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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/IslandBuilder.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/Body/BodyID.h>
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#include <Jolt/Core/NonCopyable.h>
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#include <Jolt/Core/Atomics.h>
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JPH_NAMESPACE_BEGIN
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class TempAllocator;
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//#define JPH_VALIDATE_ISLAND_BUILDER
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/// Keeps track of connected bodies and builds islands for multithreaded velocity/position update
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class IslandBuilder : public NonCopyable
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{
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public:
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/// Destructor
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~IslandBuilder();
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/// Initialize the island builder with the maximum amount of bodies that could be active
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void Init(uint32 inMaxActiveBodies);
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/// Prepare for simulation step by allocating space for the contact constraints
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void PrepareContactConstraints(uint32 inMaxContactConstraints, TempAllocator *inTempAllocator);
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/// Prepare for simulation step by allocating space for the non-contact constraints
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void PrepareNonContactConstraints(uint32 inNumConstraints, TempAllocator *inTempAllocator);
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/// Link two bodies by their index in the BodyManager::mActiveBodies list to form islands
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void LinkBodies(uint32 inFirst, uint32 inSecond);
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/// Link a constraint to a body by their index in the BodyManager::mActiveBodies
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void LinkConstraint(uint32 inConstraintIndex, uint32 inFirst, uint32 inSecond);
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/// Link a contact to a body by their index in the BodyManager::mActiveBodies
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void LinkContact(uint32 inContactIndex, uint32 inFirst, uint32 inSecond);
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/// Finalize the islands after all bodies have been Link()-ed
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void Finalize(const BodyID *inActiveBodies, uint32 inNumActiveBodies, uint32 inNumContacts, TempAllocator *inTempAllocator);
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/// Get the amount of islands formed
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uint32 GetNumIslands() const { return mNumIslands; }
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/// Get iterator for a particular island, return false if there are no constraints
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void GetBodiesInIsland(uint32 inIslandIndex, BodyID *&outBodiesBegin, BodyID *&outBodiesEnd) const;
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bool GetConstraintsInIsland(uint32 inIslandIndex, uint32 *&outConstraintsBegin, uint32 *&outConstraintsEnd) const;
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bool GetContactsInIsland(uint32 inIslandIndex, uint32 *&outContactsBegin, uint32 *&outContactsEnd) const;
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/// The number of position iterations for each island
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void SetNumPositionSteps(uint32 inIslandIndex, uint inNumPositionSteps) { JPH_ASSERT(inIslandIndex < mNumIslands); JPH_ASSERT(inNumPositionSteps < 256); mNumPositionSteps[inIslandIndex] = uint8(inNumPositionSteps); }
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uint GetNumPositionSteps(uint32 inIslandIndex) const { JPH_ASSERT(inIslandIndex < mNumIslands); return mNumPositionSteps[inIslandIndex]; }
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/// After you're done calling the three functions above, call this function to free associated data
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void ResetIslands(TempAllocator *inTempAllocator);
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private:
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/// Returns the index of the lowest body in the group
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uint32 GetLowestBodyIndex(uint32 inActiveBodyIndex) const;
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#ifdef JPH_VALIDATE_ISLAND_BUILDER
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/// Helper function to validate all islands so far generated
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void ValidateIslands(uint32 inNumActiveBodies) const;
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#endif
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// Helper functions to build various islands
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void BuildBodyIslands(const BodyID *inActiveBodies, uint32 inNumActiveBodies, TempAllocator *inTempAllocator);
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void BuildConstraintIslands(const uint32 *inConstraintToBody, uint32 inNumConstraints, uint32 *&outConstraints, uint32 *&outConstraintsEnd, TempAllocator *inTempAllocator) const;
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/// Sorts the islands so that the islands with most constraints go first
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void SortIslands(TempAllocator *inTempAllocator);
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/// Intermediate data structure that for each body keeps track what the lowest index of the body is that it is connected to
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struct BodyLink
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{
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JPH_OVERRIDE_NEW_DELETE
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atomic<uint32> mLinkedTo; ///< An index in mBodyLinks pointing to another body in this island with a lower index than this body
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uint32 mIslandIndex; ///< The island index of this body (filled in during Finalize)
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};
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// Intermediate data
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BodyLink * mBodyLinks = nullptr; ///< Maps bodies to the first body in the island
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uint32 * mConstraintLinks = nullptr; ///< Maps constraint index to body index (which maps to island index)
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uint32 * mContactLinks = nullptr; ///< Maps contact constraint index to body index (which maps to island index)
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// Final data
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BodyID * mBodyIslands = nullptr; ///< Bodies ordered by island
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uint32 * mBodyIslandEnds = nullptr; ///< End index of each body island
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uint32 * mConstraintIslands = nullptr; ///< Constraints ordered by island
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uint32 * mConstraintIslandEnds = nullptr; ///< End index of each constraint island
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uint32 * mContactIslands = nullptr; ///< Contacts ordered by island
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uint32 * mContactIslandEnds = nullptr; ///< End index of each contact island
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uint32 * mIslandsSorted = nullptr; ///< A list of island indices in order of most constraints first
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uint8 * mNumPositionSteps = nullptr; ///< Number of position steps for each island
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// Counters
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uint32 mMaxActiveBodies; ///< Maximum size of the active bodies list (see BodyManager::mActiveBodies)
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uint32 mNumActiveBodies = 0; ///< Number of active bodies passed to
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uint32 mNumConstraints = 0; ///< Size of the constraint list (see ConstraintManager::mConstraints)
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uint32 mMaxContacts = 0; ///< Maximum amount of contacts supported
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uint32 mNumContacts = 0; ///< Size of the contacts list (see ContactConstraintManager::mNumConstraints)
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uint32 mNumIslands = 0; ///< Final number of islands
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#ifdef JPH_VALIDATE_ISLAND_BUILDER
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/// Structure to keep track of all added links to validate that islands were generated correctly
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struct LinkValidation
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{
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uint32 mFirst;
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uint32 mSecond;
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};
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LinkValidation * mLinkValidation = nullptr;
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atomic<uint32> mNumLinkValidation;
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#endif
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};
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JPH_NAMESPACE_END
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