First public release of Rapier.

This commit is contained in:
Sébastien Crozet
2020-08-25 22:10:25 +02:00
commit 754a48b7ff
175 changed files with 32819 additions and 0 deletions

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use crate::dynamics::{BodyPair, JointGraphEdge, JointIndex, RigidBodySet};
use crate::geometry::{ContactManifold, ContactManifoldIndex};
#[cfg(feature = "simd-is-enabled")]
use {
crate::math::{SIMD_LAST_INDEX, SIMD_WIDTH},
vec_map::VecMap,
};
pub(crate) trait PairInteraction {
fn body_pair(&self) -> BodyPair;
}
impl<'a> PairInteraction for &'a mut ContactManifold {
fn body_pair(&self) -> BodyPair {
self.body_pair
}
}
impl<'a> PairInteraction for JointGraphEdge {
fn body_pair(&self) -> BodyPair {
BodyPair::new(self.weight.body1, self.weight.body2)
}
}
#[cfg(feature = "parallel")]
pub(crate) struct ParallelInteractionGroups {
bodies_color: Vec<u128>, // Workspace.
interaction_indices: Vec<usize>, // Workspace.
interaction_colors: Vec<usize>, // Workspace.
sorted_interactions: Vec<usize>,
groups: Vec<usize>,
}
#[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<Interaction: PairInteraction>(
&mut self,
island_id: usize,
bodies: &RigidBodySet,
interactions: &[Interaction],
interaction_indices: &[usize],
) {
let num_island_bodies = bodies.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 rb1 = &bodies[body_pair.body1];
let rb2 = &bodies[body_pair.body2];
match (rb1.is_static(), rb2.is_static()) {
(false, false) => {
let color_mask =
bcolors[rb1.active_set_offset] | bcolors[rb2.active_set_offset];
*color = (!color_mask).trailing_zeros() as usize;
color_len[*color] += 1;
bcolors[rb1.active_set_offset] |= 1 << *color;
bcolors[rb2.active_set_offset] |= 1 << *color;
}
(true, false) => {
let color_mask = bcolors[rb2.active_set_offset];
*color = (!color_mask).trailing_zeros() as usize;
color_len[*color] += 1;
bcolors[rb2.active_set_offset] |= 1 << *color;
}
(false, true) => {
let color_mask = bcolors[rb1.active_set_offset];
*color = (!color_mask).trailing_zeros() as usize;
color_len[*color] += 1;
bcolors[rb1.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<u128>,
#[cfg(feature = "simd-is-enabled")]
pub grouped_interactions: Vec<usize>,
pub nongrouped_interactions: Vec<usize>,
}
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(),
}
}
// FIXME: 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,
_bodies: &RigidBodySet,
_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,
bodies: &RigidBodySet,
interactions: &[JointGraphEdge],
interaction_indices: &[JointIndex],
) {
// 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.
// FIXME: 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(bodies.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 body1 = &bodies[interaction.body1];
let body2 = &bodies[interaction.body2];
let is_static1 = !body1.is_dynamic();
let is_static2 = !body2.is_dynamic();
if is_static1 && is_static2 {
continue;
}
let ijoint = interaction.params.type_id();
let i1 = body1.active_set_offset;
let i2 = body2.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,
_bodies: &RigidBodySet,
_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,
bodies: &RigidBodySet,
interactions: &[&mut ContactManifold],
interaction_indices: &[ContactManifoldIndex],
) {
// Note: each bit of a body mask indicates what bucket already contains
// a constraints involving this body.
// FIXME: 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(bodies.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].num_active_contacts())
.max()
.unwrap_or(1);
// FIXME: 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];
// FIXME: how could we avoid iterating
// on each interaction at every iteration on k?
if interaction.num_active_contacts() != k {
continue;
}
let body1 = &bodies[interaction.body_pair.body1];
let body2 = &bodies[interaction.body_pair.body2];
let is_static1 = !body1.is_dynamic();
let is_static2 = !body2.is_dynamic();
// FIXME: don't generate interactions between static bodies in the first place.
if is_static1 && is_static2 {
continue;
}
let i1 = body1.active_set_offset;
let i2 = body2.active_set_offset;
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."
);
}
}