| 1 | /**************************************************************************/ | 
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| 2 | /*  godot_step_2d.cpp                                                     */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "godot_step_2d.h" | 
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| 32 |  | 
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| 33 | #include "core/object/worker_thread_pool.h" | 
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| 34 | #include "core/os/os.h" | 
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| 35 |  | 
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| 36 | #define BODY_ISLAND_COUNT_RESERVE 128 | 
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| 37 | #define BODY_ISLAND_SIZE_RESERVE 512 | 
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| 38 | #define ISLAND_COUNT_RESERVE 128 | 
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| 39 | #define ISLAND_SIZE_RESERVE 512 | 
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| 40 | #define CONSTRAINT_COUNT_RESERVE 1024 | 
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| 41 |  | 
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| 42 | void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) { | 
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| 43 | p_body->set_island_step(_step); | 
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| 44 |  | 
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| 45 | if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) { | 
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| 46 | // Only rigid bodies are tested for activation. | 
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| 47 | p_body_island.push_back(p_body); | 
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| 48 | } | 
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| 49 |  | 
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| 50 | for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) { | 
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| 51 | GodotConstraint2D *constraint = const_cast<GodotConstraint2D *>(E.first); | 
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| 52 | if (constraint->get_island_step() == _step) { | 
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| 53 | continue; // Already processed. | 
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| 54 | } | 
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| 55 | constraint->set_island_step(_step); | 
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| 56 | p_constraint_island.push_back(constraint); | 
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| 57 | all_constraints.push_back(constraint); | 
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| 58 |  | 
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| 59 | for (int i = 0; i < constraint->get_body_count(); i++) { | 
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| 60 | if (i == E.second) { | 
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| 61 | continue; | 
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| 62 | } | 
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| 63 | GodotBody2D *other_body = constraint->get_body_ptr()[i]; | 
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| 64 | if (other_body->get_island_step() == _step) { | 
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| 65 | continue; // Already processed. | 
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| 66 | } | 
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| 67 | if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) { | 
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| 68 | continue; // Static bodies don't connect islands. | 
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| 69 | } | 
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| 70 | _populate_island(other_body, p_body_island, p_constraint_island); | 
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| 71 | } | 
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| 72 | } | 
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| 73 | } | 
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| 74 |  | 
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| 75 | void GodotStep2D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) { | 
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| 76 | GodotConstraint2D *constraint = all_constraints[p_constraint_index]; | 
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| 77 | constraint->setup(delta); | 
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| 78 | } | 
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| 79 |  | 
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| 80 | void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const { | 
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| 81 | uint32_t constraint_count = p_constraint_island.size(); | 
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| 82 | uint32_t valid_constraint_count = 0; | 
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| 83 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
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| 84 | GodotConstraint2D *constraint = p_constraint_island[constraint_index]; | 
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| 85 | if (p_constraint_island[constraint_index]->pre_solve(delta)) { | 
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| 86 | // Keep this constraint for solving. | 
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| 87 | p_constraint_island[valid_constraint_count++] = constraint; | 
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| 88 | } | 
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| 89 | } | 
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| 90 | p_constraint_island.resize(valid_constraint_count); | 
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| 91 | } | 
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| 92 |  | 
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| 93 | void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const { | 
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| 94 | const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index]; | 
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| 95 |  | 
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| 96 | for (int i = 0; i < iterations; i++) { | 
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| 97 | uint32_t constraint_count = constraint_island.size(); | 
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| 98 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
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| 99 | constraint_island[constraint_index]->solve(delta); | 
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| 100 | } | 
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| 101 | } | 
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| 102 | } | 
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| 103 |  | 
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| 104 | void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const { | 
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| 105 | bool can_sleep = true; | 
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| 106 |  | 
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| 107 | uint32_t body_count = p_body_island.size(); | 
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| 108 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
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| 109 | GodotBody2D *body = p_body_island[body_index]; | 
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| 110 |  | 
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| 111 | if (!body->sleep_test(delta)) { | 
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| 112 | can_sleep = false; | 
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| 113 | } | 
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| 114 | } | 
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| 115 |  | 
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| 116 | // Put all to sleep or wake up everyone. | 
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| 117 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
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| 118 | GodotBody2D *body = p_body_island[body_index]; | 
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| 119 |  | 
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| 120 | bool active = body->is_active(); | 
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| 121 |  | 
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| 122 | if (active == can_sleep) { | 
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| 123 | body->set_active(!can_sleep); | 
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| 124 | } | 
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| 125 | } | 
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| 126 | } | 
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| 127 |  | 
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| 128 | void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) { | 
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| 129 | p_space->lock(); // can't access space during this | 
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| 130 |  | 
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| 131 | p_space->setup(); //update inertias, etc | 
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| 132 |  | 
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| 133 | p_space->set_last_step(p_delta); | 
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| 134 |  | 
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| 135 | iterations = p_space->get_solver_iterations(); | 
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| 136 | delta = p_delta; | 
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| 137 |  | 
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| 138 | const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list(); | 
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| 139 |  | 
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| 140 | /* INTEGRATE FORCES */ | 
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| 141 |  | 
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| 142 | uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); | 
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| 143 | uint64_t profile_endtime = 0; | 
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| 144 |  | 
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| 145 | int active_count = 0; | 
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| 146 |  | 
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| 147 | const SelfList<GodotBody2D> *b = body_list->first(); | 
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| 148 | while (b) { | 
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| 149 | b->self()->integrate_forces(p_delta); | 
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| 150 | b = b->next(); | 
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| 151 | active_count++; | 
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| 152 | } | 
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| 153 |  | 
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| 154 | p_space->set_active_objects(active_count); | 
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| 155 |  | 
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| 156 | // Update the broadphase to register collision pairs. | 
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| 157 | p_space->update(); | 
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| 158 |  | 
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| 159 | { //profile | 
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| 160 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 161 | p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); | 
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| 162 | profile_begtime = profile_endtime; | 
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| 163 | } | 
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| 164 |  | 
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| 165 | /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ | 
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| 166 |  | 
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| 167 | uint32_t island_count = 0; | 
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| 168 |  | 
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| 169 | const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list(); | 
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| 170 |  | 
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| 171 | while (aml.first()) { | 
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| 172 | for (GodotConstraint2D *E : aml.first()->self()->get_constraints()) { | 
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| 173 | GodotConstraint2D *constraint = E; | 
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| 174 | if (constraint->get_island_step() == _step) { | 
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| 175 | continue; | 
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| 176 | } | 
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| 177 | constraint->set_island_step(_step); | 
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| 178 |  | 
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| 179 | // Each constraint can be on a separate island for areas as there's no solving phase. | 
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| 180 | ++island_count; | 
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| 181 | if (constraint_islands.size() < island_count) { | 
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| 182 | constraint_islands.resize(island_count); | 
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| 183 | } | 
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| 184 | LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; | 
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| 185 | constraint_island.clear(); | 
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| 186 |  | 
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| 187 | all_constraints.push_back(constraint); | 
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| 188 | constraint_island.push_back(constraint); | 
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| 189 | } | 
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| 190 | p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here | 
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| 191 | } | 
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| 192 |  | 
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| 193 | /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ | 
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| 194 |  | 
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| 195 | b = body_list->first(); | 
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| 196 |  | 
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| 197 | uint32_t body_island_count = 0; | 
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| 198 |  | 
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| 199 | while (b) { | 
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| 200 | GodotBody2D *body = b->self(); | 
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| 201 |  | 
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| 202 | if (body->get_island_step() != _step) { | 
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| 203 | ++body_island_count; | 
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| 204 | if (body_islands.size() < body_island_count) { | 
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| 205 | body_islands.resize(body_island_count); | 
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| 206 | } | 
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| 207 | LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1]; | 
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| 208 | body_island.clear(); | 
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| 209 | body_island.reserve(BODY_ISLAND_SIZE_RESERVE); | 
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| 210 |  | 
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| 211 | ++island_count; | 
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| 212 | if (constraint_islands.size() < island_count) { | 
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| 213 | constraint_islands.resize(island_count); | 
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| 214 | } | 
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| 215 | LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; | 
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| 216 | constraint_island.clear(); | 
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| 217 | constraint_island.reserve(ISLAND_SIZE_RESERVE); | 
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| 218 |  | 
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| 219 | _populate_island(body, body_island, constraint_island); | 
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| 220 |  | 
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| 221 | if (body_island.is_empty()) { | 
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| 222 | --body_island_count; | 
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| 223 | } | 
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| 224 |  | 
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| 225 | if (constraint_island.is_empty()) { | 
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| 226 | --island_count; | 
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| 227 | } | 
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| 228 | } | 
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| 229 | b = b->next(); | 
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| 230 | } | 
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| 231 |  | 
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| 232 | p_space->set_island_count((int)island_count); | 
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| 233 |  | 
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| 234 | { //profile | 
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| 235 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 236 | p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); | 
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| 237 | profile_begtime = profile_endtime; | 
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| 238 | } | 
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| 239 |  | 
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| 240 | /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ | 
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| 241 |  | 
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| 242 | uint32_t total_constraint_count = all_constraints.size(); | 
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| 243 | WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME( "Physics2DConstraintSetup")); | 
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| 244 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
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| 245 |  | 
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| 246 | { //profile | 
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| 247 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 248 | p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); | 
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| 249 | profile_begtime = profile_endtime; | 
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| 250 | } | 
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| 251 |  | 
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| 252 | /* PRE-SOLVE CONSTRAINT ISLANDS */ | 
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| 253 |  | 
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| 254 | // Warning: This doesn't run on threads, because it involves thread-unsafe processing. | 
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| 255 | for (uint32_t island_index = 0; island_index < island_count; ++island_index) { | 
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| 256 | _pre_solve_island(constraint_islands[island_index]); | 
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| 257 | } | 
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| 258 |  | 
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| 259 | /* SOLVE CONSTRAINT ISLANDS */ | 
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| 260 |  | 
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| 261 | // Warning: _solve_island modifies the constraint islands for optimization purpose, | 
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| 262 | // their content is not reliable after these calls and shouldn't be used anymore. | 
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| 263 | group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME( "Physics2DConstraintSolveIslands")); | 
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| 264 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
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| 265 |  | 
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| 266 | { //profile | 
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| 267 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 268 | p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); | 
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| 269 | profile_begtime = profile_endtime; | 
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| 270 | } | 
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| 271 |  | 
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| 272 | /* INTEGRATE VELOCITIES */ | 
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| 273 |  | 
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| 274 | b = body_list->first(); | 
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| 275 | while (b) { | 
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| 276 | const SelfList<GodotBody2D> *n = b->next(); | 
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| 277 | b->self()->integrate_velocities(p_delta); | 
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| 278 | b = n; // in case it shuts itself down | 
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| 279 | } | 
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| 280 |  | 
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| 281 | /* SLEEP / WAKE UP ISLANDS */ | 
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| 282 |  | 
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| 283 | for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { | 
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| 284 | _check_suspend(body_islands[island_index]); | 
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| 285 | } | 
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| 286 |  | 
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| 287 | { //profile | 
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| 288 | profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
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| 289 | p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); | 
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| 290 | //profile_begtime=profile_endtime; | 
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| 291 | } | 
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| 292 |  | 
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| 293 | all_constraints.clear(); | 
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| 294 |  | 
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| 295 | p_space->unlock(); | 
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| 296 | _step++; | 
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| 297 | } | 
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| 298 |  | 
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| 299 | GodotStep2D::GodotStep2D() { | 
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| 300 | body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); | 
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| 301 | constraint_islands.reserve(ISLAND_COUNT_RESERVE); | 
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| 302 | all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); | 
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| 303 | } | 
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| 304 |  | 
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| 305 | GodotStep2D::~GodotStep2D() { | 
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| 306 | } | 
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| 307 |  | 
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