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. /// Information used during the Update call
  18. class PhysicsUpdateContext : public NonCopyable
  19. {
  20. public:
  21. /// Destructor
  22. explicit PhysicsUpdateContext(TempAllocator &inTempAllocator);
  23. ~PhysicsUpdateContext();
  24. static constexpr int cMaxConcurrency = 32; ///< Maximum supported amount of concurrent jobs
  25. using JobHandleArray = StaticArray<JobHandle, cMaxConcurrency>;
  26. struct Step;
  27. struct BodyPairQueue
  28. {
  29. atomic<uint32> mWriteIdx { 0 }; ///< Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  30. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with consumer jobs
  31. atomic<uint32> mReadIdx { 0 }; ///< Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
  32. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with producer/consumer jobs
  33. };
  34. using BodyPairQueues = StaticArray<BodyPairQueue, cMaxConcurrency>;
  35. using JobMask = uint32; ///< A mask that has as many bits as we can have concurrent jobs
  36. static_assert(sizeof(JobMask) * 8 >= cMaxConcurrency);
  37. /// Structure that contains data needed for each collision step.
  38. struct Step
  39. {
  40. Step() = default;
  41. Step(const Step &) { JPH_ASSERT(false); } // vector needs a copy constructor, but we're never going to call it
  42. PhysicsUpdateContext *mContext; ///< The physics update context
  43. bool mIsFirst; ///< If this is the first step
  44. bool mIsLast; ///< If this is the last step
  45. BroadPhase::UpdateState mBroadPhaseUpdateState; ///< Handle returned by Broadphase::UpdatePrepare
  46. 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).
  47. atomic<uint32> mConstraintReadIdx { 0 }; ///< Next constraint for determine active constraints
  48. uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  49. atomic<uint32> mNumActiveConstraints { 0 }; ///< Number of constraints in the mActiveConstraints array
  50. uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  51. atomic<uint32> mStepListenerReadIdx { 0 }; ///< Next step listener to call
  52. uint8 mPadding3[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  53. atomic<uint32> mApplyGravityReadIdx { 0 }; ///< Next body to apply gravity to
  54. uint8 mPadding4[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  55. atomic<uint32> mActiveBodyReadIdx { 0 }; ///< Index of fist active body that has not yet been processed by the broadphase
  56. uint8 mPadding5[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
  57. BodyPairQueues mBodyPairQueues; ///< Queues in which to put body pairs that need to be tested by the narrowphase
  58. uint32 mMaxBodyPairsPerQueue; ///< Amount of body pairs that we can queue per queue
  59. atomic<JobMask> mActiveFindCollisionJobs; ///< A bitmask that indicates which jobs are still active
  60. atomic<uint> mNumBodyPairs { 0 }; ///< The number of body pairs found in this step (used to size the contact cache in the next step)
  61. atomic<uint> mNumManifolds { 0 }; ///< The number of manifolds found in this step (used to size the contact cache in the next step)
  62. 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)
  63. 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)
  64. /// Contains the information needed to cast a body through the scene to do continuous collision detection
  65. struct CCDBody
  66. {
  67. CCDBody(BodyID inBodyID1, Vec3Arg inDeltaPosition, float inLinearCastThresholdSq, float inMaxPenetration) : mDeltaPosition(inDeltaPosition), mBodyID1(inBodyID1), mLinearCastThresholdSq(inLinearCastThresholdSq), mMaxPenetration(inMaxPenetration) { }
  68. Vec3 mDeltaPosition; ///< Desired rotation step
  69. Vec3 mContactNormal; ///< World space normal of closest hit (only valid if mFractionPlusSlop < 1)
  70. RVec3 mContactPointOn2; ///< World space contact point on body 2 of closest hit (only valid if mFractionPlusSlop < 1)
  71. BodyID mBodyID1; ///< Body 1 (the body that is performing collision detection)
  72. BodyID mBodyID2; ///< Body 2 (the body of the closest hit, only valid if mFractionPlusSlop < 1)
  73. float mFraction = 1.0f; ///< Fraction at which the hit occurred
  74. float mFractionPlusSlop = 1.0f; ///< Fraction at which the hit occurred + extra delta to allow body to penetrate by mMaxPenetration
  75. float mLinearCastThresholdSq; ///< Maximum allowed squared movement before doing a linear cast (determined by inner radius of shape)
  76. float mMaxPenetration; ///< Maximum allowed penetration (determined by inner radius of shape)
  77. ContactSettings mContactSettings; ///< The contact settings for this contact
  78. };
  79. atomic<uint32> mIntegrateVelocityReadIdx { 0 }; ///< Next active body index to take when integrating velocities
  80. CCDBody * mCCDBodies = nullptr; ///< List of bodies that need to do continuous collision detection
  81. uint32 mCCDBodiesCapacity = 0; ///< Capacity of the mCCDBodies list
  82. atomic<uint32> mNumCCDBodies = 0; ///< Number of CCD bodies in mCCDBodies
  83. atomic<uint32> mNextCCDBody { 0 }; ///< Next unprocessed body index in mCCDBodies
  84. int * mActiveBodyToCCDBody = nullptr; ///< A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies
  85. uint32 mNumActiveBodyToCCDBody = 0; ///< Number of indices in mActiveBodyToCCDBody
  86. // Jobs in order of execution (some run in parallel)
  87. JobHandle mBroadPhasePrepare; ///< Prepares the new tree in the background
  88. JobHandleArray mStepListeners; ///< Listeners to notify of the beginning of a physics step
  89. JobHandleArray mDetermineActiveConstraints; ///< Determine which constraints will be active during this step
  90. JobHandleArray mApplyGravity; ///< Update velocities of bodies with gravity
  91. JobHandleArray mFindCollisions; ///< Find all collisions between active bodies an the world
  92. JobHandle mUpdateBroadphaseFinalize; ///< Swap the newly built tree with the current tree
  93. JobHandle mSetupVelocityConstraints; ///< Calculate properties for all constraints in the constraint manager
  94. JobHandle mBuildIslandsFromConstraints; ///< Go over all constraints and assign the bodies they're attached to to an island
  95. JobHandle mFinalizeIslands; ///< Finalize calculation simulation islands
  96. JobHandle mBodySetIslandIndex; ///< Set the current island index on each body (not used by the simulation, only for drawing purposes)
  97. JobHandleArray mSolveVelocityConstraints; ///< Solve the constraints in the velocity domain
  98. JobHandle mPreIntegrateVelocity; ///< Setup integration of all body positions
  99. JobHandleArray mIntegrateVelocity; ///< Integrate all body positions
  100. JobHandle mPostIntegrateVelocity; ///< Finalize integration of all body positions
  101. JobHandle mResolveCCDContacts; ///< Updates the positions and velocities for all bodies that need continuous collision detection
  102. JobHandleArray mSolvePositionConstraints; ///< Solve all constraints in the position domain
  103. JobHandle mContactRemovedCallbacks; ///< Calls the contact removed callbacks
  104. JobHandle mSoftBodyPrepare; ///< Prepares updating the soft bodies
  105. JobHandleArray mSoftBodyCollide; ///< Finds all colliding shapes for soft bodies
  106. JobHandleArray mSoftBodySimulate; ///< Simulates all particles
  107. JobHandle mSoftBodyFinalize; ///< Finalizes the soft body update
  108. JobHandle mStartNextStep; ///< Job that kicks the next step (empty for the last step)
  109. };
  110. using Steps = std::vector<Step, STLTempAllocator<Step>>;
  111. /// Maximum amount of concurrent jobs on this machine
  112. 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
  113. PhysicsSystem * mPhysicsSystem; ///< The physics system we belong to
  114. TempAllocator * mTempAllocator; ///< Temporary allocator used during the update
  115. JobSystem * mJobSystem; ///< Job system that processes jobs
  116. JobSystem::Barrier * mBarrier; ///< Barrier used to wait for all physics jobs to complete
  117. float mStepDeltaTime; ///< Delta time for a simulation step (collision step)
  118. float mWarmStartImpulseRatio; ///< Ratio of this step delta time vs last step
  119. atomic<uint32> mErrors { 0 }; ///< Errors that occurred during the update, actual type is EPhysicsUpdateError
  120. 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.
  121. BodyPair * mBodyPairs = nullptr; ///< A list of body pairs found by the broadphase
  122. IslandBuilder * mIslandBuilder; ///< Keeps track of connected bodies and builds islands for multithreaded velocity/position update
  123. Steps mSteps;
  124. uint mNumSoftBodies; ///< Number of active soft bodies in the simulation
  125. SoftBodyUpdateContext * mSoftBodyUpdateContexts = nullptr; ///< Contexts for updating soft bodies
  126. atomic<uint> mSoftBodyToCollide { 0 }; ///< Next soft body to take when running SoftBodyCollide jobs
  127. };
  128. JPH_NAMESPACE_END