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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h>
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#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
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JPH_NAMESPACE_BEGIN
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// Shorthand function to ifdef out code if broadphase stats tracking is off
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#ifdef JPH_TRACK_BROADPHASE_STATS
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#define JPH_IF_TRACK_BROADPHASE_STATS(...) __VA_ARGS__
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#else
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#define JPH_IF_TRACK_BROADPHASE_STATS(...)
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#endif // JPH_TRACK_BROADPHASE_STATS
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class BodyManager;
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struct BodyPair;
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using BodyPairCollector = CollisionCollector<BodyPair, CollisionCollectorTraitsCollideShape>;
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/// Used to do coarse collision detection operations to quickly prune out bodies that will not collide.
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class JPH_EXPORT BroadPhase : public BroadPhaseQuery
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{
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public:
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/// Initialize the broadphase.
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/// @param inBodyManager The body manager singleton
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/// @param inLayerInterface Interface that maps object layers to broadphase layers.
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/// Note that the broadphase takes a pointer to the data inside inObjectToBroadPhaseLayer so this object should remain static.
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virtual void Init(BodyManager *inBodyManager, const BroadPhaseLayerInterface &inLayerInterface);
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/// Should be called after many objects have been inserted to make the broadphase more efficient, usually done on startup only
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virtual void Optimize() { /* Optionally overridden by implementation */ }
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/// Must be called just before updating the broadphase when none of the body mutexes are locked
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virtual void FrameSync() { /* Optionally overridden by implementation */ }
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/// Must be called before UpdatePrepare to prevent modifications from being made to the tree
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virtual void LockModifications() { /* Optionally overridden by implementation */ }
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/// Context used during broadphase update
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struct UpdateState { void *mData[4]; };
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/// Update the broadphase, needs to be called frequently to update the internal state when bodies have been modified.
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/// The UpdatePrepare() function can run in a background thread without influencing the broadphase
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virtual UpdateState UpdatePrepare() { return UpdateState(); }
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/// Finalizing the update will quickly apply the changes
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virtual void UpdateFinalize([[maybe_unused]] const UpdateState &inUpdateState) { /* Optionally overridden by implementation */ }
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/// Must be called after UpdateFinalize to allow modifications to the broadphase
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virtual void UnlockModifications() { /* Optionally overridden by implementation */ }
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/// Handle used during adding bodies to the broadphase
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using AddState = void *;
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/// Prepare adding inNumber bodies at ioBodies to the broadphase, returns a handle that should be used in AddBodiesFinalize/Abort.
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/// This can be done on a background thread without influencing the broadphase.
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/// ioBodies may be shuffled around by this function and should be kept that way until AddBodiesFinalize/Abort is called.
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virtual AddState AddBodiesPrepare([[maybe_unused]] BodyID *ioBodies, [[maybe_unused]] int inNumber) { return nullptr; } // By default the broadphase doesn't support this
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/// Finalize adding bodies to the broadphase, supply the return value of AddBodiesPrepare in inAddState.
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/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
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virtual void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState) = 0;
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/// Abort adding bodies to the broadphase, supply the return value of AddBodiesPrepare in inAddState.
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/// This can be done on a background thread without influencing the broadphase.
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/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
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virtual void AddBodiesAbort([[maybe_unused]] BodyID *ioBodies, [[maybe_unused]] int inNumber, [[maybe_unused]] AddState inAddState) { /* By default nothing needs to be done */ }
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/// Remove inNumber bodies in ioBodies from the broadphase.
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/// ioBodies may be shuffled around by this function.
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virtual void RemoveBodies(BodyID *ioBodies, int inNumber) = 0;
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/// Call whenever the aabb of a body changes (can change order of ioBodies array)
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/// inTakeLock should be false if we're between LockModifications/UnlockModifications, in which case care needs to be taken to not call this between UpdatePrepare/UpdateFinalize
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virtual void NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock = true) = 0;
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/// Call whenever the layer (and optionally the aabb as well) of a body changes (can change order of ioBodies array)
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virtual void NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber) = 0;
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/// Find all colliding pairs between dynamic bodies
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/// Note that this function is very specifically tailored for the PhysicsSystem::Update function, hence it is not part of the BroadPhaseQuery interface.
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/// One of the assumptions it can make is that no locking is needed during the query as it will only be called during a very particular part of the update.
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/// @param ioActiveBodies is a list of bodies for which we need to find colliding pairs (this function can change the order of the ioActiveBodies array). This can be a subset of the set of active bodies in the system.
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/// @param inNumActiveBodies is the size of the ioActiveBodies array.
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/// @param inSpeculativeContactDistance Distance at which speculative contact points will be created.
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/// @param inObjectVsBroadPhaseLayerFilter is the filter that determines if an object can collide with a broadphase layer.
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/// @param inObjectLayerPairFilter is the filter that determines if two objects can collide.
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/// @param ioPairCollector receives callbacks for every body pair found.
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virtual void FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const = 0;
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/// Same as BroadPhaseQuery::CastAABox but can be implemented in a way to take no broad phase locks.
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virtual void CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const = 0;
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/// Get the bounding box of all objects in the broadphase
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virtual AABox GetBounds() const = 0;
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#ifdef JPH_TRACK_BROADPHASE_STATS
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/// Trace the collected broadphase stats in CSV form.
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/// This report can be used to judge and tweak the efficiency of the broadphase.
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virtual void ReportStats() { /* Can be implemented by derived classes */ }
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#endif // JPH_TRACK_BROADPHASE_STATS
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protected:
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/// Link to the body manager that manages the bodies in this broadphase
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BodyManager * mBodyManager = nullptr;
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};
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JPH_NAMESPACE_END
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