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