/*************************************************************************/ /* step_3d_sw.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 "step_3d_sw.h" #include "joints_3d_sw.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 void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector &p_body_island, LocalVector &p_constraint_island) { p_body->set_island_step(_step); p_body_island.push_back(p_body); // Faster with reversed iterations. for (Map::Element *E = p_body->get_constraint_map().back(); E; E = E->prev()) { Constraint3DSW *c = (Constraint3DSW *)E->key(); if (c->get_island_step() == _step) { continue; //already processed } c->set_island_step(_step); p_constraint_island.push_back(c); for (int i = 0; i < c->get_body_count(); i++) { if (i == E->get()) { continue; } Body3DSW *b = c->get_body_ptr()[i]; if (b->get_island_step() == _step || b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) { continue; //no go } _populate_island(c->get_body_ptr()[i], p_body_island, p_constraint_island); } } } void Step3DSW::_setup_island(LocalVector &p_constraint_island, real_t p_delta) { 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) { Constraint3DSW *constraint = p_constraint_island[constraint_index]; if (p_constraint_island[constraint_index]->setup(p_delta)) { // Keep this constraint for solving. p_constraint_island[valid_constraint_count++] = constraint; } } p_constraint_island.resize(valid_constraint_count); } void Step3DSW::_solve_island(LocalVector &p_constraint_island, int p_iterations, real_t p_delta) { int current_priority = 1; uint32_t constraint_count = p_constraint_island.size(); while (constraint_count > 0) { for (int i = 0; i < p_iterations; i++) { // Go through all iterations. for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { p_constraint_island[constraint_index]->solve(p_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) { Constraint3DSW *constraint = p_constraint_island[constraint_index]; if (constraint->get_priority() >= current_priority) { // Keep this constraint for the next iteration. p_constraint_island[priority_constraint_count++] = constraint; } } constraint_count = priority_constraint_count; } } void Step3DSW::_check_suspend(const LocalVector &p_body_island, real_t p_delta) { bool can_sleep = true; uint32_t body_count = p_body_island.size(); for (uint32_t body_index = 0; body_index < body_count; ++body_index) { Body3DSW *body = p_body_island[body_index]; if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) { continue; // Ignore for static. } if (!body->sleep_test(p_delta)) { can_sleep = false; } } // Put all to sleep or wake up everyone. for (uint32_t body_index = 0; body_index < body_count; ++body_index) { Body3DSW *body = p_body_island[body_index]; if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) { continue; // Ignore for static. } bool active = body->is_active(); if (active == can_sleep) { body->set_active(!can_sleep); } } } void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { p_space->lock(); // can't access space during this p_space->setup(); //update inertias, etc const SelfList::List *body_list = &p_space->get_active_body_list(); const SelfList::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 *b = body_list->first(); while (b) { b->self()->integrate_forces(p_delta); b = b->next(); active_count++; } /* UPDATE SOFT BODY MOTION */ const SelfList *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); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* GENERATE CONSTRAINT ISLANDS */ b = body_list->first(); uint32_t body_island_count = 0; uint32_t island_count = 0; while (b) { Body3DSW *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 &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 &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.reserve(ISLAND_SIZE_RESERVE); _populate_island(body, body_island, constraint_island); body_islands.push_back(body_island); if (constraint_island.is_empty()) { --island_count; } } b = b->next(); } p_space->set_island_count((int)island_count); const SelfList::List &aml = p_space->get_moved_area_list(); while (aml.first()) { for (const Set::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { Constraint3DSW *c = E->get(); if (c->get_island_step() == _step) { continue; } c->set_island_step(_step); ++island_count; if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } LocalVector &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.push_back(c); } p_space->area_remove_from_moved_list((SelfList *)aml.first()); //faster to remove here } sb = soft_body_list->first(); while (sb) { for (const Set::Element *E = sb->self()->get_constraints().front(); E; E = E->next()) { Constraint3DSW *c = E->get(); if (c->get_island_step() == _step) { continue; } c->set_island_step(_step); ++island_count; if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } LocalVector &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.push_back(c); } sb = sb->next(); } { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* SETUP CONSTRAINT ISLANDS */ for (uint32_t island_index = 0; island_index < island_count; ++island_index) { _setup_island(constraint_islands[island_index], p_delta); } { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* SOLVE CONSTRAINT ISLANDS */ for (uint32_t island_index = 0; island_index < island_count; ++island_index) { // Warning: _solve_island modifies the constraint islands for optimization purpose, // their content is not reliable after these calls and shouldn't be used anymore. _solve_island(constraint_islands[island_index], p_iterations, p_delta); } { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* INTEGRATE VELOCITIES */ b = body_list->first(); while (b) { const SelfList *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], p_delta); } /* 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(Space3DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } p_space->update(); p_space->unlock(); _step++; } Step3DSW::Step3DSW() { _step = 1; body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); constraint_islands.reserve(ISLAND_COUNT_RESERVE); }