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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/PhysicsSettings.h>
- #include <Jolt/Physics/Body/BodyManager.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Jolt/Physics/Body/BodyLock.h>
- #include <Jolt/Physics/Body/BodyActivationListener.h>
- #include <Jolt/Physics/StateRecorder.h>
- #include <Jolt/Core/StringTools.h>
- #ifdef JPH_DEBUG_RENDERER
- #include <Jolt/Renderer/DebugRenderer.h>
- #endif // JPH_DEBUG_RENDERER
- JPH_NAMESPACE_BEGIN
- #ifdef JPH_ENABLE_ASSERTS
- thread_local bool BodyManager::sOverrideAllowActivation = false;
- thread_local bool BodyManager::sOverrideAllowDeactivation = false;
- #endif
- // Helper class that combines a body and its motion properties
- class BodyWithMotionProperties : public Body
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- MotionProperties mMotionProperties;
- };
- inline void BodyManager::sDeleteBody(Body *inBody)
- {
- if (inBody->mMotionProperties != nullptr)
- {
- JPH_IF_ENABLE_ASSERTS(inBody->mMotionProperties = nullptr;)
- delete static_cast<BodyWithMotionProperties *>(inBody);
- }
- else
- delete inBody;
- }
- BodyManager::~BodyManager()
- {
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- // Destroy any bodies that are still alive
- for (Body *b : mBodies)
- if (sIsValidBodyPointer(b))
- sDeleteBody(b);
- delete [] mActiveBodies;
- }
- void BodyManager::Init(uint inMaxBodies, uint inNumBodyMutexes, const BroadPhaseLayerInterface &inLayerInterface)
- {
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- // Num body mutexes must be a power of two and not bigger than our MutexMask
- uint num_body_mutexes = Clamp<uint>(GetNextPowerOf2(inNumBodyMutexes == 0? 2 * thread::hardware_concurrency() : inNumBodyMutexes), 1, sizeof(MutexMask) * 8);
- // Allocate the body mutexes
- mBodyMutexes.Init(num_body_mutexes);
- // Allocate space for bodies
- mBodies.reserve(inMaxBodies);
- // Allocate space for active bodies
- JPH_ASSERT(mActiveBodies == nullptr);
- mActiveBodies = new BodyID [inMaxBodies];
- // Allocate space for sequence numbers
- mBodySequenceNumbers.resize(inMaxBodies);
- // Keep layer interface
- mBroadPhaseLayerInterface = &inLayerInterface;
- }
- uint BodyManager::GetNumBodies() const
- {
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- return mNumBodies;
- }
- BodyManager::BodyStats BodyManager::GetBodyStats() const
- {
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- BodyStats stats;
- stats.mNumBodies = mNumBodies;
- stats.mMaxBodies = uint(mBodies.capacity());
- for (const Body *body : mBodies)
- if (sIsValidBodyPointer(body))
- {
- switch (body->GetMotionType())
- {
- case EMotionType::Static:
- stats.mNumBodiesStatic++;
- break;
- case EMotionType::Dynamic:
- stats.mNumBodiesDynamic++;
- if (body->IsActive())
- stats.mNumActiveBodiesDynamic++;
- break;
- case EMotionType::Kinematic:
- stats.mNumBodiesKinematic++;
- if (body->IsActive())
- stats.mNumActiveBodiesKinematic++;
- break;
- }
- }
- return stats;
- }
- Body *BodyManager::CreateBody(const BodyCreationSettings &inBodyCreationSettings)
- {
- // Determine next free index
- uint32 idx;
- {
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- if (mBodyIDFreeListStart != cBodyIDFreeListEnd)
- {
- // Pop an item from the freelist
- JPH_ASSERT(mBodyIDFreeListStart & cIsFreedBody);
- idx = uint32(mBodyIDFreeListStart >> cFreedBodyIndexShift);
- JPH_ASSERT(!sIsValidBodyPointer(mBodies[idx]));
- mBodyIDFreeListStart = uintptr_t(mBodies[idx]);
- }
- else
- {
- if (mBodies.size() < mBodies.capacity())
- {
- // Allocate a new entry, note that the array should not actually resize since we've reserved it at init time
- idx = uint32(mBodies.size());
- mBodies.push_back((Body *)cBodyIDFreeListEnd);
- }
- else
- {
- // Out of bodies
- return nullptr;
- }
- }
- // Update cached number of bodies
- mNumBodies++;
- }
- // Get next sequence number
- uint8 seq_no = GetNextSequenceNumber(idx);
- // Fill in basic properties
- Body *body;
- if (inBodyCreationSettings.HasMassProperties())
- {
- BodyWithMotionProperties *bmp = new BodyWithMotionProperties;
- body = bmp;
- body->mMotionProperties = &bmp->mMotionProperties;
- }
- else
- {
- body = new Body;
- }
- body->mID = BodyID(idx, seq_no);
- body->mShape = inBodyCreationSettings.GetShape();
- body->mUserData = inBodyCreationSettings.mUserData;
- body->SetFriction(inBodyCreationSettings.mFriction);
- body->SetRestitution(inBodyCreationSettings.mRestitution);
- body->mMotionType = inBodyCreationSettings.mMotionType;
- if (inBodyCreationSettings.mIsSensor)
- body->SetIsSensor(true);
- SetBodyObjectLayerInternal(*body, inBodyCreationSettings.mObjectLayer);
- body->mObjectLayer = inBodyCreationSettings.mObjectLayer;
- body->mCollisionGroup = inBodyCreationSettings.mCollisionGroup;
-
- if (inBodyCreationSettings.HasMassProperties())
- {
- MotionProperties *mp = body->mMotionProperties;
- mp->SetLinearDamping(inBodyCreationSettings.mLinearDamping);
- mp->SetAngularDamping(inBodyCreationSettings.mAngularDamping);
- mp->SetMaxLinearVelocity(inBodyCreationSettings.mMaxLinearVelocity);
- mp->SetMaxAngularVelocity(inBodyCreationSettings.mMaxAngularVelocity);
- mp->SetLinearVelocity(inBodyCreationSettings.mLinearVelocity); // Needs to happen after setting the max linear/angular velocity
- mp->SetAngularVelocity(inBodyCreationSettings.mAngularVelocity);
- mp->SetGravityFactor(inBodyCreationSettings.mGravityFactor);
- mp->SetMotionQuality(inBodyCreationSettings.mMotionQuality);
- mp->mAllowSleeping = inBodyCreationSettings.mAllowSleeping;
- mp->mIndexInActiveBodies = Body::cInactiveIndex;
- mp->mIslandIndex = Body::cInactiveIndex;
- JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;)
- mp->SetMassProperties(inBodyCreationSettings.GetMassProperties());
- }
- // Position body
- body->SetPositionAndRotationInternal(inBodyCreationSettings.mPosition, inBodyCreationSettings.mRotation);
- // Add body
- mBodies[idx] = body;
- return body;
- }
- void BodyManager::DestroyBodies(const BodyID *inBodyIDs, int inNumber)
- {
- // Don't take lock if no bodies are to be destroyed
- if (inNumber <= 0)
- return;
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- // Update cached number of bodies
- JPH_ASSERT(mNumBodies >= (uint)inNumber);
- mNumBodies -= inNumber;
- for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
- {
- // Get body
- BodyID body_id = *b;
- uint32 idx = body_id.GetIndex();
- Body *body = mBodies[idx];
- // Validate that it can be removed
- JPH_ASSERT(body->GetID() == body_id);
- JPH_ASSERT(!body->IsActive());
- JPH_ASSERT(!body->IsInBroadPhase());
-
- // Push the id onto the freelist
- mBodies[idx] = (Body *)mBodyIDFreeListStart;
- mBodyIDFreeListStart = (uintptr_t(idx) << cFreedBodyIndexShift) | cIsFreedBody;
- // Free the body
- sDeleteBody(body);
- }
- #if defined(_DEBUG) && defined(JPH_ENABLE_ASSERTS)
- // Check that the freelist is correct
- size_t num_freed = 0;
- for (uintptr_t start = mBodyIDFreeListStart; start != cBodyIDFreeListEnd; start = uintptr_t(mBodies[start >> cFreedBodyIndexShift]))
- {
- JPH_ASSERT(start & cIsFreedBody);
- num_freed++;
- }
- JPH_ASSERT(mNumBodies == mBodies.size() - num_freed);
- #endif // defined(_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
- }
- void BodyManager::ActivateBodies(const BodyID *inBodyIDs, int inNumber)
- {
- // Don't take lock if no bodies are to be activated
- if (inNumber <= 0)
- return;
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation);
- for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
- if (!b->IsInvalid())
- {
- BodyID body_id = *b;
- Body &body = *mBodies[body_id.GetIndex()];
- JPH_ASSERT(GetMutexForBody(body_id).is_locked(), "Assuming that body has been locked!");
- JPH_ASSERT(body.GetID() == body_id);
- JPH_ASSERT(body.IsInBroadPhase());
- if (!body.IsStatic()
- && body.mMotionProperties->mIndexInActiveBodies == Body::cInactiveIndex)
- {
- body.mMotionProperties->mIndexInActiveBodies = mNumActiveBodies;
- body.ResetSleepTestSpheres();
- JPH_ASSERT(mNumActiveBodies < GetMaxBodies());
- mActiveBodies[mNumActiveBodies] = body_id;
- mNumActiveBodies++; // Increment atomic after setting the body ID so that PhysicsSystem::JobFindCollisions (which doesn't lock the mActiveBodiesMutex) will only read valid IDs
- // Count CCD bodies
- if (body.mMotionProperties->GetMotionQuality() == EMotionQuality::LinearCast)
- mNumActiveCCDBodies++;
- // Call activation listener
- if (mActivationListener != nullptr)
- mActivationListener->OnBodyActivated(body_id, body.GetUserData());
- }
- }
- }
- void BodyManager::DeactivateBodies(const BodyID *inBodyIDs, int inNumber)
- {
- // Don't take lock if no bodies are to be deactivated
- if (inNumber <= 0)
- return;
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowDeactivation);
- for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
- if (!b->IsInvalid())
- {
- BodyID body_id = *b;
- Body &body = *mBodies[body_id.GetIndex()];
- JPH_ASSERT(GetMutexForBody(body_id).is_locked(), "Assuming that body has been locked!");
- JPH_ASSERT(body.GetID() == body_id);
- JPH_ASSERT(body.IsInBroadPhase());
- if (body.mMotionProperties != nullptr
- && body.mMotionProperties->mIndexInActiveBodies != Body::cInactiveIndex)
- {
- uint32 last_body_index = mNumActiveBodies - 1;
- if (body.mMotionProperties->mIndexInActiveBodies != last_body_index)
- {
- // This is not the last body, use the last body to fill the hole
- BodyID last_body_id = mActiveBodies[last_body_index];
- mActiveBodies[body.mMotionProperties->mIndexInActiveBodies] = last_body_id;
- // Update that body's index in the active list
- Body &last_body = *mBodies[last_body_id.GetIndex()];
- JPH_ASSERT(last_body.mMotionProperties->mIndexInActiveBodies == last_body_index);
- last_body.mMotionProperties->mIndexInActiveBodies = body.mMotionProperties->mIndexInActiveBodies;
- }
- // Mark this body as no longer active
- body.mMotionProperties->mIndexInActiveBodies = Body::cInactiveIndex;
- body.mMotionProperties->mIslandIndex = Body::cInactiveIndex;
- // Reset velocity
- body.mMotionProperties->mLinearVelocity = Vec3::sZero();
- body.mMotionProperties->mAngularVelocity = Vec3::sZero();
- // Remove unused element from active bodies list
- --mNumActiveBodies;
- // Count CCD bodies
- if (body.mMotionProperties->GetMotionQuality() == EMotionQuality::LinearCast)
- mNumActiveCCDBodies--;
- // Call activation listener
- if (mActivationListener != nullptr)
- mActivationListener->OnBodyDeactivated(body_id, body.GetUserData());
- }
- }
- }
- void BodyManager::GetActiveBodies(BodyIDVector &outBodyIDs) const
- {
- JPH_PROFILE_FUNCTION();
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- outBodyIDs.assign(mActiveBodies, mActiveBodies + mNumActiveBodies);
- }
- void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const
- {
- JPH_PROFILE_FUNCTION();
- UniqueLock lock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- // Reserve space for all bodies
- outBodies.clear();
- outBodies.reserve(mNumBodies);
- // Iterate the list and find the bodies that are not null
- for (const Body *b : mBodies)
- if (sIsValidBodyPointer(b))
- outBodies.push_back(b->GetID());
- // Validate that our reservation was correct
- JPH_ASSERT(outBodies.size() == mNumBodies);
- }
- void BodyManager::SetBodyActivationListener(BodyActivationListener *inListener)
- {
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- mActivationListener = inListener;
- }
- BodyManager::MutexMask BodyManager::GetMutexMask(const BodyID *inBodies, int inNumber) const
- {
- JPH_ASSERT(sizeof(MutexMask) * 8 >= mBodyMutexes.GetNumMutexes(), "MutexMask must have enough bits");
- if (inNumber >= (int)mBodyMutexes.GetNumMutexes())
- {
- // Just lock everything if there are too many bodies
- return GetAllBodiesMutexMask();
- }
- else
- {
- MutexMask mask = 0;
- for (const BodyID *b = inBodies, *b_end = inBodies + inNumber; b < b_end; ++b)
- if (!b->IsInvalid())
- {
- uint32 index = mBodyMutexes.GetMutexIndex(b->GetIndex());
- mask |= (MutexMask(1) << index);
- }
- return mask;
- }
- }
- void BodyManager::LockRead(MutexMask inMutexMask) const
- {
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(EPhysicsLockTypes::PerBody));
- int index = 0;
- for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
- if (mask & 1)
- mBodyMutexes.GetMutexByIndex(index).lock_shared();
- }
- void BodyManager::UnlockRead(MutexMask inMutexMask) const
- {
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(EPhysicsLockTypes::PerBody));
- int index = 0;
- for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
- if (mask & 1)
- mBodyMutexes.GetMutexByIndex(index).unlock_shared();
- }
- void BodyManager::LockWrite(MutexMask inMutexMask) const
- {
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(EPhysicsLockTypes::PerBody));
- int index = 0;
- for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
- if (mask & 1)
- mBodyMutexes.GetMutexByIndex(index).lock();
- }
- void BodyManager::UnlockWrite(MutexMask inMutexMask) const
- {
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(EPhysicsLockTypes::PerBody));
- int index = 0;
- for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
- if (mask & 1)
- mBodyMutexes.GetMutexByIndex(index).unlock();
- }
- void BodyManager::LockAllBodies() const
- {
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(EPhysicsLockTypes::PerBody));
- mBodyMutexes.LockAll();
- PhysicsLock::sLock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- }
- void BodyManager::UnlockAllBodies() const
- {
- PhysicsLock::sUnlock(mBodiesMutex, EPhysicsLockTypes::BodiesList);
- JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(EPhysicsLockTypes::PerBody));
- mBodyMutexes.UnlockAll();
- }
- void BodyManager::SaveState(StateRecorder &inStream) const
- {
- {
- LockAllBodies();
- // Count number of bodies
- size_t num_bodies = 0;
- for (const Body *b : mBodies)
- if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
- ++num_bodies;
- inStream.Write(num_bodies);
-
- // Write state of bodies
- for (const Body *b : mBodies)
- if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
- {
- inStream.Write(b->GetID());
- b->SaveState(inStream);
- }
- UnlockAllBodies();
- }
- {
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- // Write active bodies, sort because activation can come from multiple threads, so order is not deterministic
- inStream.Write(mNumActiveBodies);
- BodyIDVector sorted_active_bodies(mActiveBodies, mActiveBodies + mNumActiveBodies);
- sort(sorted_active_bodies.begin(), sorted_active_bodies.end());
- for (const BodyID &id : sorted_active_bodies)
- inStream.Write(id);
- inStream.Write(mNumActiveCCDBodies);
- }
- }
- bool BodyManager::RestoreState(StateRecorder &inStream)
- {
- {
- LockAllBodies();
- // Read state of bodies, note this reads it in a way to be consistent with validation
- size_t old_num_bodies = 0;
- for (const Body *b : mBodies)
- if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
- ++old_num_bodies;
- size_t num_bodies = old_num_bodies; // Initialize to current value for validation
- inStream.Read(num_bodies);
- if (num_bodies != old_num_bodies)
- {
- JPH_ASSERT(false, "Cannot handle adding/removing bodies");
- UnlockAllBodies();
- return false;
- }
- for (Body *b : mBodies)
- if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
- {
- BodyID body_id = b->GetID(); // Initialize to current value for validation
- inStream.Read(body_id);
- if (body_id != b->GetID())
- {
- JPH_ASSERT(false, "Cannot handle adding/removing bodies");
- UnlockAllBodies();
- return false;
- }
- b->RestoreState(inStream);
- }
- UnlockAllBodies();
- }
- {
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- // Mark current active bodies as deactivated
- for (const BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
- mBodies[id->GetIndex()]->mMotionProperties->mIndexInActiveBodies = Body::cInactiveIndex;
- sort(mActiveBodies, mActiveBodies + mNumActiveBodies); // Sort for validation
- // Read active bodies
- inStream.Read(mNumActiveBodies);
- for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
- {
- inStream.Read(*id);
- mBodies[id->GetIndex()]->mMotionProperties->mIndexInActiveBodies = uint32(id - mActiveBodies);
- }
- inStream.Read(mNumActiveCCDBodies);
- }
- return true;
- }
- #ifdef JPH_DEBUG_RENDERER
- void BodyManager::Draw(const DrawSettings &inDrawSettings, const PhysicsSettings &inPhysicsSettings, DebugRenderer *inRenderer)
- {
- JPH_PROFILE_FUNCTION();
- LockAllBodies();
- for (const Body *body : mBodies)
- if (sIsValidBodyPointer(body) && body->IsInBroadPhase())
- {
- JPH_ASSERT(mBodies[body->GetID().GetIndex()] == body);
- bool is_sensor = body->IsSensor();
- // Determine drawing mode
- Color color;
- if (is_sensor)
- color = Color::sYellow;
- else
- switch (inDrawSettings.mDrawShapeColor)
- {
- case EShapeColor::InstanceColor:
- // Each instance has own color
- color = Color::sGetDistinctColor(body->mID.GetIndex());
- break;
- case EShapeColor::ShapeTypeColor:
- color = ShapeFunctions::sGet(body->GetShape()->GetSubType()).mColor;
- break;
- case EShapeColor::MotionTypeColor:
- // Determine color based on motion type
- switch (body->mMotionType)
- {
- case EMotionType::Static:
- color = Color::sGrey;
- break;
- case EMotionType::Kinematic:
- color = Color::sGreen;
- break;
- case EMotionType::Dynamic:
- color = Color::sGetDistinctColor(body->mID.GetIndex());
- break;
- default:
- JPH_ASSERT(false);
- color = Color::sBlack;
- break;
- }
- break;
- case EShapeColor::SleepColor:
- // Determine color based on motion type
- switch (body->mMotionType)
- {
- case EMotionType::Static:
- color = Color::sGrey;
- break;
- case EMotionType::Kinematic:
- color = body->IsActive()? Color::sGreen : Color::sRed;
- break;
- case EMotionType::Dynamic:
- color = body->IsActive()? Color::sYellow : Color::sRed;
- break;
- default:
- JPH_ASSERT(false);
- color = Color::sBlack;
- break;
- }
- break;
- case EShapeColor::IslandColor:
- // Determine color based on motion type
- switch (body->mMotionType)
- {
- case EMotionType::Static:
- color = Color::sGrey;
- break;
- case EMotionType::Kinematic:
- case EMotionType::Dynamic:
- {
- uint32 idx = body->GetMotionProperties()->GetIslandIndexInternal();
- color = idx != Body::cInactiveIndex? Color::sGetDistinctColor(idx) : Color::sLightGrey;
- }
- break;
- default:
- JPH_ASSERT(false);
- color = Color::sBlack;
- break;
- }
- break;
- case EShapeColor::MaterialColor:
- color = Color::sWhite;
- break;
- default:
- JPH_ASSERT(false);
- color = Color::sBlack;
- break;
- }
-
- // Draw the results of GetSupportFunction
- if (inDrawSettings.mDrawGetSupportFunction)
- body->mShape->DrawGetSupportFunction(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), color, inDrawSettings.mDrawSupportDirection);
- // Draw the results of GetSupportingFace
- if (inDrawSettings.mDrawGetSupportingFace)
- body->mShape->DrawGetSupportingFace(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f));
- // Draw the shape
- if (inDrawSettings.mDrawShape)
- body->mShape->Draw(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), color, inDrawSettings.mDrawShapeColor == EShapeColor::MaterialColor, inDrawSettings.mDrawShapeWireframe || is_sensor);
- // Draw bounding box
- if (inDrawSettings.mDrawBoundingBox)
- inRenderer->DrawWireBox(body->mBounds, color);
- // Draw center of mass transform
- if (inDrawSettings.mDrawCenterOfMassTransform)
- inRenderer->DrawCoordinateSystem(body->GetCenterOfMassTransform(), 0.2f);
- // Draw world transform
- if (inDrawSettings.mDrawWorldTransform)
- inRenderer->DrawCoordinateSystem(body->GetWorldTransform(), 0.2f);
- // Draw world space linear and angular velocity
- if (inDrawSettings.mDrawVelocity)
- {
- Vec3 pos = body->GetCenterOfMassPosition();
- inRenderer->DrawArrow(pos, pos + body->GetLinearVelocity(), Color::sGreen, 0.1f);
- inRenderer->DrawArrow(pos, pos + body->GetAngularVelocity(), Color::sRed, 0.1f);
- }
- if (inDrawSettings.mDrawMassAndInertia && body->IsDynamic())
- {
- const MotionProperties *mp = body->GetMotionProperties();
- // Invert mass again
- float mass = 1.0f / mp->GetInverseMass();
- // Invert diagonal again
- Vec3 diagonal = mp->GetInverseInertiaDiagonal().Reciprocal();
- // Determine how big of a box has the equivalent inertia
- Vec3 box_size = MassProperties::sGetEquivalentSolidBoxSize(mass, diagonal);
- // Draw box with equivalent inertia
- inRenderer->DrawWireBox(body->GetCenterOfMassTransform() * Mat44::sRotation(mp->GetInertiaRotation()), AABox(-0.5f * box_size, 0.5f * box_size), Color::sOrange);
- // Draw mass
- inRenderer->DrawText3D(body->GetCenterOfMassPosition(), StringFormat("%.2f", (double)mass), Color::sOrange, 0.2f);
- }
- if (inDrawSettings.mDrawSleepStats && body->IsDynamic() && body->IsActive())
- {
- // Draw stats to know which bodies could go to sleep
- String text = StringFormat("t: %.1f", (double)body->mMotionProperties->mSleepTestTimer);
- uint8 g = uint8(Clamp(255.0f * body->mMotionProperties->mSleepTestTimer / inPhysicsSettings.mTimeBeforeSleep, 0.0f, 255.0f));
- Color sleep_color = Color(0, 255 - g, g);
- inRenderer->DrawText3D(body->GetCenterOfMassPosition(), text, sleep_color, 0.2f);
- for (int i = 0; i < 3; ++i)
- inRenderer->DrawWireSphere(body->mMotionProperties->mSleepTestSpheres[i].GetCenter(), body->mMotionProperties->mSleepTestSpheres[i].GetRadius(), sleep_color);
- }
- }
- UnlockAllBodies();
- }
- #endif // JPH_DEBUG_RENDERER
- void BodyManager::InvalidateContactCacheForBody(Body &ioBody)
- {
- // If this is the first time we flip the collision cache invalid flag, we need to add it to an internal list to ensure we reset the flag at the end of the physics update
- if (ioBody.InvalidateContactCacheInternal())
- {
- lock_guard lock(mBodiesCacheInvalidMutex);
- mBodiesCacheInvalid.push_back(ioBody.GetID());
- }
- }
- void BodyManager::ValidateContactCacheForAllBodies()
- {
- lock_guard lock(mBodiesCacheInvalidMutex);
-
- for (const BodyID &b : mBodiesCacheInvalid)
- {
- // The body may have been removed between the call to InvalidateContactCacheForBody and this call, so check if it still exists
- Body *body = TryGetBody(b);
- if (body != nullptr)
- body->ValidateContactCacheInternal();
- }
- mBodiesCacheInvalid.clear();
- }
- #ifdef _DEBUG
- void BodyManager::ValidateActiveBodyBounds()
- {
- UniqueLock lock(mActiveBodiesMutex, EPhysicsLockTypes::ActiveBodiesList);
- for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
- {
- const Body *body = mBodies[id->GetIndex()];
- AABox cached = body->GetWorldSpaceBounds();
- AABox calculated = body->GetShape()->GetWorldSpaceBounds(body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f));
- JPH_ASSERT(cached == calculated);
- }
- }
- #endif // _DEBUG
- JPH_NAMESPACE_END
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