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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/IslandBuilder.h>
- #include <Jolt/Physics/Body/Body.h>
- #include <Jolt/Physics/PhysicsSettings.h>
- #include <Jolt/Core/Profiler.h>
- #include <Jolt/Core/Atomics.h>
- #include <Jolt/Core/TempAllocator.h>
- #include <Jolt/Core/QuickSort.h>
- JPH_NAMESPACE_BEGIN
- IslandBuilder::~IslandBuilder()
- {
- JPH_ASSERT(mConstraintLinks == nullptr);
- JPH_ASSERT(mContactLinks == nullptr);
- JPH_ASSERT(mBodyIslands == nullptr);
- JPH_ASSERT(mBodyIslandEnds == nullptr);
- JPH_ASSERT(mConstraintIslands == nullptr);
- JPH_ASSERT(mConstraintIslandEnds == nullptr);
- JPH_ASSERT(mContactIslands == nullptr);
- JPH_ASSERT(mContactIslandEnds == nullptr);
- JPH_ASSERT(mIslandsSorted == nullptr);
- delete [] mBodyLinks;
- }
- void IslandBuilder::Init(uint32 inMaxActiveBodies)
- {
- mMaxActiveBodies = inMaxActiveBodies;
- // Link each body to itself, BuildBodyIslands() will restore this so that we don't need to do this each step
- JPH_ASSERT(mBodyLinks == nullptr);
- mBodyLinks = new BodyLink [mMaxActiveBodies];
- for (uint32 i = 0; i < mMaxActiveBodies; ++i)
- mBodyLinks[i].mLinkedTo.store(i, memory_order_relaxed);
- }
- void IslandBuilder::PrepareContactConstraints(uint32 inMaxContacts, TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- // Need to call Init first
- JPH_ASSERT(mBodyLinks != nullptr);
- // Check that the builder has been reset
- JPH_ASSERT(mNumContacts == 0);
- JPH_ASSERT(mNumIslands == 0);
- // Create contact link buffer, not initialized so each contact needs to be explicitly set
- JPH_ASSERT(mContactLinks == nullptr);
- mContactLinks = (uint32 *)inTempAllocator->Allocate(inMaxContacts * sizeof(uint32));
- mMaxContacts = inMaxContacts;
- #ifdef JPH_VALIDATE_ISLAND_BUILDER
- // Create validation structures
- JPH_ASSERT(mLinkValidation == nullptr);
- mLinkValidation = (LinkValidation *)inTempAllocator->Allocate(inMaxContacts * sizeof(LinkValidation));
- mNumLinkValidation = 0;
- #endif
- }
- void IslandBuilder::PrepareNonContactConstraints(uint32 inNumConstraints, TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- // Need to call Init first
- JPH_ASSERT(mBodyLinks != nullptr);
- // Check that the builder has been reset
- JPH_ASSERT(mNumIslands == 0);
- // Store number of constraints
- mNumConstraints = inNumConstraints;
- // Create constraint link buffer, not initialized so each constraint needs to be explicitly set
- JPH_ASSERT(mConstraintLinks == nullptr);
- mConstraintLinks = (uint32 *)inTempAllocator->Allocate(inNumConstraints * sizeof(uint32));
- }
- uint32 IslandBuilder::GetLowestBodyIndex(uint32 inActiveBodyIndex) const
- {
- uint32 index = inActiveBodyIndex;
- for (;;)
- {
- uint32 link_to = mBodyLinks[index].mLinkedTo.load(memory_order_relaxed);
- if (link_to == index)
- break;
- index = link_to;
- }
- return index;
- }
- void IslandBuilder::LinkBodies(uint32 inFirst, uint32 inSecond)
- {
- JPH_PROFILE_FUNCTION();
- // Both need to be active, we don't want to create an island with static objects
- if (inFirst >= mMaxActiveBodies || inSecond >= mMaxActiveBodies)
- return;
- #ifdef JPH_VALIDATE_ISLAND_BUILDER
- // Add link to the validation list
- if (mNumLinkValidation < uint32(mMaxContacts))
- mLinkValidation[mNumLinkValidation++] = { inFirst, inSecond };
- else
- JPH_ASSERT(false, "Out of links");
- #endif
- // Start the algorithm with the two bodies
- uint32 first_link_to = inFirst;
- uint32 second_link_to = inSecond;
- for (;;)
- {
- // Follow the chain until we get to the body with lowest index
- // If the swap compare below fails, we'll keep searching from the lowest index for the new lowest index
- first_link_to = GetLowestBodyIndex(first_link_to);
- second_link_to = GetLowestBodyIndex(second_link_to);
- // If the targets are the same, the bodies are already connected
- if (first_link_to != second_link_to)
- {
- // We always link the highest to the lowest
- if (first_link_to < second_link_to)
- {
- // Attempt to link the second to the first
- // Since we found this body to be at the end of the chain it must point to itself, and if it
- // doesn't it has been reparented and we need to retry the algorithm
- if (!mBodyLinks[second_link_to].mLinkedTo.compare_exchange_weak(second_link_to, first_link_to, memory_order_relaxed))
- continue;
- }
- else
- {
- // Attempt to link the first to the second
- // Since we found this body to be at the end of the chain it must point to itself, and if it
- // doesn't it has been reparented and we need to retry the algorithm
- if (!mBodyLinks[first_link_to].mLinkedTo.compare_exchange_weak(first_link_to, second_link_to, memory_order_relaxed))
- continue;
- }
- }
- // Linking succeeded!
- // Chains of bodies can become really long, resulting in an O(N) loop to find the lowest body index
- // to prevent this we attempt to update the link of the bodies that were passed in to directly point
- // to the lowest index that we found. If the value became lower than our lowest link, some other
- // thread must have relinked these bodies in the mean time so we won't update the value.
- uint32 lowest_link_to = min(first_link_to, second_link_to);
- AtomicMin(mBodyLinks[inFirst].mLinkedTo, lowest_link_to, memory_order_relaxed);
- AtomicMin(mBodyLinks[inSecond].mLinkedTo, lowest_link_to, memory_order_relaxed);
- break;
- }
- }
- void IslandBuilder::LinkConstraint(uint32 inConstraintIndex, uint32 inFirst, uint32 inSecond)
- {
- LinkBodies(inFirst, inSecond);
- JPH_ASSERT(inConstraintIndex < mNumConstraints);
- uint32 min_value = min(inFirst, inSecond); // Use fact that invalid index is 0xffffffff, we want the active body of two
- JPH_ASSERT(min_value != Body::cInactiveIndex); // At least one of the bodies must be active
- mConstraintLinks[inConstraintIndex] = min_value;
- }
- void IslandBuilder::LinkContact(uint32 inContactIndex, uint32 inFirst, uint32 inSecond)
- {
- JPH_ASSERT(inContactIndex < mMaxContacts);
- mContactLinks[inContactIndex] = min(inFirst, inSecond); // Use fact that invalid index is 0xffffffff, we want the active body of two
- }
- #ifdef JPH_VALIDATE_ISLAND_BUILDER
- void IslandBuilder::ValidateIslands(uint32 inNumActiveBodies) const
- {
- JPH_PROFILE_FUNCTION();
- // Go through all links so far
- for (uint32 i = 0; i < mNumLinkValidation; ++i)
- {
- // If the bodies in this link ended up in different groups we have a problem
- if (mBodyLinks[mLinkValidation[i].mFirst].mIslandIndex != mBodyLinks[mLinkValidation[i].mSecond].mIslandIndex)
- {
- Trace("Fail: %u, %u", mLinkValidation[i].mFirst, mLinkValidation[i].mSecond);
- Trace("Num Active: %u", inNumActiveBodies);
- for (uint32 j = 0; j < mNumLinkValidation; ++j)
- Trace("builder.Link(%u, %u);", mLinkValidation[j].mFirst, mLinkValidation[j].mSecond);
- IslandBuilder tmp;
- tmp.Init(inNumActiveBodies);
- for (uint32 j = 0; j < mNumLinkValidation; ++j)
- {
- Trace("Link %u -> %u", mLinkValidation[j].mFirst, mLinkValidation[j].mSecond);
- tmp.LinkBodies(mLinkValidation[j].mFirst, mLinkValidation[j].mSecond);
- for (uint32 t = 0; t < inNumActiveBodies; ++t)
- Trace("%u -> %u", t, (uint32)tmp.mBodyLinks[t].mLinkedTo);
- }
- JPH_ASSERT(false, "IslandBuilder validation failed");
- }
- }
- }
- #endif
- void IslandBuilder::BuildBodyIslands(const BodyID *inActiveBodies, uint32 inNumActiveBodies, TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- // Store the amount of active bodies
- mNumActiveBodies = inNumActiveBodies;
- // Create output arrays for body ID's, don't call constructors
- JPH_ASSERT(mBodyIslands == nullptr);
- mBodyIslands = (BodyID *)inTempAllocator->Allocate(inNumActiveBodies * sizeof(BodyID));
- // Create output array for start index of each island. At this point we don't know how many islands there will be, but we know it cannot be more than inNumActiveBodies.
- // Note: We allocate 1 extra entry because we always increment the count of the next island.
- uint32 *body_island_starts = (uint32 *)inTempAllocator->Allocate((inNumActiveBodies + 1) * sizeof(uint32));
- // First island always starts at 0
- body_island_starts[0] = 0;
- // Calculate island index for all bodies
- JPH_ASSERT(mNumIslands == 0);
- for (uint32 i = 0; i < inNumActiveBodies; ++i)
- {
- BodyLink &link = mBodyLinks[i];
- uint32 s = link.mLinkedTo.load(memory_order_relaxed);
- if (s != i)
- {
- // Links to another body, take island index from other body (this must have been filled in already since we're looping from low to high)
- JPH_ASSERT(s < uint32(i));
- uint32 island_index = mBodyLinks[s].mIslandIndex;
- link.mIslandIndex = island_index;
- // Increment the start of the next island
- body_island_starts[island_index + 1]++;
- }
- else
- {
- // Does not link to other body, this is the start of a new island
- link.mIslandIndex = mNumIslands;
- ++mNumIslands;
- // Set the start of the next island to 1
- body_island_starts[mNumIslands] = 1;
- }
- }
- #ifdef JPH_VALIDATE_ISLAND_BUILDER
- ValidateIslands(inNumActiveBodies);
- #endif
- // Make the start array absolute (so far we only counted)
- for (uint32 island = 1; island < mNumIslands; ++island)
- body_island_starts[island] += body_island_starts[island - 1];
- // Convert the to a linear list grouped by island
- for (uint32 i = 0; i < inNumActiveBodies; ++i)
- {
- BodyLink &link = mBodyLinks[i];
- // Copy the body to the correct location in the array and increment it
- uint32 &start = body_island_starts[link.mIslandIndex];
- mBodyIslands[start] = inActiveBodies[i];
- start++;
- // Reset linked to field for the next update
- link.mLinkedTo.store(i, memory_order_relaxed);
- }
- // We should now have a full array
- JPH_ASSERT(mNumIslands == 0 || body_island_starts[mNumIslands - 1] == inNumActiveBodies);
- // We've incremented all body indices so that they now point at the end instead of the starts
- JPH_ASSERT(mBodyIslandEnds == nullptr);
- mBodyIslandEnds = body_island_starts;
- }
- void IslandBuilder::BuildConstraintIslands(const uint32 *inConstraintToBody, uint32 inNumConstraints, uint32 *&outConstraints, uint32 *&outConstraintsEnd, TempAllocator *inTempAllocator) const
- {
- JPH_PROFILE_FUNCTION();
- // Check if there's anything to do
- if (inNumConstraints == 0)
- return;
- // Create output arrays for constraints
- // Note: For the end indices we allocate 1 extra entry so we don't have to do an if in the inner loop
- uint32 *constraints = (uint32 *)inTempAllocator->Allocate(inNumConstraints * sizeof(uint32));
- uint32 *constraint_ends = (uint32 *)inTempAllocator->Allocate((mNumIslands + 1) * sizeof(uint32));
- // Reset sizes
- for (uint32 island = 0; island < mNumIslands; ++island)
- constraint_ends[island] = 0;
- // Loop over array and increment start relative position for the next island
- for (uint32 constraint = 0; constraint < inNumConstraints; ++constraint)
- {
- uint32 body_idx = inConstraintToBody[constraint];
- uint32 next_island_idx = mBodyLinks[body_idx].mIslandIndex + 1;
- JPH_ASSERT(next_island_idx <= mNumIslands);
- constraint_ends[next_island_idx]++;
- }
- // Make start positions absolute
- for (uint32 island = 1; island < mNumIslands; ++island)
- constraint_ends[island] += constraint_ends[island - 1];
- // Loop over array and collect constraints
- for (uint32 constraint = 0; constraint < inNumConstraints; ++constraint)
- {
- uint32 body_idx = inConstraintToBody[constraint];
- uint32 island_idx = mBodyLinks[body_idx].mIslandIndex;
- constraints[constraint_ends[island_idx]++] = constraint;
- }
- JPH_ASSERT(outConstraints == nullptr);
- outConstraints = constraints;
- JPH_ASSERT(outConstraintsEnd == nullptr);
- outConstraintsEnd = constraint_ends;
- }
- void IslandBuilder::SortIslands(TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- if (mNumContacts > 0 || mNumConstraints > 0)
- {
- // Allocate mapping table
- JPH_ASSERT(mIslandsSorted == nullptr);
- mIslandsSorted = (uint32 *)inTempAllocator->Allocate(mNumIslands * sizeof(uint32));
- // Initialize index
- for (uint32 island = 0; island < mNumIslands; ++island)
- mIslandsSorted[island] = island;
- // Determine the sum of contact constraints / constraints per island
- uint32 *num_constraints = (uint32 *)inTempAllocator->Allocate(mNumIslands * sizeof(uint32));
- if (mNumContacts > 0 && mNumConstraints > 0)
- {
- num_constraints[0] = mConstraintIslandEnds[0] + mContactIslandEnds[0];
- for (uint32 island = 1; island < mNumIslands; ++island)
- num_constraints[island] = mConstraintIslandEnds[island] - mConstraintIslandEnds[island - 1]
- + mContactIslandEnds[island] - mContactIslandEnds[island - 1];
- }
- else if (mNumContacts > 0)
- {
- num_constraints[0] = mContactIslandEnds[0];
- for (uint32 island = 1; island < mNumIslands; ++island)
- num_constraints[island] = mContactIslandEnds[island] - mContactIslandEnds[island - 1];
- }
- else
- {
- num_constraints[0] = mConstraintIslandEnds[0];
- for (uint32 island = 1; island < mNumIslands; ++island)
- num_constraints[island] = mConstraintIslandEnds[island] - mConstraintIslandEnds[island - 1];
- }
- // Sort so the biggest islands go first, this means that the jobs that take longest will be running
- // first which improves the chance that all jobs finish at the same time.
- QuickSort(mIslandsSorted, mIslandsSorted + mNumIslands, [num_constraints](uint32 inLHS, uint32 inRHS) {
- return num_constraints[inLHS] > num_constraints[inRHS];
- });
- inTempAllocator->Free(num_constraints, mNumIslands * sizeof(uint32));
- }
- }
- void IslandBuilder::Finalize(const BodyID *inActiveBodies, uint32 inNumActiveBodies, uint32 inNumContacts, TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- mNumContacts = inNumContacts;
- BuildBodyIslands(inActiveBodies, inNumActiveBodies, inTempAllocator);
- BuildConstraintIslands(mConstraintLinks, mNumConstraints, mConstraintIslands, mConstraintIslandEnds, inTempAllocator);
- BuildConstraintIslands(mContactLinks, mNumContacts, mContactIslands, mContactIslandEnds, inTempAllocator);
- SortIslands(inTempAllocator);
- }
- void IslandBuilder::GetBodiesInIsland(uint32 inIslandIndex, BodyID *&outBodiesBegin, BodyID *&outBodiesEnd) const
- {
- JPH_ASSERT(inIslandIndex < mNumIslands);
- uint32 sorted_index = mIslandsSorted != nullptr? mIslandsSorted[inIslandIndex] : inIslandIndex;
- outBodiesBegin = sorted_index > 0? mBodyIslands + mBodyIslandEnds[sorted_index - 1] : mBodyIslands;
- outBodiesEnd = mBodyIslands + mBodyIslandEnds[sorted_index];
- }
- bool IslandBuilder::GetConstraintsInIsland(uint32 inIslandIndex, uint32 *&outConstraintsBegin, uint32 *&outConstraintsEnd) const
- {
- JPH_ASSERT(inIslandIndex < mNumIslands);
- if (mNumConstraints == 0)
- {
- outConstraintsBegin = nullptr;
- outConstraintsEnd = nullptr;
- return false;
- }
- else
- {
- uint32 sorted_index = mIslandsSorted[inIslandIndex];
- outConstraintsBegin = sorted_index > 0? mConstraintIslands + mConstraintIslandEnds[sorted_index - 1] : mConstraintIslands;
- outConstraintsEnd = mConstraintIslands + mConstraintIslandEnds[sorted_index];
- return outConstraintsBegin != outConstraintsEnd;
- }
- }
- bool IslandBuilder::GetContactsInIsland(uint32 inIslandIndex, uint32 *&outContactsBegin, uint32 *&outContactsEnd) const
- {
- JPH_ASSERT(inIslandIndex < mNumIslands);
- if (mNumContacts == 0)
- {
- outContactsBegin = nullptr;
- outContactsEnd = nullptr;
- return false;
- }
- else
- {
- uint32 sorted_index = mIslandsSorted[inIslandIndex];
- outContactsBegin = sorted_index > 0? mContactIslands + mContactIslandEnds[sorted_index - 1] : mContactIslands;
- outContactsEnd = mContactIslands + mContactIslandEnds[sorted_index];
- return outContactsBegin != outContactsEnd;
- }
- }
- void IslandBuilder::ResetIslands(TempAllocator *inTempAllocator)
- {
- JPH_PROFILE_FUNCTION();
- if (mIslandsSorted != nullptr)
- {
- inTempAllocator->Free(mIslandsSorted, mNumIslands * sizeof(uint32));
- mIslandsSorted = nullptr;
- }
- if (mContactIslands != nullptr)
- {
- inTempAllocator->Free(mContactIslandEnds, (mNumIslands + 1) * sizeof(uint32));
- mContactIslandEnds = nullptr;
- inTempAllocator->Free(mContactIslands, mNumContacts * sizeof(uint32));
- mContactIslands = nullptr;
- }
- if (mConstraintIslands != nullptr)
- {
- inTempAllocator->Free(mConstraintIslandEnds, (mNumIslands + 1) * sizeof(uint32));
- mConstraintIslandEnds = nullptr;
- inTempAllocator->Free(mConstraintIslands, mNumConstraints * sizeof(uint32));
- mConstraintIslands = nullptr;
- }
- inTempAllocator->Free(mBodyIslandEnds, (mNumActiveBodies + 1) * sizeof(uint32));
- mBodyIslandEnds = nullptr;
- inTempAllocator->Free(mBodyIslands, mNumActiveBodies * sizeof(uint32));
- mBodyIslands = nullptr;
- inTempAllocator->Free(mConstraintLinks, mNumConstraints * sizeof(uint32));
- mConstraintLinks = nullptr;
- #ifdef JPH_VALIDATE_ISLAND_BUILDER
- inTempAllocator->Free(mLinkValidation, mMaxContacts * sizeof(LinkValidation));
- mLinkValidation = nullptr;
- #endif
- inTempAllocator->Free(mContactLinks, mMaxContacts * sizeof(uint32));
- mContactLinks = nullptr;
- mNumActiveBodies = 0;
- mNumConstraints = 0;
- mMaxContacts = 0;
- mNumContacts = 0;
- mNumIslands = 0;
- }
- JPH_NAMESPACE_END
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