use crate::data::ComponentSet; #[cfg(feature = "parallel")] use crate::dynamics::RigidBodyHandle; use crate::dynamics::{IslandManager, JointGraphEdge, JointIndex, RigidBodyIds}; use crate::geometry::{ContactManifold, ContactManifoldIndex}; #[cfg(feature = "simd-is-enabled")] use { crate::data::BundleSet, crate::math::{SIMD_LAST_INDEX, SIMD_WIDTH}, vec_map::VecMap, }; #[cfg(feature = "parallel")] pub(crate) trait PairInteraction { fn body_pair(&self) -> (Option, Option); } #[cfg(any(feature = "parallel", feature = "simd-is-enabled"))] use crate::dynamics::RigidBodyType; #[cfg(feature = "parallel")] impl<'a> PairInteraction for &'a mut ContactManifold { fn body_pair(&self) -> (Option, Option) { (self.data.rigid_body1, self.data.rigid_body2) } } #[cfg(feature = "parallel")] impl<'a> PairInteraction for JointGraphEdge { fn body_pair(&self) -> (Option, Option) { (Some(self.weight.body1), Some(self.weight.body2)) } } #[cfg(feature = "parallel")] pub(crate) struct ParallelInteractionGroups { bodies_color: Vec, // Workspace. interaction_indices: Vec, // Workspace. interaction_colors: Vec, // Workspace. sorted_interactions: Vec, groups: Vec, } #[cfg(feature = "parallel")] impl ParallelInteractionGroups { pub fn new() -> Self { Self { bodies_color: Vec::new(), interaction_indices: Vec::new(), interaction_colors: Vec::new(), sorted_interactions: Vec::new(), groups: Vec::new(), } } pub fn group(&self, i: usize) -> &[usize] { let range = self.groups[i]..self.groups[i + 1]; &self.sorted_interactions[range] } pub fn num_groups(&self) -> usize { self.groups.len() - 1 } pub fn group_interactions( &mut self, island_id: usize, islands: &IslandManager, bodies: &Bodies, interactions: &[Interaction], interaction_indices: &[usize], ) where Bodies: ComponentSet + ComponentSet, { let num_island_bodies = islands.active_island(island_id).len(); self.bodies_color.clear(); self.interaction_indices.clear(); self.groups.clear(); self.sorted_interactions.clear(); self.interaction_colors.clear(); let mut color_len = [0; 128]; self.bodies_color.resize(num_island_bodies, 0u128); self.interaction_indices .extend_from_slice(interaction_indices); self.interaction_colors.resize(interaction_indices.len(), 0); let bcolors = &mut self.bodies_color; for (interaction_id, color) in self .interaction_indices .iter() .zip(self.interaction_colors.iter_mut()) { let body_pair = interactions[*interaction_id].body_pair(); let is_static1 = body_pair .0 .map(|b| ComponentSet::::index(bodies, b.0).is_static()) .unwrap_or(true); let is_static2 = body_pair .1 .map(|b| ComponentSet::::index(bodies, b.0).is_static()) .unwrap_or(true); match (is_static1, is_static2) { (false, false) => { let rb_ids1: &RigidBodyIds = bodies.index(body_pair.0.unwrap().0); let rb_ids2: &RigidBodyIds = bodies.index(body_pair.1.unwrap().0); let color_mask = bcolors[rb_ids1.active_set_offset] | bcolors[rb_ids2.active_set_offset]; *color = (!color_mask).trailing_zeros() as usize; color_len[*color] += 1; bcolors[rb_ids1.active_set_offset] |= 1 << *color; bcolors[rb_ids2.active_set_offset] |= 1 << *color; } (true, false) => { let rb_ids2: &RigidBodyIds = bodies.index(body_pair.1.unwrap().0); let color_mask = bcolors[rb_ids2.active_set_offset]; *color = (!color_mask).trailing_zeros() as usize; color_len[*color] += 1; bcolors[rb_ids2.active_set_offset] |= 1 << *color; } (false, true) => { let rb_ids1: &RigidBodyIds = bodies.index(body_pair.0.unwrap().0); let color_mask = bcolors[rb_ids1.active_set_offset]; *color = (!color_mask).trailing_zeros() as usize; color_len[*color] += 1; bcolors[rb_ids1.active_set_offset] |= 1 << *color; } (true, true) => unreachable!(), } } let mut sort_offsets = [0; 128]; let mut last_offset = 0; for i in 0..128 { if color_len[i] == 0 { break; } self.groups.push(last_offset); sort_offsets[i] = last_offset; last_offset += color_len[i]; } self.sorted_interactions .resize(interaction_indices.len(), 0); for (interaction_id, color) in interaction_indices .iter() .zip(self.interaction_colors.iter()) { self.sorted_interactions[sort_offsets[*color]] = *interaction_id; sort_offsets[*color] += 1; } self.groups.push(self.sorted_interactions.len()); } } pub(crate) struct InteractionGroups { #[cfg(feature = "simd-is-enabled")] buckets: VecMap<([usize; SIMD_WIDTH], usize)>, #[cfg(feature = "simd-is-enabled")] body_masks: Vec, #[cfg(feature = "simd-is-enabled")] pub grouped_interactions: Vec, pub nongrouped_interactions: Vec, } impl InteractionGroups { pub fn new() -> Self { Self { #[cfg(feature = "simd-is-enabled")] buckets: VecMap::new(), #[cfg(feature = "simd-is-enabled")] body_masks: Vec::new(), #[cfg(feature = "simd-is-enabled")] grouped_interactions: Vec::new(), nongrouped_interactions: Vec::new(), } } #[cfg(not(feature = "parallel"))] pub fn clear(&mut self) { #[cfg(feature = "simd-is-enabled")] { self.buckets.clear(); self.body_masks.clear(); self.grouped_interactions.clear(); } self.nongrouped_interactions.clear(); } // TODO: there is a lot of duplicated code with group_manifolds here. // But we don't refactor just now because we may end up with distinct // grouping strategies in the future. #[cfg(not(feature = "simd-is-enabled"))] pub fn group_joints( &mut self, _island_id: usize, _islands: &IslandManager, _bodies: &impl ComponentSet, _interactions: &[JointGraphEdge], interaction_indices: &[JointIndex], ) { self.nongrouped_interactions .extend_from_slice(interaction_indices); } #[cfg(feature = "simd-is-enabled")] pub fn group_joints( &mut self, island_id: usize, islands: &IslandManager, bodies: &Bodies, interactions: &[JointGraphEdge], interaction_indices: &[JointIndex], ) where Bodies: ComponentSet + ComponentSet, { // NOTE: in 3D we have up to 10 different joint types. // In 2D we only have 5 joint types. #[cfg(feature = "dim3")] const NUM_JOINT_TYPES: usize = 10; #[cfg(feature = "dim2")] const NUM_JOINT_TYPES: usize = 5; // The j-th bit of joint_type_conflicts[i] indicates that the // j-th bucket contains a joint with a type different than `i`. let mut joint_type_conflicts = [0u128; NUM_JOINT_TYPES]; // Note: each bit of a body mask indicates what bucket already contains // a constraints involving this body. // TODO: currently, this is a bit overconservative because when a bucket // is full, we don't clear the corresponding body mask bit. This may result // in less grouped constraints. self.body_masks .resize(islands.active_island(island_id).len(), 0u128); // NOTE: each bit of the occupied mask indicates what bucket already // contains at least one constraint. let mut occupied_mask = 0u128; for interaction_i in interaction_indices { let interaction = &interactions[*interaction_i].weight; let (status1, ids1): (&RigidBodyType, &RigidBodyIds) = bodies.index_bundle(interaction.body1.0); let (status2, ids2): (&RigidBodyType, &RigidBodyIds) = bodies.index_bundle(interaction.body2.0); let is_static1 = !status1.is_dynamic(); let is_static2 = !status2.is_dynamic(); if is_static1 && is_static2 { continue; } if !interaction.supports_simd_constraints() { // This joint does not support simd constraints yet. self.nongrouped_interactions.push(*interaction_i); continue; } let ijoint = interaction.params.type_id(); let i1 = ids1.active_set_offset; let i2 = ids2.active_set_offset; let conflicts = self.body_masks[i1] | self.body_masks[i2] | joint_type_conflicts[ijoint]; let conflictfree_targets = !(conflicts & occupied_mask); // The & is because we consider empty buckets as free of conflicts. let conflictfree_occupied_targets = conflictfree_targets & occupied_mask; let target_index = if conflictfree_occupied_targets != 0 { // Try to fill partial WContacts first. conflictfree_occupied_targets.trailing_zeros() } else { conflictfree_targets.trailing_zeros() }; if target_index == 128 { // The interaction conflicts with every bucket we can manage. // So push it in an nongrouped interaction list that won't be combined with // any other interactions. self.nongrouped_interactions.push(*interaction_i); continue; } let target_mask_bit = 1 << target_index; let bucket = self .buckets .entry(target_index as usize) .or_insert_with(|| ([0; SIMD_WIDTH], 0)); if bucket.1 == SIMD_LAST_INDEX { // We completed our group. (bucket.0)[SIMD_LAST_INDEX] = *interaction_i; self.grouped_interactions.extend_from_slice(&bucket.0); bucket.1 = 0; occupied_mask &= !target_mask_bit; for k in 0..NUM_JOINT_TYPES { joint_type_conflicts[k] &= !target_mask_bit; } } else { (bucket.0)[bucket.1] = *interaction_i; bucket.1 += 1; occupied_mask |= target_mask_bit; for k in 0..ijoint { joint_type_conflicts[k] |= target_mask_bit; } for k in ijoint + 1..NUM_JOINT_TYPES { joint_type_conflicts[k] |= target_mask_bit; } } // NOTE: static bodies don't transmit forces. Therefore they don't // imply any interaction conflicts. if !is_static1 { self.body_masks[i1] |= target_mask_bit; } if !is_static2 { self.body_masks[i2] |= target_mask_bit; } } self.nongrouped_interactions.extend( self.buckets .values() .flat_map(|e| e.0.iter().take(e.1).copied()), ); self.buckets.clear(); self.body_masks.iter_mut().for_each(|e| *e = 0); assert!( self.grouped_interactions.len() % SIMD_WIDTH == 0, "Invalid SIMD contact grouping." ); // println!( // "Num grouped interactions: {}, nongrouped: {}", // self.grouped_interactions.len(), // self.nongrouped_interactions.len() // ); } pub fn clear_groups(&mut self) { #[cfg(feature = "simd-is-enabled")] self.grouped_interactions.clear(); self.nongrouped_interactions.clear(); } #[cfg(not(feature = "simd-is-enabled"))] pub fn group_manifolds( &mut self, _island_id: usize, _islands: &IslandManager, _bodies: &impl ComponentSet, _interactions: &[&mut ContactManifold], interaction_indices: &[ContactManifoldIndex], ) { self.nongrouped_interactions .extend_from_slice(interaction_indices); } #[cfg(feature = "simd-is-enabled")] pub fn group_manifolds( &mut self, island_id: usize, islands: &IslandManager, bodies: &Bodies, interactions: &[&mut ContactManifold], interaction_indices: &[ContactManifoldIndex], ) where Bodies: ComponentSet + ComponentSet, { // Note: each bit of a body mask indicates what bucket already contains // a constraints involving this body. // TODO: currently, this is a bit overconservative because when a bucket // is full, we don't clear the corresponding body mask bit. This may result // in less grouped contacts. // NOTE: body_masks and buckets are already cleared/zeroed at the end of each sort loop. self.body_masks .resize(islands.active_island(island_id).len(), 0u128); // NOTE: each bit of the occupied mask indicates what bucket already // contains at least one constraint. let mut occupied_mask = 0u128; let max_interaction_points = interaction_indices .iter() .map(|i| interactions[*i].data.num_active_contacts()) .max() .unwrap_or(1); // TODO: find a way to reduce the number of iteration. // There must be a way to iterate just once on every interaction indices // instead of MAX_MANIFOLD_POINTS times. for k in 1..=max_interaction_points { for interaction_i in interaction_indices { let interaction = &interactions[*interaction_i]; // TODO: how could we avoid iterating // on each interaction at every iteration on k? if interaction.data.num_active_contacts() != k { continue; } let (status1, active_set_offset1) = if let Some(rb1) = interaction.data.rigid_body1 { let data: (_, &RigidBodyIds) = bodies.index_bundle(rb1.0); (*data.0, data.1.active_set_offset) } else { (RigidBodyType::Static, 0) }; let (status2, active_set_offset2) = if let Some(rb2) = interaction.data.rigid_body2 { let data: (_, &RigidBodyIds) = bodies.index_bundle(rb2.0); (*data.0, data.1.active_set_offset) } else { (RigidBodyType::Static, 0) }; let is_static1 = !status1.is_dynamic(); let is_static2 = !status2.is_dynamic(); // TODO: don't generate interactions between static bodies in the first place. if is_static1 && is_static2 { continue; } let i1 = active_set_offset1; let i2 = active_set_offset2; let conflicts = self.body_masks[i1] | self.body_masks[i2]; let conflictfree_targets = !(conflicts & occupied_mask); // The & is because we consider empty buckets as free of conflicts. let conflictfree_occupied_targets = conflictfree_targets & occupied_mask; let target_index = if conflictfree_occupied_targets != 0 { // Try to fill partial WContacts first. conflictfree_occupied_targets.trailing_zeros() } else { conflictfree_targets.trailing_zeros() }; if target_index == 128 { // The interaction conflicts with every bucket we can manage. // So push it in an nongrouped interaction list that won't be combined with // any other interactions. self.nongrouped_interactions.push(*interaction_i); continue; } let target_mask_bit = 1 << target_index; let bucket = self .buckets .entry(target_index as usize) .or_insert_with(|| ([0; SIMD_WIDTH], 0)); if bucket.1 == SIMD_LAST_INDEX { // We completed our group. (bucket.0)[SIMD_LAST_INDEX] = *interaction_i; self.grouped_interactions.extend_from_slice(&bucket.0); bucket.1 = 0; occupied_mask = occupied_mask & (!target_mask_bit); } else { (bucket.0)[bucket.1] = *interaction_i; bucket.1 += 1; occupied_mask = occupied_mask | target_mask_bit; } // NOTE: static bodies don't transmit forces. Therefore they don't // imply any interaction conflicts. if !is_static1 { self.body_masks[i1] |= target_mask_bit; } if !is_static2 { self.body_masks[i2] |= target_mask_bit; } } self.nongrouped_interactions.extend( self.buckets .values() .flat_map(|e| e.0.iter().take(e.1).copied()), ); self.buckets.clear(); self.body_masks.iter_mut().for_each(|e| *e = 0); occupied_mask = 0u128; } assert!( self.grouped_interactions.len() % SIMD_WIDTH == 0, "Invalid SIMD contact grouping." ); } }