#[cfg(feature = "parallel")] use rayon::prelude::*; use crate::data::arena::Arena; use crate::dynamics::{Joint, JointSet, RigidBody, RigidBodyChanges}; use crate::geometry::{ColliderHandle, ColliderSet, InteractionGraph, NarrowPhase}; use std::ops::{Index, IndexMut}; /// The unique handle of a rigid body added to a `RigidBodySet`. pub type RigidBodyHandle = crate::data::arena::Index; #[derive(Copy, Clone, Debug, PartialEq, Eq)] #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// A pair of rigid body handles. pub struct BodyPair { /// The first rigid body handle. pub body1: RigidBodyHandle, /// The second rigid body handle. pub body2: RigidBodyHandle, } impl BodyPair { pub(crate) fn new(body1: RigidBodyHandle, body2: RigidBodyHandle) -> Self { BodyPair { body1, body2 } } pub(crate) fn swap(self) -> Self { Self::new(self.body2, self.body1) } } #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] #[derive(Clone)] /// A set of rigid bodies that can be handled by a physics pipeline. pub struct RigidBodySet { // NOTE: the pub(crate) are needed by the broad phase // to avoid borrowing issues. It is also needed for // parallelism because the `Receiver` breaks the Sync impl. // Could we avoid this? pub(crate) bodies: Arena, pub(crate) active_dynamic_set: Vec, pub(crate) active_kinematic_set: Vec, // Set of inactive bodies which have been modified. // This typically include static bodies which have been modified. pub(crate) modified_inactive_set: Vec, pub(crate) active_islands: Vec, active_set_timestamp: u32, pub(crate) modified_bodies: Vec, pub(crate) modified_all_bodies: bool, #[cfg_attr(feature = "serde-serialize", serde(skip))] can_sleep: Vec, // Workspace. #[cfg_attr(feature = "serde-serialize", serde(skip))] stack: Vec, // Workspace. } impl RigidBodySet { /// Create a new empty set of rigid bodies. pub fn new() -> Self { RigidBodySet { bodies: Arena::new(), active_dynamic_set: Vec::new(), active_kinematic_set: Vec::new(), modified_inactive_set: Vec::new(), active_islands: Vec::new(), active_set_timestamp: 0, modified_bodies: Vec::new(), modified_all_bodies: false, can_sleep: Vec::new(), stack: Vec::new(), } } /// An always-invalid rigid-body handle. pub fn invalid_handle() -> RigidBodyHandle { RigidBodyHandle::from_raw_parts(crate::INVALID_USIZE, crate::INVALID_U64) } /// The number of rigid bodies on this set. pub fn len(&self) -> usize { self.bodies.len() } /// Is the given body handle valid? pub fn contains(&self, handle: RigidBodyHandle) -> bool { self.bodies.contains(handle) } /// Insert a rigid body into this set and retrieve its handle. pub fn insert(&mut self, mut rb: RigidBody) -> RigidBodyHandle { // Make sure the internal links are reset, they may not be // if this rigid-body was obtained by cloning another one. rb.reset_internal_references(); rb.changes.set(RigidBodyChanges::all(), true); let handle = self.bodies.insert(rb); self.modified_bodies.push(handle); let rb = &mut self.bodies[handle]; if rb.is_kinematic() { rb.active_set_id = self.active_kinematic_set.len(); self.active_kinematic_set.push(handle); } handle } /// Removes a rigid-body, and all its attached colliders and joints, from these sets. pub fn remove( &mut self, handle: RigidBodyHandle, colliders: &mut ColliderSet, joints: &mut JointSet, ) -> Option { let rb = self.bodies.remove(handle)?; /* * Update active sets. */ 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(rb.active_set_id) == Some(&handle) { active_set.swap_remove(rb.active_set_id); if let Some(replacement) = active_set.get(rb.active_set_id) { self.bodies[*replacement].active_set_id = rb.active_set_id; } } } /* * Remove colliders attached to this rigid-body. */ for collider in &rb.colliders { colliders.remove(*collider, self, false); } /* * Remove joints attached to this rigid-body. */ joints.remove_rigid_body(rb.joint_graph_index, self); Some(rb) } pub(crate) fn num_islands(&self) -> usize { self.active_islands.len() - 1 } /// 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, handle: RigidBodyHandle, strong: bool) { if let Some(rb) = self.bodies.get_mut(handle) { // TODO: what about kinematic bodies? if rb.is_dynamic() { rb.wake_up(strong); if self.active_dynamic_set.get(rb.active_set_id) != Some(&handle) { rb.active_set_id = self.active_dynamic_set.len(); self.active_dynamic_set.push(handle); } } } } /// Gets the rigid-body with the given handle without a known generation. /// /// This is useful when you know you want the rigid-body at position `i` but /// don't know what is its current generation number. Generation numbers are /// used to protect from the ABA problem because the rigid-body position `i` /// are recycled between two insertion and a removal. /// /// Using this is discouraged in favor of `self.get(handle)` which does not /// suffer form the ABA problem. pub fn get_unknown_gen(&self, i: usize) -> Option<(&RigidBody, RigidBodyHandle)> { self.bodies.get_unknown_gen(i) } /// Gets a mutable reference to the rigid-body with the given handle without a known generation. /// /// This is useful when you know you want the rigid-body at position `i` but /// don't know what is its current generation number. Generation numbers are /// used to protect from the ABA problem because the rigid-body position `i` /// are recycled between two insertion and a removal. /// /// Using this is discouraged in favor of `self.get_mut(handle)` which does not /// suffer form the ABA problem. pub fn get_unknown_gen_mut(&mut self, i: usize) -> Option<(&mut RigidBody, RigidBodyHandle)> { let result = self.bodies.get_unknown_gen_mut(i)?; if !self.modified_all_bodies && !result.0.changes.contains(RigidBodyChanges::MODIFIED) { result.0.changes = RigidBodyChanges::MODIFIED; self.modified_bodies.push(result.1); } Some(result) } /// Gets the rigid-body with the given handle. pub fn get(&self, handle: RigidBodyHandle) -> Option<&RigidBody> { self.bodies.get(handle) } /// Gets a mutable reference to the rigid-body with the given handle. pub fn get_mut(&mut self, handle: RigidBodyHandle) -> Option<&mut RigidBody> { let result = self.bodies.get_mut(handle)?; if !self.modified_all_bodies && !result.changes.contains(RigidBodyChanges::MODIFIED) { result.changes = RigidBodyChanges::MODIFIED; self.modified_bodies.push(handle); } Some(result) } pub(crate) fn get_mut_internal(&mut self, handle: RigidBodyHandle) -> Option<&mut RigidBody> { self.bodies.get_mut(handle) } pub(crate) fn get2_mut_internal( &mut self, h1: RigidBodyHandle, h2: RigidBodyHandle, ) -> (Option<&mut RigidBody>, Option<&mut RigidBody>) { self.bodies.get2_mut(h1, h2) } /// Iterates through all the rigid-bodies on this set. pub fn iter(&self) -> impl Iterator { self.bodies.iter() } /// Iterates mutably through all the rigid-bodies on this set. pub fn iter_mut(&mut self) -> impl Iterator { self.modified_bodies.clear(); self.modified_all_bodies = true; self.bodies.iter_mut() } /// Iter through all the active kinematic rigid-bodies on this set. pub fn iter_active_kinematic<'a>( &'a self, ) -> impl Iterator { let bodies: &'a _ = &self.bodies; self.active_kinematic_set .iter() .filter_map(move |h| Some((*h, bodies.get(*h)?))) } /// Iter through all the active dynamic rigid-bodies on this set. pub fn iter_active_dynamic<'a>( &'a self, ) -> impl Iterator { let bodies: &'a _ = &self.bodies; self.active_dynamic_set .iter() .filter_map(move |h| Some((*h, bodies.get(*h)?))) } #[cfg(not(feature = "parallel"))] pub(crate) fn iter_active_island<'a>( &'a self, island_id: usize, ) -> impl Iterator { let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1]; let bodies: &'a _ = &self.bodies; self.active_dynamic_set[island_range] .iter() .filter_map(move |h| Some((*h, bodies.get(*h)?))) } #[inline(always)] pub(crate) fn foreach_active_body_mut_internal( &mut self, mut f: impl FnMut(RigidBodyHandle, &mut RigidBody), ) { for handle in &self.active_dynamic_set { if let Some(rb) = self.bodies.get_mut(*handle) { f(*handle, rb) } } for handle in &self.active_kinematic_set { if let Some(rb) = self.bodies.get_mut(*handle) { f(*handle, rb) } } } #[inline(always)] pub(crate) fn foreach_active_dynamic_body_mut_internal( &mut self, mut f: impl FnMut(RigidBodyHandle, &mut RigidBody), ) { for handle in &self.active_dynamic_set { if let Some(rb) = self.bodies.get_mut(*handle) { f(*handle, rb) } } } #[inline(always)] pub(crate) fn foreach_active_kinematic_body_mut_internal( &mut self, mut f: impl FnMut(RigidBodyHandle, &mut RigidBody), ) { for handle in &self.active_kinematic_set { if let Some(rb) = self.bodies.get_mut(*handle) { f(*handle, rb) } } } #[inline(always)] #[cfg(not(feature = "parallel"))] pub(crate) fn foreach_active_island_body_mut_internal( &mut self, island_id: usize, mut f: impl FnMut(RigidBodyHandle, &mut RigidBody), ) { let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1]; for handle in &self.active_dynamic_set[island_range] { if let Some(rb) = self.bodies.get_mut(*handle) { f(*handle, rb) } } } #[cfg(feature = "parallel")] #[inline(always)] #[allow(dead_code)] pub(crate) fn foreach_active_island_body_mut_internal_parallel( &mut self, island_id: usize, f: impl Fn(RigidBodyHandle, &mut RigidBody) + Send + Sync, ) { 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 self.bodies as *mut _); self.active_dynamic_set[island_range] .par_iter() .for_each_init( || bodies.load(Ordering::Relaxed), |bodies, handle| { let bodies: &mut Arena = unsafe { std::mem::transmute(*bodies) }; if let Some(rb) = bodies.get_mut(*handle) { f(*handle, rb) } }, ); } // pub(crate) fn active_dynamic_set(&self) -> &[RigidBodyHandle] { // &self.active_dynamic_set // } 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 active_island(&self, island_id: usize) -> &[RigidBodyHandle] { &self.active_dynamic_set[self.active_island_range(island_id)] } // Utility function to avoid some borrowing issue in the `maintain` method. fn maintain_one( colliders: &mut ColliderSet, handle: RigidBodyHandle, rb: &mut RigidBody, modified_inactive_set: &mut Vec, active_kinematic_set: &mut Vec, active_dynamic_set: &mut Vec, ) { // Update the positions of the colliders. if rb.changes.contains(RigidBodyChanges::POSITION) || rb.changes.contains(RigidBodyChanges::COLLIDERS) { rb.update_colliders_positions(colliders); if rb.is_static() { modified_inactive_set.push(handle); } if rb.is_kinematic() && active_kinematic_set.get(rb.active_set_id) != Some(&handle) { rb.active_set_id = active_kinematic_set.len(); active_kinematic_set.push(handle); } } // Push the body to the active set if it is not // sleeping and if it is not already inside of the active set. if rb.changes.contains(RigidBodyChanges::SLEEP) && !rb.is_sleeping() // May happen if the body was put to sleep manually. && rb.is_dynamic() // Only dynamic bodies are in the active dynamic set. && active_dynamic_set.get(rb.active_set_id) != Some(&handle) { rb.active_set_id = active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates. active_dynamic_set.push(handle); } rb.changes = RigidBodyChanges::empty(); } pub(crate) fn maintain(&mut self, colliders: &mut ColliderSet) { if self.modified_all_bodies { for (handle, rb) in self.bodies.iter_mut() { Self::maintain_one( colliders, handle, rb, &mut self.modified_inactive_set, &mut self.active_kinematic_set, &mut self.active_dynamic_set, ) } self.modified_bodies.clear(); } else { for handle in self.modified_bodies.drain(..) { if let Some(rb) = self.bodies.get_mut(handle) { Self::maintain_one( colliders, handle, rb, &mut self.modified_inactive_set, &mut self.active_kinematic_set, &mut self.active_dynamic_set, ) } } } } pub(crate) fn update_active_set_with_contacts( &mut self, colliders: &ColliderSet, narrow_phase: &NarrowPhase, joint_graph: &InteractionGraph, min_island_size: usize, ) { 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 rb = &mut self.bodies[h]; rb.update_energy(); if rb.activation.energy <= rb.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. rb.activation.sleeping = true; self.can_sleep.push(h); } else { self.stack.push(h); } } // Read all the contacts and push objects touching touching this rigid-body. #[inline(always)] fn push_contacting_colliders( rb: &RigidBody, colliders: &ColliderSet, narrow_phase: &NarrowPhase, stack: &mut Vec, ) { for collider_handle in &rb.colliders { if let Some(contacts) = narrow_phase.contacts_with(*collider_handle) { for inter in contacts { for manifold in &inter.2.manifolds { if manifold.num_active_contacts() > 0 { let other = crate::utils::other_handle( (inter.0, inter.1), *collider_handle, ); let other_body = colliders[other].parent; stack.push(other_body); 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 rb = &self.bodies[*h]; if !rb.is_moving() { // If the kinematic body does not move, it does not have // to wake up any dynamic body. continue; } push_contacting_colliders(rb, 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 = &mut self.bodies[handle]; if rb.active_set_timestamp == self.active_set_timestamp || !rb.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(); } rb.wake_up(false); rb.active_island_id = self.active_islands.len() - 1; rb.active_set_id = self.active_dynamic_set.len(); rb.active_set_offset = rb.active_set_id - self.active_islands[rb.active_island_id]; rb.active_set_timestamp = self.active_set_timestamp; self.active_dynamic_set.push(handle); // Transmit the active state to all the rigid-bodies with colliders // in contact or joined with this collider. push_contacting_colliders(rb, colliders, narrow_phase, &mut self.stack); for inter in joint_graph.interactions_with(rb.joint_graph_index) { let other = crate::utils::other_handle((inter.0, inter.1), handle); self.stack.push(other); } } 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. // let t = instant::now(); for h in &self.can_sleep { let b = &mut self.bodies[*h]; if b.activation.sleeping { b.sleep(); } } // println!("Activation: {}", instant::now() - t); } } impl Index for RigidBodySet { type Output = RigidBody; fn index(&self, index: RigidBodyHandle) -> &RigidBody { &self.bodies[index] } } impl IndexMut for RigidBodySet { fn index_mut(&mut self, index: RigidBodyHandle) -> &mut RigidBody { &mut self.bodies[index] } }