// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include namespace JPH { BroadPhaseQuadTree::~BroadPhaseQuadTree() { delete [] mLayers; } void BroadPhaseQuadTree::Init(BodyManager* inBodyManager, const ObjectToBroadPhaseLayer &inObjectToBroadPhaseLayer) { BroadPhase::Init(inBodyManager, inObjectToBroadPhaseLayer); // Store input parameters mObjectToBroadPhaseLayer = inObjectToBroadPhaseLayer; // Store max bodies mMaxBodies = inBodyManager->GetMaxBodies(); // Initialize tracking data mTracking.resize(mMaxBodies); // Init allocator // Estimate the amount of nodes we're going to need uint32 num_leaves = (uint32)(mMaxBodies + 1) / 2; // Assume 50% fill uint32 num_leaves_plus_internal_nodes = num_leaves + (num_leaves + 2) / 3; // = Sum(num_leaves * 4^-i) with i = [0, Inf]. mAllocator.Init(2 * num_leaves_plus_internal_nodes, 256); // We use double the amount of nodes while rebuilding the tree during Update() // Determine min and max layers BroadPhaseLayer::Type min_layer = (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid, max_layer = 0; for (BroadPhaseLayer layer : inObjectToBroadPhaseLayer) { min_layer = min(min_layer, (BroadPhaseLayer::Type)layer); max_layer = max(max_layer, (BroadPhaseLayer::Type)layer); } JPH_ASSERT(min_layer == 0); // Assume layers start at 0 JPH_ASSERT(max_layer != (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid); // Assume the invalid layer is unused mNumLayers = max_layer + 1; // Init sub trees mLayers = new QuadTree [mNumLayers]; for (uint l = 0; l < mNumLayers; ++l) mLayers[l].Init(mAllocator); } void BroadPhaseQuadTree::FrameSync() { JPH_PROFILE_FUNCTION(); // Take a unique lock on the old query lock so that we know no one is using the old nodes anymore. // Note that nothing should be locked at this point to avoid risking a lock inversion deadlock. // Note that in other places where we lock this mutex we don't use SharedLock to detect lock inversions. As long as // nothing else is locked this is safe. This is why BroadPhaseQuery should be the highest priority lock. UniqueLock root_lock(mQueryLocks[mQueryLockIdx ^ 1], EPhysicsLockTypes::BroadPhaseQuery); for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) mLayers[l].DiscardOldTree(); } void BroadPhaseQuadTree::Optimize() { JPH_PROFILE_FUNCTION(); FrameSync(); LockModifications(); for (uint l = 0; l < mNumLayers; ++l) { QuadTree &tree = mLayers[l]; if (tree.HasBodies() && tree.IsDirty()) { QuadTree::UpdateState update_state; tree.UpdatePrepare(mBodyManager->GetBodies(), mTracking, update_state); tree.UpdateFinalize(mBodyManager->GetBodies(), mTracking, update_state); } } UnlockModifications(); mNextLayerToUpdate = 0; } void BroadPhaseQuadTree::LockModifications() { // From this point on we prevent modifications to the tree PhysicsLock::sLock(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); } BroadPhase::UpdateState BroadPhaseQuadTree::UpdatePrepare() { // LockModifications should have been called JPH_ASSERT(mUpdateMutex.is_locked()); // Create update state UpdateState update_state; UpdateStateImpl *update_state_impl = reinterpret_cast(&update_state); // Loop until we've seen all layers for (uint iteration = 0; iteration < mNumLayers; ++iteration) { // Get the layer QuadTree &tree = mLayers[mNextLayerToUpdate]; mNextLayerToUpdate = (mNextLayerToUpdate + 1) % mNumLayers; // If it is dirty we update this one if (tree.HasBodies() && tree.IsDirty() && tree.CanBeUpdated()) { update_state_impl->mTree = &tree; tree.UpdatePrepare(mBodyManager->GetBodies(), mTracking, update_state_impl->mUpdateState); return update_state; } } // Nothing to update update_state_impl->mTree = nullptr; return update_state; } void BroadPhaseQuadTree::UpdateFinalize(UpdateState &inUpdateState) { // LockModifications should have been called JPH_ASSERT(mUpdateMutex.is_locked()); // Test if a tree was updated UpdateStateImpl *update_state_impl = reinterpret_cast(&inUpdateState); if (update_state_impl->mTree == nullptr) return; update_state_impl->mTree->UpdateFinalize(mBodyManager->GetBodies(), mTracking, update_state_impl->mUpdateState); // Make all queries from now on use the new lock mQueryLockIdx = mQueryLockIdx ^ 1; } void BroadPhaseQuadTree::UnlockModifications() { // From this point on we allow modifications to the tree again PhysicsLock::sUnlock(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); } BroadPhase::AddState BroadPhaseQuadTree::AddBodiesPrepare(BodyID *ioBodies, int inNumber) { JPH_PROFILE_FUNCTION(); JPH_ASSERT(inNumber > 0); const BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); LayerState *state = new LayerState [mNumLayers]; // Sort bodies on layer const BroadPhaseLayer *object_to_broadphase = mObjectToBroadPhaseLayer.data(); Body * const * const bodies_ptr = bodies.data(); // C pointer or else sort is incredibly slow in debug mode sort(ioBodies, ioBodies + inNumber, [bodies_ptr, object_to_broadphase](BodyID inLHS, BodyID inRHS) { return object_to_broadphase[bodies_ptr[inLHS.GetIndex()]->GetObjectLayer()] < object_to_broadphase[bodies_ptr[inRHS.GetIndex()]->GetObjectLayer()]; }); BodyID *b_start = ioBodies, *b_end = ioBodies + inNumber; while (b_start < b_end) { // Get broadphase layer ObjectLayer first_body_object_layer = bodies[b_start->GetIndex()]->GetObjectLayer(); JPH_ASSERT(first_body_object_layer < mObjectToBroadPhaseLayer.size()); BroadPhaseLayer::Type broadphase_layer = (BroadPhaseLayer::Type)object_to_broadphase[first_body_object_layer]; JPH_ASSERT(broadphase_layer < mNumLayers); // Find first body with different layer BodyID *b_mid = upper_bound(b_start, b_end, broadphase_layer, [bodies_ptr, object_to_broadphase](BroadPhaseLayer::Type inLayer, BodyID inBodyID) { return inLayer < (BroadPhaseLayer::Type)object_to_broadphase[bodies_ptr[inBodyID.GetIndex()]->GetObjectLayer()]; }); // Keep track of state for this layer LayerState &layer_state = state[broadphase_layer]; layer_state.mBodyStart = b_start; layer_state.mBodyEnd = b_mid; // Insert all bodies of the same layer mLayers[broadphase_layer].AddBodiesPrepare(bodies, mTracking, b_start, int(b_mid - b_start), layer_state.mAddState); // Keep track in which tree we placed the object for (const BodyID *b = b_start; b < b_mid; ++b) { uint32 index = b->GetIndex(); JPH_ASSERT(bodies[index]->GetID() == *b, "Provided BodyID doesn't match BodyID in body manager"); JPH_ASSERT(!bodies[index]->IsInBroadPhase()); Tracking &t = mTracking[index]; JPH_ASSERT(t.mBroadPhaseLayer == (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid); t.mBroadPhaseLayer = broadphase_layer; JPH_ASSERT(t.mObjectLayer == cObjectLayerInvalid); t.mObjectLayer = bodies[index]->GetObjectLayer(); } // Repeat b_start = b_mid; } return state; } void BroadPhaseQuadTree::AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState) { JPH_PROFILE_FUNCTION(); // This cannot run concurrently with UpdatePrepare()/UpdateFinalize() SharedLock lock(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); LayerState *state = (LayerState *)inAddState; for (BroadPhaseLayer::Type broadphase_layer = 0; broadphase_layer < mNumLayers; broadphase_layer++) { const LayerState &l = state[broadphase_layer]; if (l.mBodyStart != nullptr) { // Insert all bodies of the same layer mLayers[broadphase_layer].AddBodiesFinalize(mTracking, int(l.mBodyEnd - l.mBodyStart), l.mAddState); // Mark added to broadphase for (const BodyID *b = l.mBodyStart; b < l.mBodyEnd; ++b) { uint32 index = b->GetIndex(); JPH_ASSERT(bodies[index]->GetID() == *b, "Provided BodyID doesn't match BodyID in body manager"); JPH_ASSERT(mTracking[index].mBroadPhaseLayer == broadphase_layer); JPH_ASSERT(mTracking[index].mObjectLayer == bodies[index]->GetObjectLayer()); JPH_ASSERT(!bodies[index]->IsInBroadPhase()); bodies[index]->SetInBroadPhaseInternal(true); } } } delete [] state; } void BroadPhaseQuadTree::AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState) { JPH_PROFILE_FUNCTION(); JPH_IF_ENABLE_ASSERTS(const BodyVector &bodies = mBodyManager->GetBodies();) JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); LayerState *state = (LayerState *)inAddState; for (BroadPhaseLayer::Type broadphase_layer = 0; broadphase_layer < mNumLayers; broadphase_layer++) { const LayerState &l = state[broadphase_layer]; if (l.mBodyStart != nullptr) { // Insert all bodies of the same layer mLayers[broadphase_layer].AddBodiesAbort(mTracking, l.mAddState); // Reset bookkeeping for (const BodyID *b = l.mBodyStart; b < l.mBodyEnd; ++b) { uint32 index = b->GetIndex(); JPH_ASSERT(bodies[index]->GetID() == *b, "Provided BodyID doesn't match BodyID in body manager"); JPH_ASSERT(!bodies[index]->IsInBroadPhase()); Tracking &t = mTracking[index]; JPH_ASSERT(t.mBroadPhaseLayer == broadphase_layer); t.mBroadPhaseLayer = (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid; t.mObjectLayer = cObjectLayerInvalid; } } } delete [] state; } void BroadPhaseQuadTree::RemoveBodies(BodyID *ioBodies, int inNumber) { JPH_PROFILE_FUNCTION(); // This cannot run concurrently with UpdatePrepare()/UpdateFinalize() SharedLock lock(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); JPH_ASSERT(inNumber > 0); BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Sort bodies on layer Tracking *tracking = mTracking.data(); // C pointer or else sort is incredibly slow in debug mode sort(ioBodies, ioBodies + inNumber, [tracking](BodyID inLHS, BodyID inRHS) { return tracking[inLHS.GetIndex()].mBroadPhaseLayer < tracking[inRHS.GetIndex()].mBroadPhaseLayer; }); BodyID *b_start = ioBodies, *b_end = ioBodies + inNumber; while (b_start < b_end) { // Get broad phase layer BroadPhaseLayer::Type broadphase_layer = mTracking[b_start->GetIndex()].mBroadPhaseLayer; JPH_ASSERT(broadphase_layer != (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid); // Find first body with different layer BodyID *b_mid = upper_bound(b_start, b_end, broadphase_layer, [tracking](BroadPhaseLayer::Type inLayer, BodyID inBodyID) { return inLayer < tracking[inBodyID.GetIndex()].mBroadPhaseLayer; }); // Remove all bodies of the same layer mLayers[broadphase_layer].RemoveBodies(bodies, mTracking, b_start, int(b_mid - b_start)); for (const BodyID *b = b_start; b < b_mid; ++b) { // Reset bookkeeping uint32 index = b->GetIndex(); Tracking &t = tracking[index]; t.mBroadPhaseLayer = (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid; t.mObjectLayer = cObjectLayerInvalid; // Mark removed from broadphase JPH_ASSERT(bodies[index]->IsInBroadPhase()); bodies[index]->SetInBroadPhaseInternal(false); } // Repeat b_start = b_mid; } } void BroadPhaseQuadTree::NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock) { JPH_PROFILE_FUNCTION(); JPH_ASSERT(inNumber > 0); // This cannot run concurrently with UpdatePrepare()/UpdateFinalize() if (inTakeLock) PhysicsLock::sLockShared(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); else JPH_ASSERT(mUpdateMutex.is_locked()); const BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Sort bodies on layer const Tracking *tracking = mTracking.data(); // C pointer or else sort is incredibly slow in debug mode sort(ioBodies, ioBodies + inNumber, [tracking](BodyID inLHS, BodyID inRHS) { return tracking[inLHS.GetIndex()].mBroadPhaseLayer < tracking[inRHS.GetIndex()].mBroadPhaseLayer; }); BodyID *b_start = ioBodies, *b_end = ioBodies + inNumber; while (b_start < b_end) { // Get broadphase layer BroadPhaseLayer::Type broadphase_layer = tracking[b_start->GetIndex()].mBroadPhaseLayer; JPH_ASSERT(broadphase_layer != (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid); // Find first body with different layer BodyID *b_mid = upper_bound(b_start, b_end, broadphase_layer, [tracking](BroadPhaseLayer::Type inLayer, BodyID inBodyID) { return inLayer < tracking[inBodyID.GetIndex()].mBroadPhaseLayer; }); // Nodify all bodies of the same layer changed mLayers[broadphase_layer].NotifyBodiesAABBChanged(bodies, mTracking, b_start, int(b_mid - b_start)); // Repeat b_start = b_mid; } if (inTakeLock) PhysicsLock::sUnlockShared(mUpdateMutex, EPhysicsLockTypes::BroadPhaseUpdate); } void BroadPhaseQuadTree::NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber) { JPH_PROFILE_FUNCTION(); JPH_ASSERT(inNumber > 0); // First sort the bodies that actually changed layer to beginning of the array const BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); for (BodyID *body_id = ioBodies + inNumber - 1; body_id >= ioBodies; --body_id) { uint32 index = body_id->GetIndex(); JPH_ASSERT(bodies[index]->GetID() == *body_id, "Provided BodyID doesn't match BodyID in body manager"); ObjectLayer object_layer = bodies[index]->GetObjectLayer(); JPH_ASSERT(object_layer < mObjectToBroadPhaseLayer.size()); BroadPhaseLayer::Type broadphase_layer = (BroadPhaseLayer::Type)mObjectToBroadPhaseLayer[object_layer]; JPH_ASSERT(broadphase_layer < mNumLayers); if (mTracking[index].mBroadPhaseLayer == broadphase_layer) { // Update tracking information mTracking[index].mObjectLayer = object_layer; // If move the body to the end, layer didn't change swap(*body_id, ioBodies[inNumber - 1]); --inNumber; } } if (inNumber > 0) { // Changing layer requires us to remove from one tree and add to another, so this is equivalent to removing all bodies first and then adding them again RemoveBodies(ioBodies, inNumber); AddState add_state = AddBodiesPrepare(ioBodies, inNumber); AddBodiesFinalize(ioBodies, inNumber, add_state); } } void BroadPhaseQuadTree::CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CastRay(inRay, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CollideAABox(inBox, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CollideSphere(inCenter, inRadius, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CollidePoint(inPoint, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CollideOrientedBox(inBox, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { JPH_PROFILE_FUNCTION(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inBroadPhaseLayerFilter.ShouldCollide(BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.CastAABox(inBox, ioCollector, inObjectLayerFilter, mTracking); if (ioCollector.ShouldEarlyOut()) break; } } } void BroadPhaseQuadTree::CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const { // Prevent this from running in parallel with node deletion in FrameSync(), see notes there shared_lock lock(mQueryLocks[mQueryLockIdx]); CastAABoxNoLock(inBox, ioCollector, inBroadPhaseLayerFilter, inObjectLayerFilter); } void BroadPhaseQuadTree::FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, ObjectVsBroadPhaseLayerFilter inObjectVsBroadPhaseLayerFilter, ObjectLayerPairFilter inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const { JPH_PROFILE_FUNCTION(); const BodyVector &bodies = mBodyManager->GetBodies(); JPH_ASSERT(mMaxBodies == mBodyManager->GetMaxBodies()); // Note that we don't take any locks at this point. We know that the tree is not going to be swapped or deleted while finding collision pairs due to the way the jobs are scheduled in the PhysicsSystem::Update. // Sort bodies on layer const Tracking *tracking = mTracking.data(); // C pointer or else sort is incredibly slow in debug mode sort(ioActiveBodies, ioActiveBodies + inNumActiveBodies, [tracking](BodyID inLHS, BodyID inRHS) { return tracking[inLHS.GetIndex()].mObjectLayer < tracking[inRHS.GetIndex()].mObjectLayer; }); BodyID *b_start = ioActiveBodies, *b_end = ioActiveBodies + inNumActiveBodies; while (b_start < b_end) { // Get broadphase layer ObjectLayer object_layer = tracking[b_start->GetIndex()].mObjectLayer; JPH_ASSERT(object_layer != cObjectLayerInvalid); // Find first body with different layer BodyID *b_mid = upper_bound(b_start, b_end, object_layer, [tracking](ObjectLayer inLayer, BodyID inBodyID) { return inLayer < tracking[inBodyID.GetIndex()].mObjectLayer; }); // Loop over all layers and test the ones that could hit for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) { const QuadTree &tree = mLayers[l]; if (tree.HasBodies() && inObjectVsBroadPhaseLayerFilter(object_layer, BroadPhaseLayer(l))) { JPH_PROFILE(tree.GetName()); tree.FindCollidingPairs(bodies, b_start, int(b_mid - b_start), inSpeculativeContactDistance, ioPairCollector, inObjectLayerPairFilter); } } // Repeat b_start = b_mid; } } #if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED) void BroadPhaseQuadTree::SetBroadPhaseLayerToString(BroadPhaseLayerToString inBroadPhaseLayerToString) { // Set the name on the sub trees for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) mLayers[l].SetName(inBroadPhaseLayerToString(BroadPhaseLayer(l))); } #endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED #ifdef JPH_TRACK_BROADPHASE_STATS void BroadPhaseQuadTree::ReportStats() { Trace("Query Type, Filter Description, Tree Name, Num Queries, Total Time (ms), Total Time Excl. Collector (ms), Nodes Visited, Bodies Visited, Hits Reported, Hits Reported vs Bodies Visited (%%), Hits Reported vs Nodes Visited"); for (BroadPhaseLayer::Type l = 0; l < mNumLayers; ++l) mLayers[l].ReportStats(); } #endif // JPH_TRACK_BROADPHASE_STATS } // JPH