PhysicsUpdateContext.h 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171
  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. #include <Jolt/Physics/Body/BodyPair.h>
  5. #include <Jolt/Physics/Collision/ContactListener.h>
  6. #include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
  7. #include <Jolt/Core/StaticArray.h>
  8. #include <Jolt/Core/JobSystem.h>
  9. #include <Jolt/Core/STLTempAllocator.h>
  10. JPH_NAMESPACE_BEGIN
  11. class PhysicsSystem;
  12. class IslandBuilder;
  13. class Constraint;
  14. class TempAllocator;
  15. /// Information used during the Update call
  16. class PhysicsUpdateContext : public NonCopyable
  17. {
  18. public:
  19. /// Destructor
  20. explicit PhysicsUpdateContext(TempAllocator &inTempAllocator);
  21. ~PhysicsUpdateContext();
  22. static constexpr int cMaxConcurrency = 32; ///< Maximum supported amount of concurrent jobs
  23. static constexpr int cMaxSubSteps = 4; ///< Maximum supported amount of integration sub steps
  24. using JobHandleArray = StaticArray<JobHandle, cMaxConcurrency>;
  25. struct Step;
  26. /// Structure that contains job handles for each integration sub step
  27. struct SubStep
  28. {
  29. Step * mStep; ///< Step that this substeb belongs to
  30. bool mIsFirst; ///< If this is the first substep in the step
  31. bool mIsLast; ///< If this is the last substep in the step
  32. bool mIsLastOfAll; ///< If this is the last substep in the last step
  33. atomic<uint32> mSolveVelocityConstraintsNextIsland { 0 }; ///< Next island that needs to be processed for the solve velocity constraints step (doesn't need own cache line since position jobs don't run at same time)
  34. atomic<uint32> mSolvePositionConstraintsNextIsland { 0 }; ///< Next island that needs to be processed for the solve position constraints step (doesn't need own cache line since velocity jobs don't run at same time)
  35. /// Contains the information needed to cast a body through the scene to do continuous collision detection
  36. struct CCDBody
  37. {
  38. CCDBody(BodyID inBodyID1, Vec3Arg inDeltaPosition, float inLinearCastThresholdSq, float inMaxPenetration) : mDeltaPosition(inDeltaPosition), mBodyID1(inBodyID1), mLinearCastThresholdSq(inLinearCastThresholdSq), mMaxPenetration(inMaxPenetration) { }
  39. Vec3 mDeltaPosition; ///< Desired rotation step
  40. Vec3 mContactNormal; ///< World space normal of closest hit (only valid if mFractionPlusSlop < 1)
  41. Vec3 mContactPointOn2; ///< World space contact point on body 2 of closest hit (only valid if mFractionPlusSlop < 1)
  42. BodyID mBodyID1; ///< Body 1 (the body that is performing collision detection)
  43. BodyID mBodyID2; ///< Body 2 (the body of the closest hit, only valid if mFractionPlusSlop < 1)
  44. float mFraction = 1.0f; ///< Fraction at which the hit occurred
  45. float mFractionPlusSlop = 1.0f; ///< Fraction at which the hit occurred + extra delta to allow body to penetrate by mMaxPenetration
  46. float mLinearCastThresholdSq; ///< Maximum allowed squared movement before doing a linear cast (determined by inner radius of shape)
  47. float mMaxPenetration; ///< Maximum allowed penetration (determined by inner radius of shape)
  48. ContactSettings mContactSettings; ///< The contact settings for this contact
  49. };
  50. atomic<uint32> mIntegrateVelocityReadIdx { 0 }; ///< Next active body index to take when integrating velocities
  51. CCDBody * mCCDBodies = nullptr; ///< List of bodies that need to do continuous collision detection
  52. uint32 mCCDBodiesCapacity = 0; ///< Capacity of the mCCDBodies list
  53. atomic<uint32> mNumCCDBodies = 0; ///< Number of CCD bodies in mCCDBodies
  54. atomic<uint32> mNextCCDBody { 0 }; ///< Next unprocessed body index in mCCDBodies
  55. int * mActiveBodyToCCDBody = nullptr; ///< A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies
  56. uint32 mNumActiveBodyToCCDBody = 0; ///< Number of indices in mActiveBodyToCCDBody
  57. JobHandleArray mSolveVelocityConstraints; ///< Solve the constraints in the velocity domain
  58. JobHandle mPreIntegrateVelocity; ///< Setup integration of all body positions
  59. JobHandleArray mIntegrateVelocity; ///< Integrate all body positions
  60. JobHandle mPostIntegrateVelocity; ///< Finalize integration of all body positions
  61. JobHandle mResolveCCDContacts; ///< Updates the positions and velocities for all bodies that need continuous collision detection
  62. JobHandleArray mSolvePositionConstraints; ///< Solve all constraints in the position domain
  63. JobHandle mStartNextSubStep; ///< Trampoline job that either kicks the next sub step or the next step
  64. };
  65. using SubSteps = StaticArray<SubStep, cMaxSubSteps>;
  66. struct BodyPairQueue
  67. {
  68. atomic<uint32> mWriteIdx { 0 }; ///< Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  69. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with consumer jobs
  70. atomic<uint32> mReadIdx { 0 }; ///< Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  71. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with producer/consumer jobs
  72. };
  73. using BodyPairQueues = StaticArray<BodyPairQueue, cMaxConcurrency>;
  74. using JobMask = uint32; ///< A mask that has as many bits as we can have concurrent jobs
  75. static_assert(sizeof(JobMask) * 8 >= cMaxConcurrency);
  76. /// Structure that contains data needed for each collision step.
  77. struct Step
  78. {
  79. Step() = default;
  80. Step(const Step &) { JPH_ASSERT(false); } // vector needs a copy constructor, but we're never going to call it
  81. PhysicsUpdateContext *mContext; ///< The physics update context
  82. BroadPhase::UpdateState mBroadPhaseUpdateState; ///< Handle returned by Broadphase::UpdatePrepare
  83. uint32 mNumActiveBodiesAtStepStart; ///< Number of bodies that were active at the start of the physics update step. Only these bodies will receive gravity (they are the first N in the active body list).
  84. atomic<uint32> mConstraintReadIdx { 0 }; ///< Next constraint for determine active constraints
  85. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  86. atomic<uint32> mNumActiveConstraints { 0 }; ///< Number of constraints in the mActiveConstraints array
  87. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  88. atomic<uint32> mStepListenerReadIdx { 0 }; ///< Next step listener to call
  89. uint8 mPadding3[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  90. atomic<uint32> mApplyGravityReadIdx { 0 }; ///< Next body to apply gravity to
  91. uint8 mPadding4[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  92. atomic<uint32> mActiveBodyReadIdx { 0 }; ///< Index of fist active body that has not yet been processed by the broadphase
  93. uint8 mPadding5[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  94. BodyPairQueues mBodyPairQueues; ///< Queues in which to put body pairs that need to be tested by the narrowphase
  95. uint32 mMaxBodyPairsPerQueue; ///< Amount of body pairs that we can queue per queue
  96. atomic<JobMask> mActiveFindCollisionJobs; ///< A bitmask that indicates which jobs are still active
  97. atomic<uint> mNumBodyPairs { 0 }; ///< The number of body pairs found in this step (used to size the contact cache in the next step)
  98. atomic<uint> mNumManifolds { 0 }; ///< The number of manifolds found in this step (used to size the contact cache in the next step)
  99. // Jobs in order of execution (some run in parallel)
  100. JobHandle mBroadPhasePrepare; ///< Prepares the new tree in the background
  101. JobHandleArray mStepListeners; ///< Listeners to notify of the beginning of a physics step
  102. JobHandleArray mDetermineActiveConstraints; ///< Determine which constraints will be active during this step
  103. JobHandleArray mApplyGravity; ///< Update velocities of bodies with gravity
  104. JobHandleArray mFindCollisions; ///< Find all collisions between active bodies an the world
  105. JobHandle mUpdateBroadphaseFinalize; ///< Swap the newly built tree with the current tree
  106. JobHandle mSetupVelocityConstraints; ///< Calculate properties for all constraints in the constraint manager
  107. JobHandle mBuildIslandsFromConstraints; ///< Go over all constraints and assign the bodies they're attached to to an island
  108. JobHandle mFinalizeIslands; ///< Finalize calculation simulation islands
  109. JobHandle mBodySetIslandIndex; ///< Set the current island index on each body (not used by the simulation, only for drawing purposes)
  110. SubSteps mSubSteps; ///< Integration sub steps
  111. JobHandle mContactRemovedCallbacks; ///< Calls the contact removed callbacks
  112. JobHandle mStartNextStep; ///< Job that kicks the next step (empty for the last step)
  113. };
  114. using Steps = vector<Step, STLTempAllocator<Step>>;
  115. /// Maximum amount of concurrent jobs on this machine
  116. int GetMaxConcurrency() const { const int max_concurrency = PhysicsUpdateContext::cMaxConcurrency; return min(max_concurrency, mJobSystem->GetMaxConcurrency()); } ///< Need to put max concurrency in temp var as min requires a reference
  117. PhysicsSystem * mPhysicsSystem; ///< The physics system we belong to
  118. TempAllocator * mTempAllocator; ///< Temporary allocator used during the update
  119. JobSystem * mJobSystem; ///< Job system that processes jobs
  120. JobSystem::Barrier * mBarrier; ///< Barrier used to wait for all physics jobs to complete
  121. float mStepDeltaTime; ///< Delta time for a simulation step (collision step)
  122. float mSubStepDeltaTime; ///< Delta time for a simulation sub step (integration step)
  123. float mWarmStartImpulseRatio; ///< Ratio of this step delta time vs last step
  124. Constraint ** mActiveConstraints = nullptr; ///< Constraints that were active at the start of the physics update step (activating bodies can activate constraints and we need a consistent snapshot). Only these constraints will be resolved.
  125. BodyPair * mBodyPairs = nullptr; ///< A list of body pairs found by the broadphase
  126. IslandBuilder * mIslandBuilder; ///< Keeps track of connected bodies and builds islands for multithreaded velocity/position update
  127. Steps mSteps;
  128. };
  129. JPH_NAMESPACE_END