feat: persistent islands + manifold reduction (#895)

* feat: initial implementation of contact manifold reduction

* feat: try bepu-like manifold reduction

* feat: simplification of the constraints counting and indexing logic

* feat: add concept of incremental islands with a single awake island

More islands manager fixes

* feat: start adding support for multiple awake islands

* feat: add more timings

* feat: implement incremental island split & merge

* chore: refactor islands manager into multiple files

* chore: refactor manifold reduction to its own file + add naive reduction method

* feat: add islands manager validation checks

* fix various bugs in the new islands system

* chore: remove redundant active_set_offset field
This commit is contained in:
Sébastien Crozet
2026-01-09 17:04:02 +01:00
committed by GitHub
parent 134132900a
commit 48de83817e
40 changed files with 2099 additions and 1114 deletions

View File

@@ -0,0 +1,163 @@
use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet};
use super::IslandManager;
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Default)]
pub(crate) struct Island {
/// The rigid-bodies part of this island.
pub(super) bodies: Vec<RigidBodyHandle>,
/// The additional solver iterations needed by this island.
pub(super) additional_solver_iterations: usize,
/// Index of this island in `IslandManager::awake_islands`.
///
/// If `None`, the island is sleeping.
pub(super) id_in_awake_list: Option<usize>,
}
impl Island {
pub fn singleton(handle: RigidBodyHandle, rb: &RigidBody) -> Self {
Self {
bodies: vec![handle],
additional_solver_iterations: rb.additional_solver_iterations,
id_in_awake_list: None,
}
}
pub fn bodies(&self) -> &[RigidBodyHandle] {
&self.bodies
}
pub fn additional_solver_iterations(&self) -> usize {
self.additional_solver_iterations
}
pub fn is_sleeping(&self) -> bool {
self.id_in_awake_list.is_none()
}
pub fn len(&self) -> usize {
self.bodies.len()
}
pub(crate) fn id_in_awake_list(&self) -> Option<usize> {
self.id_in_awake_list
}
}
impl IslandManager {
/// Remove from the island at `source_id` all the rigid-body that are in `new_island`, and
/// insert `new_island` into the islands set.
///
/// **All** rigid-bodies from `new_island` must currently be part of the island at `source_id`.
pub(super) fn extract_sub_island(
&mut self,
bodies: &mut RigidBodySet,
source_id: usize,
mut new_island: Island,
sleep: bool,
) {
let new_island_id = self.free_islands.pop().unwrap_or(self.islands.len());
let source_island = &mut self.islands[source_id];
for (id, handle) in new_island.bodies.iter().enumerate() {
let rb = bodies.index_mut_internal(*handle);
// If the new island is sleeping, ensure all its bodies are sleeping.
if sleep {
rb.sleep();
}
let id_to_remove = rb.ids.active_set_id;
assert_eq!(
rb.ids.active_island_id, source_id,
"note, new id: {}",
new_island_id
);
rb.ids.active_island_id = new_island_id;
rb.ids.active_set_id = id;
new_island.additional_solver_iterations = new_island
.additional_solver_iterations
.max(rb.additional_solver_iterations);
source_island.bodies.swap_remove(id_to_remove);
if let Some(moved_handle) = source_island.bodies.get(id_to_remove).copied() {
let moved_rb = bodies.index_mut_internal(moved_handle);
moved_rb.ids.active_set_id = id_to_remove;
}
}
// If the new island is awake, add it to the awake list.
if !sleep {
new_island.id_in_awake_list = Some(self.awake_islands.len());
self.awake_islands.push(new_island_id);
} else {
new_island.id_in_awake_list = None;
}
self.islands.insert(new_island_id, new_island);
}
pub(super) fn merge_islands(
&mut self,
bodies: &mut RigidBodySet,
island_id1: usize,
island_id2: usize,
) {
if island_id1 == island_id2 {
return;
}
let island1 = &self.islands[island_id1];
let island2 = &self.islands[island_id2];
assert_eq!(
island1.id_in_awake_list.is_some(),
island2.id_in_awake_list.is_some(),
"Internal error: cannot merge two island with different sleeping statuses."
);
// Prefer removing the smallest island to reduce the amount of memory to move.
let (to_keep, to_remove) = if island1.bodies.len() < island2.bodies.len() {
(island_id2, island_id1)
} else {
(island_id1, island_id2)
};
// println!("Merging: {} <- {}", to_keep, to_remove);
let Some(removed_island) = self.islands.remove(to_remove) else {
// TODO: the island doesnt exist is that an internal error?
return;
};
self.free_islands.push(to_remove);
// TODO: if we switched to linked list, we could avoid moving around all this memory.
let target_island = &mut self.islands[to_keep];
for handle in &removed_island.bodies {
let Some(rb) = bodies.get_mut_internal(*handle) else {
// This body no longer exists.
continue;
};
rb.wake_up(false);
rb.ids.active_island_id = to_keep;
rb.ids.active_set_id = target_island.bodies.len();
target_island.bodies.push(*handle);
target_island.additional_solver_iterations = target_island
.additional_solver_iterations
.max(rb.additional_solver_iterations);
}
// Update the awake_islands list.
if let Some(awake_id_to_remove) = removed_island.id_in_awake_list {
self.awake_islands.swap_remove(awake_id_to_remove);
// Update the awake list index of the awake island id we moved.
if let Some(moved_id) = self.awake_islands.get(awake_id_to_remove) {
self.islands[*moved_id].id_in_awake_list = Some(awake_id_to_remove);
}
}
}
}