| 1 | /**************************************************************************/ |
| 2 | /* godot_step_3d.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. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "godot_step_3d.h" |
| 32 | |
| 33 | #include "godot_joint_3d.h" |
| 34 | |
| 35 | #include "core/object/worker_thread_pool.h" |
| 36 | #include "core/os/os.h" |
| 37 | |
| 38 | #define BODY_ISLAND_COUNT_RESERVE 128 |
| 39 | #define BODY_ISLAND_SIZE_RESERVE 512 |
| 40 | #define ISLAND_COUNT_RESERVE 128 |
| 41 | #define ISLAND_SIZE_RESERVE 512 |
| 42 | #define CONSTRAINT_COUNT_RESERVE 1024 |
| 43 | |
| 44 | void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { |
| 45 | p_body->set_island_step(_step); |
| 46 | |
| 47 | if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 48 | // Only rigid bodies are tested for activation. |
| 49 | p_body_island.push_back(p_body); |
| 50 | } |
| 51 | |
| 52 | for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) { |
| 53 | GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key); |
| 54 | if (constraint->get_island_step() == _step) { |
| 55 | continue; // Already processed. |
| 56 | } |
| 57 | constraint->set_island_step(_step); |
| 58 | p_constraint_island.push_back(constraint); |
| 59 | |
| 60 | all_constraints.push_back(constraint); |
| 61 | |
| 62 | // Find connected rigid bodies. |
| 63 | for (int i = 0; i < constraint->get_body_count(); i++) { |
| 64 | if (i == E.value) { |
| 65 | continue; |
| 66 | } |
| 67 | GodotBody3D *other_body = constraint->get_body_ptr()[i]; |
| 68 | if (other_body->get_island_step() == _step) { |
| 69 | continue; // Already processed. |
| 70 | } |
| 71 | if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { |
| 72 | continue; // Static bodies don't connect islands. |
| 73 | } |
| 74 | _populate_island(other_body, p_body_island, p_constraint_island); |
| 75 | } |
| 76 | |
| 77 | // Find connected soft bodies. |
| 78 | for (int i = 0; i < constraint->get_soft_body_count(); i++) { |
| 79 | GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i); |
| 80 | if (soft_body->get_island_step() == _step) { |
| 81 | continue; // Already processed. |
| 82 | } |
| 83 | _populate_island_soft_body(soft_body, p_body_island, p_constraint_island); |
| 84 | } |
| 85 | } |
| 86 | } |
| 87 | |
| 88 | void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { |
| 89 | p_soft_body->set_island_step(_step); |
| 90 | |
| 91 | for (const GodotConstraint3D *E : p_soft_body->get_constraints()) { |
| 92 | GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E); |
| 93 | if (constraint->get_island_step() == _step) { |
| 94 | continue; // Already processed. |
| 95 | } |
| 96 | constraint->set_island_step(_step); |
| 97 | p_constraint_island.push_back(constraint); |
| 98 | |
| 99 | all_constraints.push_back(constraint); |
| 100 | |
| 101 | // Find connected rigid bodies. |
| 102 | for (int i = 0; i < constraint->get_body_count(); i++) { |
| 103 | GodotBody3D *body = constraint->get_body_ptr()[i]; |
| 104 | if (body->get_island_step() == _step) { |
| 105 | continue; // Already processed. |
| 106 | } |
| 107 | if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { |
| 108 | continue; // Static bodies don't connect islands. |
| 109 | } |
| 110 | _populate_island(body, p_body_island, p_constraint_island); |
| 111 | } |
| 112 | } |
| 113 | } |
| 114 | |
| 115 | void GodotStep3D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) { |
| 116 | GodotConstraint3D *constraint = all_constraints[p_constraint_index]; |
| 117 | constraint->setup(delta); |
| 118 | } |
| 119 | |
| 120 | void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const { |
| 121 | uint32_t constraint_count = p_constraint_island.size(); |
| 122 | uint32_t valid_constraint_count = 0; |
| 123 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { |
| 124 | GodotConstraint3D *constraint = p_constraint_island[constraint_index]; |
| 125 | if (p_constraint_island[constraint_index]->pre_solve(delta)) { |
| 126 | // Keep this constraint for solving. |
| 127 | p_constraint_island[valid_constraint_count++] = constraint; |
| 128 | } |
| 129 | } |
| 130 | p_constraint_island.resize(valid_constraint_count); |
| 131 | } |
| 132 | |
| 133 | void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) { |
| 134 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index]; |
| 135 | |
| 136 | int current_priority = 1; |
| 137 | |
| 138 | uint32_t constraint_count = constraint_island.size(); |
| 139 | while (constraint_count > 0) { |
| 140 | for (int i = 0; i < iterations; i++) { |
| 141 | // Go through all iterations. |
| 142 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { |
| 143 | constraint_island[constraint_index]->solve(delta); |
| 144 | } |
| 145 | } |
| 146 | |
| 147 | // Check priority to keep only higher priority constraints. |
| 148 | uint32_t priority_constraint_count = 0; |
| 149 | ++current_priority; |
| 150 | for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { |
| 151 | GodotConstraint3D *constraint = constraint_island[constraint_index]; |
| 152 | if (constraint->get_priority() >= current_priority) { |
| 153 | // Keep this constraint for the next iteration. |
| 154 | constraint_island[priority_constraint_count++] = constraint; |
| 155 | } |
| 156 | } |
| 157 | constraint_count = priority_constraint_count; |
| 158 | } |
| 159 | } |
| 160 | |
| 161 | void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const { |
| 162 | bool can_sleep = true; |
| 163 | |
| 164 | uint32_t body_count = p_body_island.size(); |
| 165 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { |
| 166 | GodotBody3D *body = p_body_island[body_index]; |
| 167 | |
| 168 | if (!body->sleep_test(delta)) { |
| 169 | can_sleep = false; |
| 170 | } |
| 171 | } |
| 172 | |
| 173 | // Put all to sleep or wake up everyone. |
| 174 | for (uint32_t body_index = 0; body_index < body_count; ++body_index) { |
| 175 | GodotBody3D *body = p_body_island[body_index]; |
| 176 | |
| 177 | bool active = body->is_active(); |
| 178 | |
| 179 | if (active == can_sleep) { |
| 180 | body->set_active(!can_sleep); |
| 181 | } |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { |
| 186 | p_space->lock(); // can't access space during this |
| 187 | |
| 188 | p_space->setup(); //update inertias, etc |
| 189 | |
| 190 | p_space->set_last_step(p_delta); |
| 191 | |
| 192 | iterations = p_space->get_solver_iterations(); |
| 193 | delta = p_delta; |
| 194 | |
| 195 | const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list(); |
| 196 | |
| 197 | const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list(); |
| 198 | |
| 199 | /* INTEGRATE FORCES */ |
| 200 | |
| 201 | uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); |
| 202 | uint64_t profile_endtime = 0; |
| 203 | |
| 204 | int active_count = 0; |
| 205 | |
| 206 | const SelfList<GodotBody3D> *b = body_list->first(); |
| 207 | while (b) { |
| 208 | b->self()->integrate_forces(p_delta); |
| 209 | b = b->next(); |
| 210 | active_count++; |
| 211 | } |
| 212 | |
| 213 | /* UPDATE SOFT BODY MOTION */ |
| 214 | |
| 215 | const SelfList<GodotSoftBody3D> *sb = soft_body_list->first(); |
| 216 | while (sb) { |
| 217 | sb->self()->predict_motion(p_delta); |
| 218 | sb = sb->next(); |
| 219 | active_count++; |
| 220 | } |
| 221 | |
| 222 | p_space->set_active_objects(active_count); |
| 223 | |
| 224 | // Update the broadphase to register collision pairs. |
| 225 | p_space->update(); |
| 226 | |
| 227 | { //profile |
| 228 | profile_endtime = OS::get_singleton()->get_ticks_usec(); |
| 229 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); |
| 230 | profile_begtime = profile_endtime; |
| 231 | } |
| 232 | |
| 233 | /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ |
| 234 | |
| 235 | uint32_t island_count = 0; |
| 236 | |
| 237 | const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list(); |
| 238 | |
| 239 | while (aml.first()) { |
| 240 | for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) { |
| 241 | GodotConstraint3D *constraint = E; |
| 242 | if (constraint->get_island_step() == _step) { |
| 243 | continue; |
| 244 | } |
| 245 | constraint->set_island_step(_step); |
| 246 | |
| 247 | // Each constraint can be on a separate island for areas as there's no solving phase. |
| 248 | ++island_count; |
| 249 | if (constraint_islands.size() < island_count) { |
| 250 | constraint_islands.resize(island_count); |
| 251 | } |
| 252 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; |
| 253 | constraint_island.clear(); |
| 254 | |
| 255 | all_constraints.push_back(constraint); |
| 256 | constraint_island.push_back(constraint); |
| 257 | } |
| 258 | p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here |
| 259 | } |
| 260 | |
| 261 | /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ |
| 262 | |
| 263 | b = body_list->first(); |
| 264 | |
| 265 | uint32_t body_island_count = 0; |
| 266 | |
| 267 | while (b) { |
| 268 | GodotBody3D *body = b->self(); |
| 269 | |
| 270 | if (body->get_island_step() != _step) { |
| 271 | ++body_island_count; |
| 272 | if (body_islands.size() < body_island_count) { |
| 273 | body_islands.resize(body_island_count); |
| 274 | } |
| 275 | LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; |
| 276 | body_island.clear(); |
| 277 | body_island.reserve(BODY_ISLAND_SIZE_RESERVE); |
| 278 | |
| 279 | ++island_count; |
| 280 | if (constraint_islands.size() < island_count) { |
| 281 | constraint_islands.resize(island_count); |
| 282 | } |
| 283 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; |
| 284 | constraint_island.clear(); |
| 285 | constraint_island.reserve(ISLAND_SIZE_RESERVE); |
| 286 | |
| 287 | _populate_island(body, body_island, constraint_island); |
| 288 | |
| 289 | if (body_island.is_empty()) { |
| 290 | --body_island_count; |
| 291 | } |
| 292 | |
| 293 | if (constraint_island.is_empty()) { |
| 294 | --island_count; |
| 295 | } |
| 296 | } |
| 297 | b = b->next(); |
| 298 | } |
| 299 | |
| 300 | /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */ |
| 301 | |
| 302 | sb = soft_body_list->first(); |
| 303 | while (sb) { |
| 304 | GodotSoftBody3D *soft_body = sb->self(); |
| 305 | |
| 306 | if (soft_body->get_island_step() != _step) { |
| 307 | ++body_island_count; |
| 308 | if (body_islands.size() < body_island_count) { |
| 309 | body_islands.resize(body_island_count); |
| 310 | } |
| 311 | LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; |
| 312 | body_island.clear(); |
| 313 | body_island.reserve(BODY_ISLAND_SIZE_RESERVE); |
| 314 | |
| 315 | ++island_count; |
| 316 | if (constraint_islands.size() < island_count) { |
| 317 | constraint_islands.resize(island_count); |
| 318 | } |
| 319 | LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; |
| 320 | constraint_island.clear(); |
| 321 | constraint_island.reserve(ISLAND_SIZE_RESERVE); |
| 322 | |
| 323 | _populate_island_soft_body(soft_body, body_island, constraint_island); |
| 324 | |
| 325 | if (body_island.is_empty()) { |
| 326 | --body_island_count; |
| 327 | } |
| 328 | |
| 329 | if (constraint_island.is_empty()) { |
| 330 | --island_count; |
| 331 | } |
| 332 | } |
| 333 | sb = sb->next(); |
| 334 | } |
| 335 | |
| 336 | p_space->set_island_count((int)island_count); |
| 337 | |
| 338 | { //profile |
| 339 | profile_endtime = OS::get_singleton()->get_ticks_usec(); |
| 340 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); |
| 341 | profile_begtime = profile_endtime; |
| 342 | } |
| 343 | |
| 344 | /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ |
| 345 | |
| 346 | uint32_t total_constraint_count = all_constraints.size(); |
| 347 | WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics3DConstraintSetup" )); |
| 348 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); |
| 349 | |
| 350 | { //profile |
| 351 | profile_endtime = OS::get_singleton()->get_ticks_usec(); |
| 352 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); |
| 353 | profile_begtime = profile_endtime; |
| 354 | } |
| 355 | |
| 356 | /* PRE-SOLVE CONSTRAINT ISLANDS */ |
| 357 | |
| 358 | // Warning: This doesn't run on threads, because it involves thread-unsafe processing. |
| 359 | for (uint32_t island_index = 0; island_index < island_count; ++island_index) { |
| 360 | _pre_solve_island(constraint_islands[island_index]); |
| 361 | } |
| 362 | |
| 363 | /* SOLVE CONSTRAINT ISLANDS */ |
| 364 | |
| 365 | // Warning: _solve_island modifies the constraint islands for optimization purpose, |
| 366 | // their content is not reliable after these calls and shouldn't be used anymore. |
| 367 | group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands" )); |
| 368 | WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); |
| 369 | |
| 370 | { //profile |
| 371 | profile_endtime = OS::get_singleton()->get_ticks_usec(); |
| 372 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); |
| 373 | profile_begtime = profile_endtime; |
| 374 | } |
| 375 | |
| 376 | /* INTEGRATE VELOCITIES */ |
| 377 | |
| 378 | b = body_list->first(); |
| 379 | while (b) { |
| 380 | const SelfList<GodotBody3D> *n = b->next(); |
| 381 | b->self()->integrate_velocities(p_delta); |
| 382 | b = n; |
| 383 | } |
| 384 | |
| 385 | /* SLEEP / WAKE UP ISLANDS */ |
| 386 | |
| 387 | for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { |
| 388 | _check_suspend(body_islands[island_index]); |
| 389 | } |
| 390 | |
| 391 | /* UPDATE SOFT BODY CONSTRAINTS */ |
| 392 | |
| 393 | sb = soft_body_list->first(); |
| 394 | while (sb) { |
| 395 | sb->self()->solve_constraints(p_delta); |
| 396 | sb = sb->next(); |
| 397 | } |
| 398 | |
| 399 | { //profile |
| 400 | profile_endtime = OS::get_singleton()->get_ticks_usec(); |
| 401 | p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); |
| 402 | profile_begtime = profile_endtime; |
| 403 | } |
| 404 | |
| 405 | all_constraints.clear(); |
| 406 | |
| 407 | p_space->unlock(); |
| 408 | _step++; |
| 409 | } |
| 410 | |
| 411 | GodotStep3D::GodotStep3D() { |
| 412 | body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); |
| 413 | constraint_islands.reserve(ISLAND_COUNT_RESERVE); |
| 414 | all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); |
| 415 | } |
| 416 | |
| 417 | GodotStep3D::~GodotStep3D() { |
| 418 | } |
| 419 | |