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Diffstat (limited to 'servers/physics_3d/godot_step_3d.cpp')
| -rw-r--r-- | servers/physics_3d/godot_step_3d.cpp | 418 | 
1 files changed, 418 insertions, 0 deletions
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp new file mode 100644 index 0000000000..6332532f6e --- /dev/null +++ b/servers/physics_3d/godot_step_3d.cpp @@ -0,0 +1,418 @@ +/*************************************************************************/ +/*  godot_step_3d.cpp                                                    */ +/*************************************************************************/ +/*                       This file is part of:                           */ +/*                           GODOT ENGINE                                */ +/*                      https://godotengine.org                          */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ +/*                                                                       */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the       */ +/* "Software"), to deal in the Software without restriction, including   */ +/* without limitation the rights to use, copy, modify, merge, publish,   */ +/* distribute, sublicense, and/or sell copies of the Software, and to    */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions:                                             */ +/*                                                                       */ +/* The above copyright notice and this permission notice shall be        */ +/* included in all copies or substantial portions of the Software.       */ +/*                                                                       */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ +/*************************************************************************/ + +#include "godot_step_3d.h" + +#include "godot_joint_3d.h" + +#include "core/os/os.h" + +#define BODY_ISLAND_COUNT_RESERVE 128 +#define BODY_ISLAND_SIZE_RESERVE 512 +#define ISLAND_COUNT_RESERVE 128 +#define ISLAND_SIZE_RESERVE 512 +#define CONSTRAINT_COUNT_RESERVE 1024 + +void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { +	p_body->set_island_step(_step); + +	if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) { +		// Only dynamic bodies are tested for activation. +		p_body_island.push_back(p_body); +	} + +	for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) { +		GodotConstraint3D *constraint = (GodotConstraint3D *)E.key; +		if (constraint->get_island_step() == _step) { +			continue; // Already processed. +		} +		constraint->set_island_step(_step); +		p_constraint_island.push_back(constraint); + +		all_constraints.push_back(constraint); + +		// Find connected rigid bodies. +		for (int i = 0; i < constraint->get_body_count(); i++) { +			if (i == E.value) { +				continue; +			} +			GodotBody3D *other_body = constraint->get_body_ptr()[i]; +			if (other_body->get_island_step() == _step) { +				continue; // Already processed. +			} +			if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { +				continue; // Static bodies don't connect islands. +			} +			_populate_island(other_body, p_body_island, p_constraint_island); +		} + +		// Find connected soft bodies. +		for (int i = 0; i < constraint->get_soft_body_count(); i++) { +			GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i); +			if (soft_body->get_island_step() == _step) { +				continue; // Already processed. +			} +			_populate_island_soft_body(soft_body, p_body_island, p_constraint_island); +		} +	} +} + +void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { +	p_soft_body->set_island_step(_step); + +	for (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) { +		GodotConstraint3D *constraint = (GodotConstraint3D *)E->get(); +		if (constraint->get_island_step() == _step) { +			continue; // Already processed. +		} +		constraint->set_island_step(_step); +		p_constraint_island.push_back(constraint); + +		all_constraints.push_back(constraint); + +		// Find connected rigid bodies. +		for (int i = 0; i < constraint->get_body_count(); i++) { +			GodotBody3D *body = constraint->get_body_ptr()[i]; +			if (body->get_island_step() == _step) { +				continue; // Already processed. +			} +			if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { +				continue; // Static bodies don't connect islands. +			} +			_populate_island(body, p_body_island, p_constraint_island); +		} +	} +} + +void GodotStep3D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { +	GodotConstraint3D *constraint = all_constraints[p_constraint_index]; +	constraint->setup(delta); +} + +void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const { +	uint32_t constraint_count = p_constraint_island.size(); +	uint32_t valid_constraint_count = 0; +	for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { +		GodotConstraint3D *constraint = p_constraint_island[constraint_index]; +		if (p_constraint_island[constraint_index]->pre_solve(delta)) { +			// Keep this constraint for solving. +			p_constraint_island[valid_constraint_count++] = constraint; +		} +	} +	p_constraint_island.resize(valid_constraint_count); +} + +void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) { +	LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index]; + +	int current_priority = 1; + +	uint32_t constraint_count = constraint_island.size(); +	while (constraint_count > 0) { +		for (int i = 0; i < iterations; i++) { +			// Go through all iterations. +			for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { +				constraint_island[constraint_index]->solve(delta); +			} +		} + +		// Check priority to keep only higher priority constraints. +		uint32_t priority_constraint_count = 0; +		++current_priority; +		for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { +			GodotConstraint3D *constraint = constraint_island[constraint_index]; +			if (constraint->get_priority() >= current_priority) { +				// Keep this constraint for the next iteration. +				constraint_island[priority_constraint_count++] = constraint; +			} +		} +		constraint_count = priority_constraint_count; +	} +} + +void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const { +	bool can_sleep = true; + +	uint32_t body_count = p_body_island.size(); +	for (uint32_t body_index = 0; body_index < body_count; ++body_index) { +		GodotBody3D *body = p_body_island[body_index]; + +		if (!body->sleep_test(delta)) { +			can_sleep = false; +		} +	} + +	// Put all to sleep or wake up everyone. +	for (uint32_t body_index = 0; body_index < body_count; ++body_index) { +		GodotBody3D *body = p_body_island[body_index]; + +		bool active = body->is_active(); + +		if (active == can_sleep) { +			body->set_active(!can_sleep); +		} +	} +} + +void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { +	p_space->lock(); // can't access space during this + +	p_space->setup(); //update inertias, etc + +	p_space->set_last_step(p_delta); + +	iterations = p_space->get_solver_iterations(); +	delta = p_delta; + +	const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list(); + +	const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list(); + +	/* INTEGRATE FORCES */ + +	uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); +	uint64_t profile_endtime = 0; + +	int active_count = 0; + +	const SelfList<GodotBody3D> *b = body_list->first(); +	while (b) { +		b->self()->integrate_forces(p_delta); +		b = b->next(); +		active_count++; +	} + +	/* UPDATE SOFT BODY MOTION */ + +	const SelfList<GodotSoftBody3D> *sb = soft_body_list->first(); +	while (sb) { +		sb->self()->predict_motion(p_delta); +		sb = sb->next(); +		active_count++; +	} + +	p_space->set_active_objects(active_count); + +	// Update the broadphase to register collision pairs. +	p_space->update(); + +	{ //profile +		profile_endtime = OS::get_singleton()->get_ticks_usec(); +		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); +		profile_begtime = profile_endtime; +	} + +	/* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ + +	uint32_t island_count = 0; + +	const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list(); + +	while (aml.first()) { +		for (const Set<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { +			GodotConstraint3D *constraint = E->get(); +			if (constraint->get_island_step() == _step) { +				continue; +			} +			constraint->set_island_step(_step); + +			// Each constraint can be on a separate island for areas as there's no solving phase. +			++island_count; +			if (constraint_islands.size() < island_count) { +				constraint_islands.resize(island_count); +			} +			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; +			constraint_island.clear(); + +			all_constraints.push_back(constraint); +			constraint_island.push_back(constraint); +		} +		p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here +	} + +	/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ + +	b = body_list->first(); + +	uint32_t body_island_count = 0; + +	while (b) { +		GodotBody3D *body = b->self(); + +		if (body->get_island_step() != _step) { +			++body_island_count; +			if (body_islands.size() < body_island_count) { +				body_islands.resize(body_island_count); +			} +			LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; +			body_island.clear(); +			body_island.reserve(BODY_ISLAND_SIZE_RESERVE); + +			++island_count; +			if (constraint_islands.size() < island_count) { +				constraint_islands.resize(island_count); +			} +			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; +			constraint_island.clear(); +			constraint_island.reserve(ISLAND_SIZE_RESERVE); + +			_populate_island(body, body_island, constraint_island); + +			if (body_island.is_empty()) { +				--body_island_count; +			} + +			if (constraint_island.is_empty()) { +				--island_count; +			} +		} +		b = b->next(); +	} + +	/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */ + +	sb = soft_body_list->first(); +	while (sb) { +		GodotSoftBody3D *soft_body = sb->self(); + +		if (soft_body->get_island_step() != _step) { +			++body_island_count; +			if (body_islands.size() < body_island_count) { +				body_islands.resize(body_island_count); +			} +			LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; +			body_island.clear(); +			body_island.reserve(BODY_ISLAND_SIZE_RESERVE); + +			++island_count; +			if (constraint_islands.size() < island_count) { +				constraint_islands.resize(island_count); +			} +			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; +			constraint_island.clear(); +			constraint_island.reserve(ISLAND_SIZE_RESERVE); + +			_populate_island_soft_body(soft_body, body_island, constraint_island); + +			if (body_island.is_empty()) { +				--body_island_count; +			} + +			if (constraint_island.is_empty()) { +				--island_count; +			} +		} +		sb = sb->next(); +	} + +	p_space->set_island_count((int)island_count); + +	{ //profile +		profile_endtime = OS::get_singleton()->get_ticks_usec(); +		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); +		profile_begtime = profile_endtime; +	} + +	/* SETUP CONSTRAINTS / PROCESS COLLISIONS */ + +	uint32_t total_contraint_count = all_constraints.size(); +	work_pool.do_work(total_contraint_count, this, &GodotStep3D::_setup_contraint, nullptr); + +	{ //profile +		profile_endtime = OS::get_singleton()->get_ticks_usec(); +		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); +		profile_begtime = profile_endtime; +	} + +	/* PRE-SOLVE CONSTRAINT ISLANDS */ + +	// Warning: This doesn't run on threads, because it involves thread-unsafe processing. +	for (uint32_t island_index = 0; island_index < island_count; ++island_index) { +		_pre_solve_island(constraint_islands[island_index]); +	} + +	/* SOLVE CONSTRAINT ISLANDS */ + +	// Warning: _solve_island modifies the constraint islands for optimization purpose, +	// their content is not reliable after these calls and shouldn't be used anymore. +	work_pool.do_work(island_count, this, &GodotStep3D::_solve_island, nullptr); + +	{ //profile +		profile_endtime = OS::get_singleton()->get_ticks_usec(); +		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); +		profile_begtime = profile_endtime; +	} + +	/* INTEGRATE VELOCITIES */ + +	b = body_list->first(); +	while (b) { +		const SelfList<GodotBody3D> *n = b->next(); +		b->self()->integrate_velocities(p_delta); +		b = n; +	} + +	/* SLEEP / WAKE UP ISLANDS */ + +	for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { +		_check_suspend(body_islands[island_index]); +	} + +	/* UPDATE SOFT BODY CONSTRAINTS */ + +	sb = soft_body_list->first(); +	while (sb) { +		sb->self()->solve_constraints(p_delta); +		sb = sb->next(); +	} + +	{ //profile +		profile_endtime = OS::get_singleton()->get_ticks_usec(); +		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); +		profile_begtime = profile_endtime; +	} + +	all_constraints.clear(); + +	p_space->unlock(); +	_step++; +} + +GodotStep3D::GodotStep3D() { +	body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); +	constraint_islands.reserve(ISLAND_COUNT_RESERVE); +	all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); + +	work_pool.init(); +} + +GodotStep3D::~GodotStep3D() { +	work_pool.finish(); +}  |