summaryrefslogtreecommitdiff
path: root/servers/physics_2d/godot_step_2d.cpp
blob: bc604e380a574499e256af871691ab89b642f5ca (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
/*************************************************************************/
/*  godot_step_2d.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_2d.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 GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) {
	p_body->set_island_step(_step);

	if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
		// Only dynamic bodies are tested for activation.
		p_body_island.push_back(p_body);
	}

	for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) {
		GodotConstraint2D *constraint = (GodotConstraint2D *)E.first;
		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);

		for (int i = 0; i < constraint->get_body_count(); i++) {
			if (i == E.second) {
				continue;
			}
			GodotBody2D *other_body = constraint->get_body_ptr()[i];
			if (other_body->get_island_step() == _step) {
				continue; // Already processed.
			}
			if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) {
				continue; // Static bodies don't connect islands.
			}
			_populate_island(other_body, p_body_island, p_constraint_island);
		}
	}
}

void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
	GodotConstraint2D *constraint = all_constraints[p_constraint_index];
	constraint->setup(delta);
}

void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &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) {
		GodotConstraint2D *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 GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const {
	const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index];

	for (int i = 0; i < iterations; i++) {
		uint32_t constraint_count = constraint_island.size();
		for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
			constraint_island[constraint_index]->solve(delta);
		}
	}
}

void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &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) {
		GodotBody2D *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) {
		GodotBody2D *body = p_body_island[body_index];

		bool active = body->is_active();

		if (active == can_sleep) {
			body->set_active(!can_sleep);
		}
	}
}

void GodotStep2D::step(GodotSpace2D *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<GodotBody2D>::List *body_list = &p_space->get_active_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<GodotBody2D> *b = body_list->first();
	while (b) {
		b->self()->integrate_forces(p_delta);
		b = b->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(GodotSpace2D::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<GodotArea2D>::List &aml = p_space->get_moved_area_list();

	while (aml.first()) {
		for (const Set<GodotConstraint2D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
			GodotConstraint2D *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<GodotConstraint2D *> &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<GodotArea2D> *)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) {
		GodotBody2D *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<GodotBody2D *> &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<GodotConstraint2D *> &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();
	}

	p_space->set_island_count((int)island_count);

	{ //profile
		profile_endtime = OS::get_singleton()->get_ticks_usec();
		p_space->set_elapsed_time(GodotSpace2D::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, &GodotStep2D::_setup_contraint, nullptr);

	{ //profile
		profile_endtime = OS::get_singleton()->get_ticks_usec();
		p_space->set_elapsed_time(GodotSpace2D::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, &GodotStep2D::_solve_island, nullptr);

	{ //profile
		profile_endtime = OS::get_singleton()->get_ticks_usec();
		p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
		profile_begtime = profile_endtime;
	}

	/* INTEGRATE VELOCITIES */

	b = body_list->first();
	while (b) {
		const SelfList<GodotBody2D> *n = b->next();
		b->self()->integrate_velocities(p_delta);
		b = n; // in case it shuts itself down
	}

	/* SLEEP / WAKE UP ISLANDS */

	for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
		_check_suspend(body_islands[island_index]);
	}

	{ //profile
		profile_endtime = OS::get_singleton()->get_ticks_usec();
		p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
		//profile_begtime=profile_endtime;
	}

	all_constraints.clear();

	p_space->unlock();
	_step++;
}

GodotStep2D::GodotStep2D() {
	body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
	constraint_islands.reserve(ISLAND_COUNT_RESERVE);
	all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);

	work_pool.init();
}

GodotStep2D::~GodotStep2D() {
	work_pool.finish();
}