Face &f1 = mFaces[e1.mEdgeIdx / 3];
uint32 vopposite0 = f0.mVertex[(e0.mEdgeIdx + 2) % 3];
uint32 vopposite1 = f1.mVertex[(e1.mEdgeIdx + 2) % 3];
const VertexAttributes &a_opposite0 = attr(vopposite0);
const VertexAttributes &a_opposite1 = attr(vopposite1);
// Faces should be roughly in a plane
Vec3 n0 = (Vec3(mVertices[f0.mVertex[2]].mPosition) - Vec3(mVertices[f0.mVertex[0]].mPosition)).Cross(Vec3(mVertices[f0.mVertex[1]].mPosition) - Vec3(mVertices[f0.mVertex[0]].mPosition));
Vec3 n1 = (Vec3(mVertices[f1.mVertex[2]].mPosition) - Vec3(mVertices[f1.mVertex[0]].mPosition)).Cross(Vec3(mVertices[f1.mVertex[1]].mPosition) - Vec3(mVertices[f1.mVertex[0]].mPosition));
if (Square(n0.Dot(n1)) > sq_cos_tolerance * n0.LengthSq() * n1.LengthSq())
{
// Faces should approximately form a quad
Vec3 e0_dir = Vec3(mVertices[vopposite0].mPosition) - Vec3(mVertices[e0.mVertex[0]].mPosition);
Vec3 e1_dir = Vec3(mVertices[vopposite1].mPosition) - Vec3(mVertices[e0.mVertex[0]].mPosition);
if (Square(e0_dir.Dot(e1_dir)) < sq_sin_tolerance * e0_dir.LengthSq() * e1_dir.LengthSq())
{
// Shear constraint
add_edge(vopposite0, vopposite1, a_opposite0.mShearCompliance, a_opposite1.mShearCompliance);
is_shear = true;
}
}
// Bend constraint
switch (inBendType)
{
case EBendType::None:
// Do nothing
break;
case EBendType::Distance:
// Create an edge constraint to represent the bend constraint
// Use the bend compliance of the shared edge
if (!is_shear)
add_edge(vopposite0, vopposite1, a0.mBendCompliance, a1.mBendCompliance);
break;
case EBendType::Dihedral:
// Test if both opposite vertices are free to move
if ((mVertices[vopposite0].mInvMass > 0.0f || mVertices[vopposite1].mInvMass > 0.0f)
&& a0.mBendCompliance < FLT_MAX && a1.mBendCompliance < FLT_MAX)
{
// Create a bend constraint
// Use the bend compliance of the shared edge
mDihedralBendConstraints.emplace_back(e0.mVertex[0], e0.mVertex[1], vopposite0, vopposite1, 0.5f * (a0.mBendCompliance + a1.mBendCompliance));
}
break;
}
}
else
{
// Start iterating from the first non-shared edge
i = j - 1;
break;
}
}
// Create a edge constraint for the current edge
add_edge(e0.mVertex[0], e0.mVertex[1], is_shear? a0.mShearCompliance : a0.mCompliance, is_shear? a1.mShearCompliance : a1.mCompliance);
}
mEdgeConstraints.shrink_to_fit();
// Calculate the initial angle for all bend constraints
CalculateBendConstraintConstants();
// Check if any vertices have LRA constraints
bool has_lra_constraints = false;
for (const VertexAttributes *va = inVertexAttributes; va < inVertexAttributes + inVertexAttributesLength; ++va)
if (va->mLRAType != ELRAType::None)
{
has_lra_constraints = true;
break;
}
if (has_lra_constraints)
{
// Ensure we have calculated the closest kinematic vertex for each vertex
CalculateClosestKinematic();
// Find non-kinematic vertices
for (uint32 v = 0; v < (uint32)mVertices.size(); ++v)
if (mVertices[v].mInvMass > 0.0f)
{
// Check if a closest vertex was found
uint32 closest = mClosestKinematic[v].mVertex;
if (closest != 0xffffffff)
{
// Check which LRA constraint to create
const VertexAttributes &va = attr(v);
switch (va.mLRAType)
{
case ELRAType::None:
break;
case ELRAType::EuclideanDistance:
mLRAConstraints.emplace_back(closest, v, va.mLRAMaxDistanceMultiplier * (Vec3(mVertices[closest].mPosition) - Vec3(mVertices[v].mPosition)).Length());
break;
case ELRAType::GeodesicDistance:
mLRAConstraints.emplace_back(closest, v, va.mLRAMaxDistanceMultiplier * mClosestKinematic[v].mDistance);
break;
}
}
}
}
}
void SoftBodySharedSettings::CalculateEdgeLengths()
{
for (Edge &e : mEdgeConstraints)
{
e.mRestLength = (Vec3(mVertices[e.mVertex[1]].mPosition) - Vec3(mVertices[e.mVertex[0]].mPosition)).Length();
JPH_ASSERT(e.mRestLength > 0.0f);
}
}
void SoftBodySharedSettings::CalculateLRALengths(float inMaxDistanceMultiplier)
{
for (LRA &l : mLRAConstraints)
{
l.mMaxDistance = inMaxDistanceMultiplier * (Vec3(mVertices[l.mVertex[1]].mPosition) - Vec3(mVertices[l.mVertex[0]].mPosition)).Length();
JPH_ASSERT(l.mMaxDistance > 0.0f);
}
}
void SoftBodySharedSettings::CalculateBendConstraintConstants()
{
for (DihedralBend &b : mDihedralBendConstraints)
{
// Get positions
Vec3 x0 = Vec3(mVertices[b.mVertex[0]].mPosition);
Vec3 x1 = Vec3(mVertices[b.mVertex[1]].mPosition);
Vec3 x2 = Vec3(mVertices[b.mVertex[2]].mPosition);
Vec3 x3 = Vec3(mVertices[b.mVertex[3]].mPosition);
/*
x2
e1/ \e3
/ \
x0----x1
\ e0 /
e2\ /e4
x3
*/
// Calculate edges
Vec3 e0 = x1 - x0;
Vec3 e1 = x2 - x0;
Vec3 e2 = x3 - x0;
// Normals of both triangles
Vec3 n1 = e0.Cross(e1);
Vec3 n2 = e2.Cross(e0);
float denom = sqrt(n1.LengthSq() * n2.LengthSq());
if (denom < 1.0e-12f)
b.mInitialAngle = 0.0f;
else
{
float sign = Sign(n2.Cross(n1).Dot(e0));
b.mInitialAngle = sign * ACosApproximate(n1.Dot(n2) / denom); // Runtime uses the approximation too
}
}
}
void SoftBodySharedSettings::CalculateVolumeConstraintVolumes()
{
for (Volume &v : mVolumeConstraints)
{
Vec3 x1(mVertices[v.mVertex[0]].mPosition);
Vec3 x2(mVertices[v.mVertex[1]].mPosition);
Vec3 x3(mVertices[v.mVertex[2]].mPosition);
Vec3 x4(mVertices[v.mVertex[3]].mPosition);
Vec3 x1x2 = x2 - x1;
Vec3 x1x3 = x3 - x1;
Vec3 x1x4 = x4 - x1;
v.mSixRestVolume = abs(x1x2.Cross(x1x3).Dot(x1x4));
}
}
void SoftBodySharedSettings::CalculateSkinnedConstraintNormals()
{
// Clear any previous results
mSkinnedConstraintNormals.clear();
// If there are no skinned constraints, we're done
if (mSkinnedConstraints.empty())
return;
// First collect all vertices that are skinned
using VertexIndexSet = UnorderedSet<uint32>;
VertexIndexSet skinned_vertices;
skinned_vertices.reserve(VertexIndexSet::size_type(mSkinnedConstraints.size()));
for (const Skinned &s : mSkinnedConstraints)
skinned_vertices.insert(s.mVertex);
// Now collect all faces that connect only to skinned vertices
using ConnectedFacesMap = UnorderedMap<uint32, VertexIndexSet>;
ConnectedFacesMap connected_faces;
connected_faces.reserve(ConnectedFacesMap::size_type(mVertices.size()));
for (const Face &f : mFaces)
{
// Must connect to only skinned vertices
bool valid = true;
for (uint32 v : f.mVertex)
valid &= skinned_vertices.find(v) != skinned_vertices.end();
if (!valid)
continue;
// Store faces that connect to vertices
for (uint32 v : f.mVertex)
connected_faces[v].insert(uint32(&f - mFaces.data()));
}
// Populate the list of connecting faces per skinned vertex
mSkinnedConstraintNormals.reserve(mFaces.size());
for (Skinned &s : mSkinnedConstraints)
{
uint32 start = uint32(mSkinnedConstraintNormals.size());
JPH_ASSERT((start >> 24) == 0);
ConnectedFacesMap::const_iterator connected_faces_it = connected_faces.find(s.mVertex);
if (connected_faces_it != connected_faces.cend())
{
const VertexIndexSet &faces = connected_faces_it->second;
uint32 num = uint32(faces.size());
JPH_ASSERT(num < 256);
mSkinnedConstraintNormals.insert(mSkinnedConstraintNormals.end(), faces.begin(), faces.end());
QuickSort(mSkinnedConstraintNormals.begin() + start, mSkinnedConstraintNormals.begin() + start + num);
s.mNormalInfo = start + (num << 24);
}
else
s.mNormalInfo = 0;
}
mSkinnedConstraintNormals.shrink_to_fit();
}
void SoftBodySharedSettings::Optimize(OptimizationResults &outResults)
{
// Clear any previous results
mUpdateGroups.clear();
// Create a list of connected vertices
struct Connection
{
uint32 mVertex;
uint32 mCount;
};
Array<Array<Connection>> connectivity;
connectivity.resize(mVertices.size());
auto add_connection = [&connectivity](uint inV1, uint inV2) {
for (int i = 0; i < 2; ++i)
{
bool found = false;
for (Connection &c : connectivity[inV1])
if (c.mVertex == inV2)
{
c.mCount++;
found = true;
break;
}
if (!found)
connectivity[inV1].push_back({ inV2, 1 });
std::swap(inV1, inV2);
}
};
for (const Edge &c : mEdgeConstraints)
add_connection(c.mVertex[0], c.mVertex[1]);
for (const LRA &c : mLRAConstraints)
add_connection(c.mVertex[0], c.mVertex[1]);
for (const DihedralBend &c : mDihedralBendConstraints)
{
add_connection(c.mVertex[0], c.mVertex[1]);
add_connection(c.mVertex[0], c.mVertex[2]);
add_connection(c.mVertex[0], c.mVertex[3]);
add_connection(c.mVertex[1], c.mVertex[2]);
add_connection(c.mVertex[1], c.mVertex[3]);
add_connection(c.mVertex[2], c.mVertex[3]);
}
for (const Volume &c : mVolumeConstraints)
{
add_connection(c.mVertex[0], c.mVertex[1]);
add_connection(c.mVertex[0], c.mVertex[2]);
add_connection(c.mVertex[0], c.mVertex[3]);
add_connection(c.mVertex[1], c.mVertex[2]);
add_connection(c.mVertex[1], c.mVertex[3]);
add_connection(c.mVertex[2], c.mVertex[3]);
}
// Skinned constraints only update 1 vertex, so we don't need special logic here
// Maps each of the vertices to a group index
Array<int> group_idx;
group_idx.resize(mVertices.size(), -1);
// Which group we are currently filling and its vertices
int current_group_idx = 0;
Array<uint> current_group;
// Start greedy algorithm to group vertices
for (;;)
{
// Find the bounding box of the ungrouped vertices
AABox bounds;
for (uint i = 0; i < (uint)mVertices.size(); ++i)
if (group_idx[i] == -1)
bounds.Encapsulate(Vec3(mVertices[i].mPosition));
// Determine longest and shortest axis
Vec3 bounds_size = bounds.GetSize();
uint max_axis = bounds_size.GetHighestComponentIndex();
uint min_axis = bounds_size.GetLowestComponentIndex();
if (min_axis == max_axis)
min_axis = (min_axis + 1) % 3;
uint mid_axis = 3 - min_axis - max_axis;
// Find the vertex that has the lowest value on the axis with the largest extent
uint current_vertex = UINT_MAX;
Float3 current_vertex_position { FLT_MAX, FLT_MAX, FLT_MAX };
for (uint i = 0; i < (uint)mVertices.size(); ++i)
if (group_idx[i] == -1)
{
const Float3 &vertex_position = mVertices[i].mPosition;
float max_axis_value = vertex_position[max_axis];
float mid_axis_value = vertex_position[mid_axis];
float min_axis_value = vertex_position[min_axis];
if (max_axis_value < current_vertex_position[max_axis]
|| (max_axis_value == current_vertex_position[max_axis]
&& (mid_axis_value < current_vertex_position[mid_axis]
|| (mid_axis_value == current_vertex_position[mid_axis]
&& min_axis_value < current_vertex_position[min_axis]))))
{
current_vertex_position = mVertices[i].mPosition;
current_vertex = i;
}
}
if (current_vertex == UINT_MAX)
break;
// Initialize the current group with 1 vertex
current_group.push_back(current_vertex);
group_idx[current_vertex] = current_group_idx;
// Fill up the group
for (;;)
{
// Find the vertex that is most connected to the current group
uint best_vertex = UINT_MAX;
uint best_num_connections = 0;
float best_dist_sq = FLT_MAX;
for (uint i = 0; i < (uint)current_group.size(); ++i) // For all vertices in the current group
for (const Connection &c : connectivity[current_group[i]]) // For all connections to other vertices
{
uint v = c.mVertex;
if (group_idx[v] == -1) // Ungrouped vertices only
{
// Count the number of connections to this group
uint num_connections = 0;
for (const Connection &v2 : connectivity[v])
if (group_idx[v2.mVertex] == current_group_idx)
num_connections += v2.mCount;
// Calculate distance to group centroid
float dist_sq = (Vec3(mVertices[v].mPosition) - Vec3(mVertices[current_group.front()].mPosition)).LengthSq();
if (best_vertex == UINT_MAX
|| num_connections > best_num_connections
|| (num_connections == best_num_connections && dist_sq < best_dist_sq))
{
best_vertex = v;
best_num_connections = num_connections;
best_dist_sq = dist_sq;
}
}
}
// Add the best vertex to the current group
if (best_vertex != UINT_MAX)
{
current_group.push_back(best_vertex);
group_idx[best_vertex] = current_group_idx;
}
// Create a new group?
if (current_group.size() >= SoftBodyUpdateContext::cVertexConstraintBatch // If full, yes
|| (current_group.size() > SoftBodyUpdateContext::cVertexConstraintBatch / 2 && best_vertex == UINT_MAX)) // If half full and we found no connected vertex, yes
{
current_group.clear();
current_group_idx++;
break;
}
// If we didn't find a connected vertex, we need to find a new starting vertex
if (best_vertex == UINT_MAX)
break;
}
}
// If the last group is more than half full, we'll keep it as a separate group, otherwise we merge it with the 'non parallel' group
if (current_group.size() > SoftBodyUpdateContext::cVertexConstraintBatch / 2)
++current_group_idx;
// We no longer need the current group array, free the memory
current_group.clear();
current_group.shrink_to_fit();
// We're done with the connectivity list, free the memory
connectivity.clear();
connectivity.shrink_to_fit();
// Assign the constraints to their groups
struct Group
{
uint GetSize() const
{
return (uint)mEdgeConstraints.size() + (uint)mLRAConstraints.size() + (uint)mDihedralBendConstraints.size() + (uint)mVolumeConstraints.size() + (uint)mSkinnedConstraints.size();
}
Array<uint> mEdgeConstraints;
Array<uint> mLRAConstraints;
Array<uint> mDihedralBendConstraints;
Array<uint> mVolumeConstraints;
Array<uint> mSkinnedConstraints;
};
Array<Group> groups;
groups.resize(current_group_idx + 1); // + non parallel group
for (const Edge &e : mEdgeConstraints)
{
int g1 = group_idx[e.mVertex[0]];
int g2 = group_idx[e.mVertex[1]];
JPH_ASSERT(g1 >= 0 && g2 >= 0);
if (g1 == g2) // In the same group
groups[g1].mEdgeConstraints.push_back(uint(&e - mEdgeConstraints.data()));
else // In different groups -> parallel group
groups.back().mEdgeConstraints.push_back(uint(&e - mEdgeConstraints.data()));
}
for (const LRA &l : mLRAConstraints)
{
int g1 = group_idx[l.mVertex[0]];
int g2 = group_idx[l.mVertex[1]];
JPH_ASSERT(g1 >= 0 && g2 >= 0);
if (g1 == g2) // In the same group
groups[g1].mLRAConstraints.push_back(uint(&l - mLRAConstraints.data()));
else // In different groups -> parallel group
groups.back().mLRAConstraints.push_back(uint(&l - mLRAConstraints.data()));
}
for (const DihedralBend &d : mDihedralBendConstraints)
{
int g1 = group_idx[d.mVertex[0]];
int g2 = group_idx[d.mVertex[1]];
int g3 = group_idx[d.mVertex[2]];
int g4 = group_idx[d.mVertex[3]];
JPH_ASSERT(g1 >= 0 && g2 >= 0 && g3 >= 0 && g4 >= 0);
if (g1 == g2 && g1 == g3 && g1 == g4) // In the same group
groups[g1].mDihedralBendConstraints.push_back(uint(&d - mDihedralBendConstraints.data()));
else // In different groups -> parallel group
groups.back().mDihedralBendConstraints.push_back(uint(&d - mDihedralBendConstraints.data()));
}
for (const Volume &v : mVolumeConstraints)
{
int g1 = group_idx[v.mVertex[0]];
int g2 = group_idx[v.mVertex[1]];
int g3 = group_idx[v.mVertex[2]];
int g4 = group_idx[v.mVertex[3]];
JPH_ASSERT(g1 >= 0 && g2 >= 0 && g3 >= 0 && g4 >= 0);
if (g1 == g2 && g1 == g3 && g1 == g4) // In the same group
groups[g1].mVolumeConstraints.push_back(uint(&v - mVolumeConstraints.data()));
else // In different groups -> parallel group
groups.back().mVolumeConstraints.push_back(uint(&v - mVolumeConstraints.data()));
}
for (const Skinned &s : mSkinnedConstraints)
{
int g1 = group_idx[s.mVertex];
JPH_ASSERT(g1 >= 0);
groups[g1].mSkinnedConstraints.push_back(uint(&s - mSkinnedConstraints.data()));
}
// Sort the parallel groups from big to small (this means the big groups will be scheduled first and have more time to complete)
QuickSort(groups.begin(), groups.end() - 1, [](const Group &inLHS, const Group &inRHS) { return inLHS.GetSize() > inRHS.GetSize(); });
// Make sure we know the closest kinematic vertex so we can sort
CalculateClosestKinematic();
// Sort within each group
for (Group &group : groups)
{
// Sort the edge constraints
QuickSort(group.mEdgeConstraints.begin(), group.mEdgeConstraints.end(), [this](uint inLHS, uint inRHS)
{
const Edge &e1 = mEdgeConstraints[inLHS];
const Edge &e2 = mEdgeConstraints[inRHS];
// First sort so that the edge with the smallest distance to a kinematic vertex comes first
float d1 = min(mClosestKinematic[e1.mVertex[0]].mDistance, mClosestKinematic[e1.mVertex[1]].mDistance);
float d2 = min(mClosestKinematic[e2.mVertex[0]].mDistance, mClosestKinematic[e2.mVertex[1]].mDistance);
if (d1 != d2)
return d1 < d2;
// Order the edges so that the ones with the smallest index go first (hoping to get better cache locality when we process the edges).
// Note we could also re-order the vertices but that would be much more of a burden to the end user
uint32 m1 = e1.GetMinVertexIndex();
uint32 m2 = e2.GetMinVertexIndex();
if (m1 != m2)
return m1 < m2;
return inLHS < inRHS;
});
// Sort the LRA constraints
QuickSort(group.mLRAConstraints.begin(), group.mLRAConstraints.end(), [this](uint inLHS, uint inRHS)
{
const LRA &l1 = mLRAConstraints[inLHS];
const LRA &l2 = mLRAConstraints[inRHS];
// First sort so that the longest constraint comes first (meaning the shortest constraint has the most influence on the end result)
// Most of the time there will be a single LRA constraint per vertex and since the LRA constraint only modifies a single vertex,
// updating one constraint will not violate another constraint.
if (l1.mMaxDistance != l2.mMaxDistance)
return l1.mMaxDistance > l2.mMaxDistance;
// Order constraints so that the ones with the smallest index go first
uint32 m1 = l1.GetMinVertexIndex();
uint32 m2 = l2.GetMinVertexIndex();
if (m1 != m2)
return m1 < m2;
return inLHS < inRHS;
});
// Sort the dihedral bend constraints
QuickSort(group.mDihedralBendConstraints.begin(), group.mDihedralBendConstraints.end(), [this](uint inLHS, uint inRHS)
{
const DihedralBend &b1 = mDihedralBendConstraints[inLHS];
const DihedralBend &b2 = mDihedralBendConstraints[inRHS];
// First sort so that the constraint with the smallest distance to a kinematic vertex comes first
float d1 = min(
min(mClosestKinematic[b1.mVertex[0]].mDistance, mClosestKinematic[b1.mVertex[1]].mDistance),
min(mClosestKinematic[b1.mVertex[2]].mDistance, mClosestKinematic[b1.mVertex[3]].mDistance));
float d2 = min(
min(mClosestKinematic[b2.mVertex[0]].mDistance, mClosestKinematic[b2.mVertex[1]].mDistance),
min(mClosestKinematic[b2.mVertex[2]].mDistance, mClosestKinematic[b2.mVertex[3]].mDistance));
if (d1 != d2)
return d1 < d2;
// Order constraints so that the ones with the smallest index go first
uint32 m1 = b1.GetMinVertexIndex();
uint32 m2 = b2.GetMinVertexIndex();
if (m1 != m2)
return m1 < m2;
return inLHS < inRHS;
});
// Sort the volume constraints
QuickSort(group.mVolumeConstraints.begin(), group.mVolumeConstraints.end(), [this](uint inLHS, uint inRHS)
{
const Volume &v1 = mVolumeConstraints[inLHS];
const Volume &v2 = mVolumeConstraints[inRHS];
// First sort so that the constraint with the smallest distance to a kinematic vertex comes first
float d1 = min(
min(mClosestKinematic[v1.mVertex[0]].mDistance, mClosestKinematic[v1.mVertex[1]].mDistance),
min(mClosestKinematic[v1.mVertex[2]].mDistance, mClosestKinematic[v1.mVertex[3]].mDistance));
float d2 = min(
min(mClosestKinematic[v2.mVertex[0]].mDistance, mClosestKinematic[v2.mVertex[1]].mDistance),
min(mClosestKinematic[v2.mVertex[2]].mDistance, mClosestKinematic[v2.mVertex[3]].mDistance));
if (d1 != d2)
return d1 < d2;
// Order constraints so that the ones with the smallest index go first
uint32 m1 = v1.GetMinVertexIndex();
uint32 m2 = v2.GetMinVertexIndex();
if (m1 != m2)
return m1 < m2;
return inLHS < inRHS;
});
// Sort the skinned constraints
QuickSort(group.mSkinnedConstraints.begin(), group.mSkinnedConstraints.end(), [this](uint inLHS, uint inRHS)
{
const Skinned &s1 = mSkinnedConstraints[inLHS];
const Skinned &s2 = mSkinnedConstraints[inRHS];
// Order the skinned constraints so that the ones with the smallest index go first (hoping to get better cache locality when we process the edges).
if (s1.mVertex != s2.mVertex)
return s1.mVertex < s2.mVertex;
return inLHS < inRHS;
});
}
// Temporary store constraints as we reorder them
Array<Edge> temp_edges;
temp_edges.swap(mEdgeConstraints);
mEdgeConstraints.reserve(temp_edges.size());
outResults.mEdgeRemap.reserve(temp_edges.size());
Array<LRA> temp_lra;
temp_lra.swap(mLRAConstraints);
mLRAConstraints.reserve(temp_lra.size());
outResults.mLRARemap.reserve(temp_lra.size());
Array<DihedralBend> temp_dihedral_bend;
temp_dihedral_bend.swap(mDihedralBendConstraints);
mDihedralBendConstraints.reserve(temp_dihedral_bend.size());
outResults.mDihedralBendRemap.reserve(temp_dihedral_bend.size());
Array<Volume> temp_volume;
temp_volume.swap(mVolumeConstraints);
mVolumeConstraints.reserve(temp_volume.size());
outResults.mVolumeRemap.reserve(temp_volume.size());
Array<Skinned> temp_skinned;
temp_skinned.swap(mSkinnedConstraints);
mSkinnedConstraints.reserve(temp_skinned.size());
outResults.mSkinnedRemap.reserve(temp_skinned.size());
// Finalize update groups
for (const Group &group : groups)
{
// Reorder edge constraints for this group
for (uint idx : group.mEdgeConstraints)
{
mEdgeConstraints.push_back(temp_edges[idx]);
outResults.mEdgeRemap.push_back(idx);
}
// Reorder LRA constraints for this group
for (uint idx : group.mLRAConstraints)
{
mLRAConstraints.push_back(temp_lra[idx]);
outResults.mLRARemap.push_back(idx);
}
// Reorder dihedral bend constraints for this group
for (uint idx : group.mDihedralBendConstraints)
{
mDihedralBendConstraints.push_back(temp_dihedral_bend[idx]);
outResults.mDihedralBendRemap.push_back(idx);
}
// Reorder volume constraints for this group
for (uint idx : group.mVolumeConstraints)
{
mVolumeConstraints.push_back(temp_volume[idx]);
outResults.mVolumeRemap.push_back(idx);
}
// Reorder skinned constraints for this group
for (uint idx : group.mSkinnedConstraints)
{
mSkinnedConstraints.push_back(temp_skinned[idx]);
outResults.mSkinnedRemap.push_back(idx);
}
// Store end indices
mUpdateGroups.push_back({ (uint)mEdgeConstraints.size(), (uint)mLRAConstraints.size(), (uint)mDihedralBendConstraints.size(), (uint)mVolumeConstraints.size(), (uint)mSkinnedConstraints.size() });
}
// Free closest kinematic buffer
mClosestKinematic.clear();
mClosestKinematic.shrink_to_fit();
}
Ref<SoftBodySharedSettings> SoftBodySharedSettings::Clone() const
{
Ref<SoftBodySharedSettings> clone = new SoftBodySharedSettings;
clone->mVertices = mVertices;
clone->mFaces = mFaces;
clone->mEdgeConstraints = mEdgeConstraints;
clone->mDihedralBendConstraints = mDihedralBendConstraints;
clone->mVolumeConstraints = mVolumeConstraints;
clone->mSkinnedConstraints = mSkinnedConstraints;
clone->mSkinnedConstraintNormals = mSkinnedConstraintNormals;
clone->mInvBindMatrices = mInvBindMatrices;
clone->mLRAConstraints = mLRAConstraints;
clone->mMaterials = mMaterials;
clone->mVertexRadius = mVertexRadius;
clone->mUpdateGroups = mUpdateGroups;
return clone;
}
void SoftBodySharedSettings::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(mVertices);
inStream.Write(mFaces);
inStream.Write(mEdgeConstraints);
inStream.Write(mDihedralBendConstraints);
inStream.Write(mVolumeConstraints);
inStream.Write(mSkinnedConstraints);
inStream.Write(mSkinnedConstraintNormals);
inStream.Write(mLRAConstraints);
inStream.Write(mVertexRadius);
inStream.Write(mUpdateGroups);
// Can't write mInvBindMatrices directly because the class contains padding
inStream.Write(mInvBindMatrices, [](const InvBind &inElement, StreamOut &inS) {
inS.Write(inElement.mJointIndex);
inS.Write(inElement.mInvBind);
});
}
void SoftBodySharedSettings::RestoreBinaryState(StreamIn &inStream)
{
inStream.Read(mVertices);
inStream.Read(mFaces);
inStream.Read(mEdgeConstraints);
inStream.Read(mDihedralBendConstraints);
inStream.Read(mVolumeConstraints);
inStream.Read(mSkinnedConstraints);
inStream.Read(mSkinnedConstraintNormals);
inStream.Read(mLRAConstraints);
inStream.Read(mVertexRadius);
inStream.Read(mUpdateGroups);
inStream.Read(mInvBindMatrices, [](StreamIn &inS, InvBind &outElement) {
inS.Read(outElement.mJointIndex);
inS.Read(outElement.mInvBind);
});
}
void SoftBodySharedSettings::SaveWithMaterials(StreamOut &inStream, SharedSettingsToIDMap &ioSettingsMap, MaterialToIDMap &ioMaterialMap) const
{
SharedSettingsToIDMap::const_iterator settings_iter = ioSettingsMap.find(this);
if (settings_iter == ioSettingsMap.end())
{
// Write settings ID
uint32 settings_id = ioSettingsMap.size();
ioSettingsMap[this] = settings_id;
inStream.Write(settings_id);
// Write the settings
SaveBinaryState(inStream);
// Write materials
StreamUtils::SaveObjectArray(inStream, mMaterials, &ioMaterialMap);
}
else
{
// Known settings, just write the ID
inStream.Write(settings_iter->second);
}
}
SoftBodySharedSettings::SettingsResult SoftBodySharedSettings::sRestoreWithMaterials(StreamIn &inStream, IDToSharedSettingsMap &ioSettingsMap, IDToMaterialMap &ioMaterialMap)
{
SettingsResult result;
// Read settings id
uint32 settings_id;
inStream.Read(settings_id);
if (inStream.IsEOF() || inStream.IsFailed())
{
result.SetError("Failed to read settings id");
return result;
}
// Check nullptr settings
if (settings_id == ~uint32(0))
{
result.Set(nullptr);
return result;
}
// Check if we already read this settings
if (settings_id < ioSettingsMap.size())
{
result.Set(ioSettingsMap[settings_id]);
return result;
}
// Create new object
Ref<SoftBodySharedSettings> settings = new SoftBodySharedSettings;
// Read state
settings->RestoreBinaryState(inStream);
// Read materials
Result mlresult = StreamUtils::RestoreObjectArray<PhysicsMaterialList>(inStream, ioMaterialMap);
if (mlresult.HasError())
{
result.SetError(mlresult.GetError());
return result;
}
settings->mMaterials = mlresult.Get();
// Add the settings to the map
ioSettingsMap.push_back(settings);
result.Set(settings);
return result;
}
JPH_NAMESPACE_END