PhysicsUpdateContext.h 10 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. #include <Physics/Body/BodyPair.h>
  5. #include <Physics/Collision/ContactListener.h>
  6. #include <Physics/Collision/BroadPhase/BroadPhase.h>
  7. #include <Core/StaticArray.h>
  8. #include <Core/JobSystem.h>
  9. namespace JPH {
  10. class PhysicsSystem;
  11. class IslandBuilder;
  12. class Constraint;
  13. class TempAllocator;
  14. /// Information used during the Update call
  15. class PhysicsUpdateContext : public NonCopyable
  16. {
  17. public:
  18. /// Destructor
  19. ~PhysicsUpdateContext();
  20. static constexpr int cMaxConcurrency = 32; ///< Maximum supported amount of concurrent jobs
  21. static constexpr int cMaxSteps = 4; ///< Maximum supported amount of collision steps
  22. static constexpr int cMaxSubSteps = 4; ///< Maximum supported amount of integration sub steps
  23. using JobHandleArray = StaticArray<JobHandle, cMaxConcurrency>;
  24. struct Step;
  25. /// Structure that contains job handles for each integration sub step
  26. struct SubStep
  27. {
  28. Step * mStep; ///< Step that this substeb belongs to
  29. bool mIsFirst; ///< If this is the first substep in the step
  30. bool mIsLast; ///< If this is the last substep in the step
  31. bool mIsLastOfAll; ///< If this is the last substep in the last step
  32. 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)
  33. 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)
  34. /// Contains the information needed to cast a body through the scene to do continuous collision detection
  35. struct CCDBody
  36. {
  37. CCDBody(BodyID inBodyID1, Vec3Arg inDeltaPosition, float inLinearCastThresholdSq, float inMaxPenetration) : mDeltaPosition(inDeltaPosition), mBodyID1(inBodyID1), mLinearCastThresholdSq(inLinearCastThresholdSq), mMaxPenetration(inMaxPenetration) { }
  38. Vec3 mDeltaPosition; ///< Desired rotation step
  39. Vec3 mContactNormal; ///< World space normal of closest hit (only valid if mFractionPlusSlop < 1)
  40. Vec3 mContactPointOn2; ///< World space contact point on body 2 of closest hit (only valid if mFractionPlusSlop < 1)
  41. BodyID mBodyID1; ///< Body 1 (the body that is performing collision detection)
  42. BodyID mBodyID2; ///< Body 2 (the body of the closest hit, only valid if mFractionPlusSlop < 1)
  43. float mFraction = 1.0f; ///< Fraction at which the hit occurred
  44. float mFractionPlusSlop = 1.0f; ///< Fraction at which the hit occurred + extra delta to allow body to penetrate by mMaxPenetration
  45. float mLinearCastThresholdSq; ///< Maximum allowed squared movement before doing a linear cast (determined by inner radius of shape)
  46. float mMaxPenetration; ///< Maximum allowed penetration (determined by inner radius of shape)
  47. ContactSettings mContactSettings; ///< The contact settings for this contact
  48. };
  49. atomic<uint32> mIntegrateVelocityReadIdx { 0 }; ///< Next active body index to take when integrating velocities
  50. CCDBody * mCCDBodies = nullptr; ///< List of bodies that need to do continuous collision detection
  51. uint32 mCCDBodiesCapacity = 0; ///< Capacity of the mCCDBodies list
  52. atomic<uint32> mNumCCDBodies = 0; ///< Number of CCD bodies in mCCDBodies
  53. atomic<uint32> mNextCCDBody { 0 }; ///< Next unprocessed body index in mCCDBodies
  54. int * mActiveBodyToCCDBody = nullptr; ///< A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies
  55. uint32 mNumActiveBodyToCCDBody = 0; ///< Number of indices in mActiveBodyToCCDBody
  56. JobHandleArray mSolveVelocityConstraints; ///< Solve the constraints in the velocity domain
  57. JobHandle mPreIntegrateVelocity; ///< Setup integration of all body positions
  58. JobHandleArray mIntegrateVelocity; ///< Integrate all body positions
  59. JobHandle mPostIntegrateVelocity; ///< Finalize integration of all body positions
  60. JobHandle mResolveCCDContacts; ///< Updates the positions and velocities for all bodies that need continuous collision detection
  61. JobHandleArray mSolvePositionConstraints; ///< Solve all constraints in the position domain
  62. JobHandle mStartNextSubStep; ///< Trampoline job that either kicks the next sub step or the next step
  63. };
  64. using SubSteps = StaticArray<SubStep, cMaxSubSteps>;
  65. struct BodyPairQueue
  66. {
  67. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mWriteIdx { 0 }; ///< Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue) (moved to own cache line to avoid conflicts with consumer jobs)
  68. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mReadIdx { 0 }; ///< Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue) (moved to own cache line to avoid conflicts with producer/consumer jobs)
  69. };
  70. using BodyPairQueues = StaticArray<BodyPairQueue, cMaxConcurrency>;
  71. using JobMask = uint32; ///< A mask that has as many bits as we can have concurrent jobs
  72. static_assert(sizeof(JobMask) * 8 >= cMaxConcurrency);
  73. /// Structure that contains data needed for each collision step.
  74. struct Step
  75. {
  76. PhysicsUpdateContext *mContext; ///< The physics update context
  77. BroadPhase::UpdateState mBroadPhaseUpdateState; ///< Handle returned by Broadphase::UpdatePrepare
  78. 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).
  79. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mConstraintReadIdx { 0 }; ///< Next constraint for determine active constraints (moved to own cache line since its modified frequently by different jobs)
  80. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mNumActiveConstraints { 0 }; ///< Number of constraints in the mActiveConstraints array
  81. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mStepListenerReadIdx { 0 }; ///< Next step listener to call (moved to own cache line since its modified frequently by different jobs)
  82. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mApplyGravityReadIdx { 0 }; ///< Next body to apply gravity to (moved to own cache line since its modified frequently by different jobs)
  83. alignas(JPH_CACHE_LINE_SIZE) atomic<uint32> mActiveBodyReadIdx { 0 }; ///< Index of fist active body that has not yet been processed by the broadphase
  84. BodyPairQueues mBodyPairQueues; ///< Queues in which to put body pairs that need to be tested by the narrowphase
  85. uint32 mMaxBodyPairsPerQueue; ///< Amount of body pairs that we can queue per queue
  86. atomic<JobMask> mActiveFindCollisionJobs; ///< A bitmask that indicates which jobs are still active
  87. atomic<uint> mNumBodyPairs { 0 }; ///< The number of body pairs found in this step (used to size the contact cache in the next step)
  88. atomic<uint> mNumManifolds { 0 }; ///< The number of manifolds found in this step (used to size the contact cache in the next step)
  89. // Jobs in order of execution (some run in parallel)
  90. JobHandle mBroadPhasePrepare; ///< Prepares the new tree in the background
  91. JobHandleArray mStepListeners; ///< Listeners to notify of the beginning of a physics step
  92. JobHandleArray mDetermineActiveConstraints; ///< Determine which constraints will be active during this step
  93. JobHandleArray mApplyGravity; ///< Update velocities of bodies with gravity
  94. JobHandleArray mFindCollisions; ///< Find all collisions between active bodies an the world
  95. JobHandle mUpdateBroadphaseFinalize; ///< Swap the newly built tree with the current tree
  96. JobHandle mSetupVelocityConstraints; ///< Calculate properties for all constraints in the constraint manager
  97. JobHandle mBuildIslandsFromConstraints; ///< Go over all constraints and assign the bodies they're attached to to an island
  98. JobHandle mFinalizeIslands; ///< Finalize calculation simulation islands
  99. JobHandle mBodySetIslandIndex; ///< Set the current island index on each body (not used by the simulation, only for drawing purposes)
  100. SubSteps mSubSteps; ///< Integration sub steps
  101. JobHandle mContactRemovedCallbacks; ///< Calls the contact removed callbacks
  102. JobHandle mStartNextStep; ///< Job that kicks the next step (empty for the last step)
  103. };
  104. using Steps = StaticArray<Step, cMaxSteps>;
  105. /// Maximum amount of concurrent jobs on this machine
  106. 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
  107. PhysicsSystem * mPhysicsSystem; ///< The physics system we belong to
  108. TempAllocator * mTempAllocator; ///< Temporary allocator used during the update
  109. JobSystem * mJobSystem; ///< Job system that processes jobs
  110. JobSystem::Barrier * mBarrier; ///< Barrier used to wait for all physics jobs to complete
  111. float mStepDeltaTime; ///< Delta time for a simulation step (collision step)
  112. float mSubStepDeltaTime; ///< Delta time for a simulation sub step (integration step)
  113. float mWarmStartImpulseRatio; ///< Ratio of this step delta time vs last step
  114. 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.
  115. BodyPair * mBodyPairs = nullptr; ///< A list of body pairs found by the broadphase
  116. IslandBuilder * mIslandBuilder; ///< Keeps track of connected bodies and builds islands for multithreaded velocity/position update
  117. Steps mSteps;
  118. };
  119. } // JPH