use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption}; use crate::dynamics::{ JointSet, RigidBodyActivation, RigidBodyColliders, RigidBodyHandle, RigidBodyIds, RigidBodyType, RigidBodyVelocity, }; use crate::geometry::{ColliderParent, NarrowPhase}; use crate::math::Real; /// Structure responsible for maintaining the set of active rigid-bodies, and /// putting non-moving rigid-bodies to sleep to save computation times. #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] #[derive(Clone)] pub struct IslandManager { pub(crate) active_dynamic_set: Vec, pub(crate) active_kinematic_set: Vec, pub(crate) active_islands: Vec, active_set_timestamp: u32, #[cfg_attr(feature = "serde-serialize", serde(skip))] can_sleep: Vec, // Workspace. #[cfg_attr(feature = "serde-serialize", serde(skip))] stack: Vec, // Workspace. } impl IslandManager { /// Creates a new empty island manager. pub fn new() -> Self { Self { active_dynamic_set: vec![], active_kinematic_set: vec![], active_islands: vec![], active_set_timestamp: 0, can_sleep: vec![], stack: vec![], } } pub(crate) fn num_islands(&self) -> usize { self.active_islands.len() - 1 } /// Update this data-structure after one or multiple rigid-bodies have been removed for `bodies`. pub fn cleanup_removed_rigid_bodies( &mut self, bodies: &mut impl ComponentSetMut, ) { let mut active_sets = [&mut self.active_kinematic_set, &mut self.active_dynamic_set]; for active_set in &mut active_sets { let mut i = 0; while i < active_set.len() { let handle = active_set[i]; if bodies.get(handle.0).is_none() { // This rigid-body no longer exists, so we need to remove it from the active set. active_set.swap_remove(i); if i < active_set.len() { bodies.map_mut_internal(active_set[i].0, |rb_ids| rb_ids.active_set_id = i); } } else { i += 1; } } } } pub(crate) fn rigid_body_removed( &mut self, removed_handle: RigidBodyHandle, removed_ids: &RigidBodyIds, bodies: &mut impl ComponentSetMut, ) { let mut active_sets = [&mut self.active_kinematic_set, &mut self.active_dynamic_set]; for active_set in &mut active_sets { if active_set.get(removed_ids.active_set_id) == Some(&removed_handle) { active_set.swap_remove(removed_ids.active_set_id); if let Some(replacement) = active_set.get(removed_ids.active_set_id) { bodies.map_mut_internal(replacement.0, |ids| { ids.active_set_id = removed_ids.active_set_id; }); } } } } /// Forces the specified rigid-body to wake up if it is dynamic. /// /// If `strong` is `true` then it is assured that the rigid-body will /// remain awake during multiple subsequent timesteps. pub fn wake_up(&mut self, bodies: &mut Bodies, handle: RigidBodyHandle, strong: bool) where Bodies: ComponentSetMut + ComponentSetOption + ComponentSetMut, { // NOTE: the use an Option here because there are many legitimate cases (like when // deleting a joint attached to an already-removed body) where we could be // attempting to wake-up a rigid-body that has already been deleted. let rb_type: Option = bodies.get(handle.0).copied(); if rb_type == Some(RigidBodyType::Dynamic) { bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| { activation.wake_up(strong) }); bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| { if self.active_dynamic_set.get(ids.active_set_id) != Some(&handle) { ids.active_set_id = self.active_dynamic_set.len(); self.active_dynamic_set.push(handle); } }); } } /// Iter through all the active kinematic rigid-bodies on this set. pub fn active_kinematic_bodies(&self) -> &[RigidBodyHandle] { &self.active_kinematic_set[..] } /// Iter through all the active dynamic rigid-bodies on this set. pub fn active_dynamic_bodies(&self) -> &[RigidBodyHandle] { &self.active_dynamic_set[..] } pub(crate) fn active_island(&self, island_id: usize) -> &[RigidBodyHandle] { let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1]; &self.active_dynamic_set[island_range] } #[inline(always)] pub(crate) fn iter_active_bodies<'a>(&'a self) -> impl Iterator + 'a { self.active_dynamic_set .iter() .copied() .chain(self.active_kinematic_set.iter().copied()) } /* #[cfg(feature = "parallel")] #[inline(always)] #[allow(dead_code)] pub(crate) fn foreach_active_island_body_mut_internal_parallel( &self, island_id: usize, bodies: &mut Set, f: impl Fn(RigidBodyHandle, &mut RigidBody) + Send + Sync, ) where Set: ComponentSet, { use std::sync::atomic::Ordering; let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1]; let bodies = std::sync::atomic::AtomicPtr::new(&mut bodies as *mut _); self.active_dynamic_set[island_range] .par_iter() .for_each_init( || bodies.load(Ordering::Relaxed), |bodies, handle| { let bodies: &mut Set = unsafe { std::mem::transmute(*bodies) }; if let Some(rb) = bodies.get_mut_internal(handle.0) { f(*handle, rb) } }, ); } */ #[cfg(feature = "parallel")] pub(crate) fn active_island_range(&self, island_id: usize) -> std::ops::Range { self.active_islands[island_id]..self.active_islands[island_id + 1] } pub(crate) fn update_active_set_with_contacts( &mut self, bodies: &mut Bodies, colliders: &Colliders, narrow_phase: &NarrowPhase, joints: &JointSet, min_island_size: usize, ) where Bodies: ComponentSetMut + ComponentSetMut + ComponentSetMut + ComponentSet + ComponentSet, Colliders: ComponentSetOption, { assert!( min_island_size > 0, "The minimum island size must be at least 1." ); // Update the energy of every rigid body and // keep only those that may not sleep. // let t = instant::now(); self.active_set_timestamp += 1; self.stack.clear(); self.can_sleep.clear(); // NOTE: the `.rev()` is here so that two successive timesteps preserve // the order of the bodies in the `active_dynamic_set` vec. This reversal // does not seem to affect performances nor stability. However it makes // debugging slightly nicer so we keep this rev. for h in self.active_dynamic_set.drain(..).rev() { let can_sleep = &mut self.can_sleep; let stack = &mut self.stack; let vels: &RigidBodyVelocity = bodies.index(h.0); let pseudo_kinetic_energy = vels.pseudo_kinetic_energy(); bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| { update_energy(activation, pseudo_kinetic_energy); if activation.energy <= activation.threshold { // Mark them as sleeping for now. This will // be set to false during the graph traversal // if it should not be put to sleep. activation.sleeping = true; can_sleep.push(h); } else { stack.push(h); } }); } // Read all the contacts and push objects touching touching this rigid-body. #[inline(always)] fn push_contacting_bodies( rb_colliders: &RigidBodyColliders, colliders: &impl ComponentSetOption, narrow_phase: &NarrowPhase, stack: &mut Vec, ) { for collider_handle in &rb_colliders.0 { for inter in narrow_phase.contacts_with(*collider_handle) { for manifold in &inter.manifolds { if !manifold.data.solver_contacts.is_empty() { let other = crate::utils::select_other( (inter.collider1, inter.collider2), *collider_handle, ); if let Some(other_body) = colliders.get(other.0) { stack.push(other_body.handle); } break; } } } } } // Now iterate on all active kinematic bodies and push all the bodies // touching them to the stack so they can be woken up. for h in self.active_kinematic_set.iter() { let (vels, rb_colliders): (&RigidBodyVelocity, _) = bodies.index_bundle(h.0); if vels.is_zero() { // If the kinematic body does not move, it does not have // to wake up any dynamic body. continue; } push_contacting_bodies(rb_colliders, colliders, narrow_phase, &mut self.stack); } // println!("Selection: {}", instant::now() - t); // let t = instant::now(); // Propagation of awake state and awake island computation through the // traversal of the interaction graph. self.active_islands.clear(); self.active_islands.push(0); // The max avoid underflow when the stack is empty. let mut island_marker = self.stack.len().max(1) - 1; while let Some(handle) = self.stack.pop() { let (rb_status, rb_ids, rb_colliders): ( &RigidBodyType, &RigidBodyIds, &RigidBodyColliders, ) = bodies.index_bundle(handle.0); if rb_ids.active_set_timestamp == self.active_set_timestamp || !rb_status.is_dynamic() { // We already visited this body and its neighbors. // Also, we don't propagate awake state through static bodies. continue; } if self.stack.len() < island_marker { if self.active_dynamic_set.len() - *self.active_islands.last().unwrap() >= min_island_size { // We are starting a new island. self.active_islands.push(self.active_dynamic_set.len()); } island_marker = self.stack.len(); } // Transmit the active state to all the rigid-bodies with colliders // in contact or joined with this collider. push_contacting_bodies(rb_colliders, colliders, narrow_phase, &mut self.stack); for inter in joints.joints_with(handle) { let other = crate::utils::select_other((inter.0, inter.1), handle); self.stack.push(other); } bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| { activation.wake_up(false); }); bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| { ids.active_island_id = self.active_islands.len() - 1; ids.active_set_id = self.active_dynamic_set.len(); ids.active_set_offset = ids.active_set_id - self.active_islands[ids.active_island_id]; ids.active_set_timestamp = self.active_set_timestamp; }); self.active_dynamic_set.push(handle); } self.active_islands.push(self.active_dynamic_set.len()); // println!( // "Extraction: {}, num islands: {}", // instant::now() - t, // self.active_islands.len() - 1 // ); // Actually put to sleep bodies which have not been detected as awake. for h in &self.can_sleep { let activation: &RigidBodyActivation = bodies.index(h.0); if activation.sleeping { bodies.set_internal(h.0, RigidBodyVelocity::zero()); bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| { activation.sleep() }); } } } } fn update_energy(activation: &mut RigidBodyActivation, pseudo_kinetic_energy: Real) { let mix_factor = 0.01; let new_energy = (1.0 - mix_factor) * activation.energy + mix_factor * pseudo_kinetic_energy; activation.energy = new_energy.min(activation.threshold.abs() * 4.0); }