PhysicsUpdateContext.h 11 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Physics/Body/BodyPair.h>
  6. #include <Jolt/Physics/Collision/ContactListener.h>
  7. #include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
  8. #include <Jolt/Core/StaticArray.h>
  9. #include <Jolt/Core/JobSystem.h>
  10. #include <Jolt/Core/STLTempAllocator.h>
  11. JPH_NAMESPACE_BEGIN
  12. class PhysicsSystem;
  13. class IslandBuilder;
  14. class Constraint;
  15. class TempAllocator;
  16. class SoftBodyUpdateContext;
  17. /// @cond INTERNAL
  18. /// Internal information used during the PhysicsSystem::Update call
  19. ///
  20. /// WARNING: This class is an internal part of PhysicsSystem, it has no functions that can be called by users of the library.
  21. class PhysicsUpdateContext : public NonCopyable
  22. {
  23. public:
  24. /// Destructor
  25. explicit PhysicsUpdateContext(TempAllocator &inTempAllocator);
  26. ~PhysicsUpdateContext();
  27. static constexpr int cMaxConcurrency = 32; ///< Maximum supported amount of concurrent jobs
  28. using JobHandleArray = StaticArray<JobHandle, cMaxConcurrency>;
  29. struct Step;
  30. struct BodyPairQueue
  31. {
  32. atomic<uint32> mWriteIdx { 0 }; ///< Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  33. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with consumer jobs
  34. atomic<uint32> mReadIdx { 0 }; ///< Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  35. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with producer/consumer jobs
  36. };
  37. using BodyPairQueues = StaticArray<BodyPairQueue, cMaxConcurrency>;
  38. using JobMask = uint32; ///< A mask that has as many bits as we can have concurrent jobs
  39. static_assert(sizeof(JobMask) * 8 >= cMaxConcurrency);
  40. /// Structure that contains data needed for each collision step.
  41. struct Step
  42. {
  43. Step() = default;
  44. Step(const Step &) { JPH_ASSERT(false); } // vector needs a copy constructor, but we're never going to call it
  45. PhysicsUpdateContext *mContext; ///< The physics update context
  46. bool mIsFirst; ///< If this is the first step
  47. bool mIsLast; ///< If this is the last step
  48. BroadPhase::UpdateState mBroadPhaseUpdateState; ///< Handle returned by Broadphase::UpdatePrepare
  49. 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).
  50. atomic<uint32> mDetermineActiveConstraintReadIdx { 0 }; ///< Next constraint for determine active constraints
  51. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  52. atomic<uint32> mNumActiveConstraints { 0 }; ///< Number of constraints in the mActiveConstraints array
  53. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  54. atomic<uint32> mSetupVelocityConstraintsReadIdx { 0 }; ///< Next constraint for setting up velocity constraints
  55. uint8 mPadding3[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  56. atomic<uint32> mStepListenerReadIdx { 0 }; ///< Next step listener to call
  57. uint8 mPadding4[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  58. atomic<uint32> mApplyGravityReadIdx { 0 }; ///< Next body to apply gravity to
  59. uint8 mPadding5[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  60. atomic<uint32> mActiveBodyReadIdx { 0 }; ///< Index of fist active body that has not yet been processed by the broadphase
  61. uint8 mPadding6[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  62. BodyPairQueues mBodyPairQueues; ///< Queues in which to put body pairs that need to be tested by the narrowphase
  63. uint32 mMaxBodyPairsPerQueue; ///< Amount of body pairs that we can queue per queue
  64. atomic<JobMask> mActiveFindCollisionJobs; ///< A bitmask that indicates which jobs are still active
  65. atomic<uint> mNumBodyPairs { 0 }; ///< The number of body pairs found in this step (used to size the contact cache in the next step)
  66. atomic<uint> mNumManifolds { 0 }; ///< The number of manifolds found in this step (used to size the contact cache in the next step)
  67. 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)
  68. 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)
  69. /// Contains the information needed to cast a body through the scene to do continuous collision detection
  70. struct CCDBody
  71. {
  72. CCDBody(BodyID inBodyID1, Vec3Arg inDeltaPosition, float inLinearCastThresholdSq, float inMaxPenetration) : mDeltaPosition(inDeltaPosition), mBodyID1(inBodyID1), mLinearCastThresholdSq(inLinearCastThresholdSq), mMaxPenetration(inMaxPenetration) { }
  73. Vec3 mDeltaPosition; ///< Desired rotation step
  74. Vec3 mContactNormal; ///< World space normal of closest hit (only valid if mFractionPlusSlop < 1)
  75. RVec3 mContactPointOn2; ///< World space contact point on body 2 of closest hit (only valid if mFractionPlusSlop < 1)
  76. BodyID mBodyID1; ///< Body 1 (the body that is performing collision detection)
  77. BodyID mBodyID2; ///< Body 2 (the body of the closest hit, only valid if mFractionPlusSlop < 1)
  78. SubShapeID mSubShapeID2; ///< Sub shape of body 2 that was hit (only valid if mFractionPlusSlop < 1)
  79. float mFraction = 1.0f; ///< Fraction at which the hit occurred
  80. float mFractionPlusSlop = 1.0f; ///< Fraction at which the hit occurred + extra delta to allow body to penetrate by mMaxPenetration
  81. float mLinearCastThresholdSq; ///< Maximum allowed squared movement before doing a linear cast (determined by inner radius of shape)
  82. float mMaxPenetration; ///< Maximum allowed penetration (determined by inner radius of shape)
  83. ContactSettings mContactSettings; ///< The contact settings for this contact
  84. };
  85. atomic<uint32> mIntegrateVelocityReadIdx { 0 }; ///< Next active body index to take when integrating velocities
  86. CCDBody * mCCDBodies = nullptr; ///< List of bodies that need to do continuous collision detection
  87. uint32 mCCDBodiesCapacity = 0; ///< Capacity of the mCCDBodies list
  88. atomic<uint32> mNumCCDBodies = 0; ///< Number of CCD bodies in mCCDBodies
  89. atomic<uint32> mNextCCDBody { 0 }; ///< Next unprocessed body index in mCCDBodies
  90. int * mActiveBodyToCCDBody = nullptr; ///< A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies
  91. uint32 mNumActiveBodyToCCDBody = 0; ///< Number of indices in mActiveBodyToCCDBody
  92. // Jobs in order of execution (some run in parallel)
  93. JobHandle mBroadPhasePrepare; ///< Prepares the new tree in the background
  94. JobHandleArray mStepListeners; ///< Listeners to notify of the beginning of a physics step
  95. JobHandleArray mDetermineActiveConstraints; ///< Determine which constraints will be active during this step
  96. JobHandleArray mApplyGravity; ///< Update velocities of bodies with gravity
  97. JobHandleArray mFindCollisions; ///< Find all collisions between active bodies an the world
  98. JobHandle mUpdateBroadphaseFinalize; ///< Swap the newly built tree with the current tree
  99. JobHandleArray mSetupVelocityConstraints; ///< Calculate properties for all constraints in the constraint manager
  100. JobHandle mBuildIslandsFromConstraints; ///< Go over all constraints and assign the bodies they're attached to to an island
  101. JobHandle mFinalizeIslands; ///< Finalize calculation simulation islands
  102. JobHandle mBodySetIslandIndex; ///< Set the current island index on each body (not used by the simulation, only for drawing purposes)
  103. JobHandleArray mSolveVelocityConstraints; ///< Solve the constraints in the velocity domain
  104. JobHandle mPreIntegrateVelocity; ///< Setup integration of all body positions
  105. JobHandleArray mIntegrateVelocity; ///< Integrate all body positions
  106. JobHandle mPostIntegrateVelocity; ///< Finalize integration of all body positions
  107. JobHandle mResolveCCDContacts; ///< Updates the positions and velocities for all bodies that need continuous collision detection
  108. JobHandleArray mSolvePositionConstraints; ///< Solve all constraints in the position domain
  109. JobHandle mContactRemovedCallbacks; ///< Calls the contact removed callbacks
  110. JobHandle mSoftBodyPrepare; ///< Prepares updating the soft bodies
  111. JobHandleArray mSoftBodyCollide; ///< Finds all colliding shapes for soft bodies
  112. JobHandleArray mSoftBodySimulate; ///< Simulates all particles
  113. JobHandle mSoftBodyFinalize; ///< Finalizes the soft body update
  114. JobHandle mStartNextStep; ///< Job that kicks the next step (empty for the last step)
  115. };
  116. using Steps = Array<Step, STLTempAllocator<Step>>;
  117. /// Maximum amount of concurrent jobs on this machine
  118. 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
  119. PhysicsSystem * mPhysicsSystem; ///< The physics system we belong to
  120. TempAllocator * mTempAllocator; ///< Temporary allocator used during the update
  121. JobSystem * mJobSystem; ///< Job system that processes jobs
  122. JobSystem::Barrier * mBarrier; ///< Barrier used to wait for all physics jobs to complete
  123. float mStepDeltaTime; ///< Delta time for a simulation step (collision step)
  124. float mWarmStartImpulseRatio; ///< Ratio of this step delta time vs last step
  125. atomic<uint32> mErrors { 0 }; ///< Errors that occurred during the update, actual type is EPhysicsUpdateError
  126. 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.
  127. BodyPair * mBodyPairs = nullptr; ///< A list of body pairs found by the broadphase
  128. IslandBuilder * mIslandBuilder; ///< Keeps track of connected bodies and builds islands for multithreaded velocity/position update
  129. Steps mSteps;
  130. uint mNumSoftBodies; ///< Number of active soft bodies in the simulation
  131. SoftBodyUpdateContext * mSoftBodyUpdateContexts = nullptr; ///< Contexts for updating soft bodies
  132. atomic<uint> mSoftBodyToCollide { 0 }; ///< Next soft body to take when running SoftBodyCollide jobs
  133. };
  134. /// @endcond
  135. JPH_NAMESPACE_END