Split rigid-bodies and colliders into multiple components

This commit is contained in:
Crozet Sébastien
2021-04-26 17:59:25 +02:00
parent aaf80bfa87
commit c32da78f2a
91 changed files with 5969 additions and 3653 deletions

View File

@@ -1,17 +1,28 @@
//! Physics pipeline structures.
use crate::counters::Counters;
use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption};
#[cfg(not(feature = "parallel"))]
use crate::dynamics::IslandSolver;
use crate::dynamics::{CCDSolver, IntegrationParameters, JointSet, RigidBodySet};
use crate::dynamics::{
CCDSolver, IntegrationParameters, IslandManager, JointSet, RigidBodyActivation, RigidBodyCcd,
RigidBodyChanges, RigidBodyColliders, RigidBodyDamping, RigidBodyDominance, RigidBodyForces,
RigidBodyHandle, RigidBodyIds, RigidBodyMassProps, RigidBodyPosition, RigidBodyType,
RigidBodyVelocity,
};
#[cfg(feature = "parallel")]
use crate::dynamics::{JointGraphEdge, ParallelIslandSolver as IslandSolver};
use crate::geometry::{
BroadPhase, BroadPhasePairEvent, ColliderPair, ColliderSet, ContactManifoldIndex, NarrowPhase,
BroadPhase, BroadPhasePairEvent, ColliderBroadPhaseData, ColliderChanges, ColliderGroups,
ColliderHandle, ColliderMaterial, ColliderPair, ColliderParent, ColliderPosition,
ColliderShape, ColliderType, ContactManifoldIndex, NarrowPhase,
};
use crate::math::{Real, Vector};
use crate::pipeline::{EventHandler, PhysicsHooks};
#[cfg(feature = "default-sets")]
use {crate::dynamics::RigidBodySet, crate::geometry::ColliderSet};
/// The physics pipeline, responsible for stepping the whole physics simulation.
///
/// This structure only contains temporary data buffers. It can be dropped and replaced by a fresh
@@ -58,17 +69,43 @@ impl PhysicsPipeline {
}
}
fn detect_collisions(
fn clear_modified_colliders(
&mut self,
colliders: &mut impl ComponentSetMut<ColliderChanges>,
modified_colliders: &mut Vec<ColliderHandle>,
) {
for handle in modified_colliders.drain(..) {
colliders.set_internal(handle.0, ColliderChanges::empty())
}
}
fn detect_collisions<Bodies, Colliders>(
&mut self,
integration_parameters: &IntegrationParameters,
islands: &mut IslandManager,
broad_phase: &mut BroadPhase,
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
hooks: &dyn PhysicsHooks,
bodies: &mut Bodies,
colliders: &mut Colliders,
modified_colliders: &[ColliderHandle],
removed_colliders: &[ColliderHandle],
hooks: &dyn PhysicsHooks<Bodies, Colliders>,
events: &dyn EventHandler,
handle_user_changes: bool,
) {
) where
Bodies: ComponentSetMut<RigidBodyActivation>
+ ComponentSet<RigidBodyType>
+ ComponentSetMut<RigidBodyIds>
+ ComponentSet<RigidBodyDominance>,
Colliders: ComponentSetMut<ColliderBroadPhaseData>
+ ComponentSet<ColliderChanges>
+ ComponentSet<ColliderPosition>
+ ComponentSet<ColliderShape>
+ ComponentSetOption<ColliderParent>
+ ComponentSet<ColliderType>
+ ComponentSet<ColliderGroups>
+ ComponentSet<ColliderMaterial>,
{
self.counters.stages.collision_detection_time.resume();
self.counters.cd.broad_phase_time.resume();
@@ -78,6 +115,8 @@ impl PhysicsPipeline {
broad_phase.update(
integration_parameters.prediction_distance,
colliders,
modified_colliders,
removed_colliders,
&mut self.broad_phase_events,
);
@@ -86,37 +125,46 @@ impl PhysicsPipeline {
// Update narrow-phase.
if handle_user_changes {
narrow_phase.handle_user_changes(colliders, bodies, events);
narrow_phase.handle_user_changes(
islands,
modified_colliders,
removed_colliders,
colliders,
bodies,
events,
);
}
narrow_phase.register_pairs(colliders, bodies, &self.broad_phase_events, events);
narrow_phase.register_pairs(islands, colliders, bodies, &self.broad_phase_events, events);
narrow_phase.compute_contacts(
integration_parameters.prediction_distance,
bodies,
colliders,
modified_colliders,
hooks,
events,
);
narrow_phase.compute_intersections(bodies, colliders, hooks, events);
// Clear colliders modification flags.
colliders.clear_modified_colliders();
narrow_phase.compute_intersections(bodies, colliders, modified_colliders, hooks, events);
self.counters.cd.narrow_phase_time.pause();
self.counters.stages.collision_detection_time.pause();
}
fn solve_position_constraints(
fn solve_position_constraints<Bodies>(
&mut self,
integration_parameters: &IntegrationParameters,
bodies: &mut RigidBodySet,
) {
islands: &IslandManager,
bodies: &mut Bodies,
) where
Bodies: ComponentSet<RigidBodyIds> + ComponentSetMut<RigidBodyPosition>,
{
#[cfg(not(feature = "parallel"))]
{
enable_flush_to_zero!();
for island_id in 0..bodies.num_islands() {
for island_id in 0..islands.num_islands() {
self.solvers[island_id].solve_position_constraints(
island_id,
islands,
&mut self.counters,
integration_parameters,
bodies,
@@ -129,7 +177,7 @@ impl PhysicsPipeline {
use rayon::prelude::*;
use std::sync::atomic::Ordering;
let num_islands = bodies.num_islands();
let num_islands = ilands.num_islands();
let solvers = &mut self.solvers[..num_islands];
let bodies = &std::sync::atomic::AtomicPtr::new(bodies as *mut _);
@@ -140,7 +188,7 @@ impl PhysicsPipeline {
.par_iter_mut()
.enumerate()
.for_each(|(island_id, solver)| {
let bodies: &mut RigidBodySet =
let bodies: &mut Bodies =
unsafe { std::mem::transmute(bodies.load(Ordering::Relaxed)) };
solver.solve_position_constraints(
@@ -154,17 +202,30 @@ impl PhysicsPipeline {
}
}
fn build_islands_and_solve_velocity_constraints(
fn build_islands_and_solve_velocity_constraints<Bodies, Colliders>(
&mut self,
gravity: &Vector<Real>,
integration_parameters: &IntegrationParameters,
islands: &mut IslandManager,
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
bodies: &mut Bodies,
colliders: &mut Colliders,
joints: &mut JointSet,
) {
) where
Bodies: ComponentSetMut<RigidBodyPosition>
+ ComponentSetMut<RigidBodyVelocity>
+ ComponentSetMut<RigidBodyMassProps>
+ ComponentSetMut<RigidBodyForces>
+ ComponentSetMut<RigidBodyIds>
+ ComponentSetMut<RigidBodyActivation>
+ ComponentSet<RigidBodyDamping>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyType>,
Colliders: ComponentSetOption<ColliderParent>,
{
self.counters.stages.island_construction_time.resume();
bodies.update_active_set_with_contacts(
islands.update_active_set_with_contacts(
bodies,
colliders,
narrow_phase,
joints.joint_graph(),
@@ -172,42 +233,58 @@ impl PhysicsPipeline {
);
self.counters.stages.island_construction_time.pause();
if self.manifold_indices.len() < bodies.num_islands() {
if self.manifold_indices.len() < islands.num_islands() {
self.manifold_indices
.resize(bodies.num_islands(), Vec::new());
.resize(islands.num_islands(), Vec::new());
}
if self.joint_constraint_indices.len() < bodies.num_islands() {
if self.joint_constraint_indices.len() < islands.num_islands() {
self.joint_constraint_indices
.resize(bodies.num_islands(), Vec::new());
.resize(islands.num_islands(), Vec::new());
}
let mut manifolds = Vec::new();
narrow_phase.select_active_contacts(bodies, &mut manifolds, &mut self.manifold_indices);
joints.select_active_interactions(bodies, &mut self.joint_constraint_indices);
narrow_phase.select_active_contacts(
islands,
bodies,
&mut manifolds,
&mut self.manifold_indices,
);
joints.select_active_interactions(islands, bodies, &mut self.joint_constraint_indices);
self.counters.stages.update_time.resume();
bodies.foreach_active_dynamic_body_mut_internal(|_, b| {
b.update_world_mass_properties();
b.add_gravity(*gravity)
});
for handle in islands.active_dynamic_bodies() {
let poss: &RigidBodyPosition = bodies.index(handle.0);
let position = poss.position;
let effective_inv_mass = bodies
.map_mut_internal(handle.0, |mprops: &mut RigidBodyMassProps| {
mprops.update_world_mass_properties(&position);
mprops.effective_mass()
})
.unwrap();
bodies.map_mut_internal(handle.0, |forces: &mut RigidBodyForces| {
forces.add_linear_acceleration(&gravity, effective_inv_mass)
});
}
self.counters.stages.update_time.pause();
self.counters.stages.solver_time.resume();
if self.solvers.len() < bodies.num_islands() {
if self.solvers.len() < islands.num_islands() {
self.solvers
.resize_with(bodies.num_islands(), IslandSolver::new);
.resize_with(islands.num_islands(), IslandSolver::new);
}
#[cfg(not(feature = "parallel"))]
{
enable_flush_to_zero!();
for island_id in 0..bodies.num_islands() {
for island_id in 0..islands.num_islands() {
self.solvers[island_id].init_constraints_and_solve_velocity_constraints(
island_id,
&mut self.counters,
integration_parameters,
islands,
bodies,
&mut manifolds[..],
&self.manifold_indices[island_id],
@@ -238,7 +315,7 @@ impl PhysicsPipeline {
.par_iter_mut()
.enumerate()
.for_each(|(island_id, solver)| {
let bodies: &mut RigidBodySet =
let bodies: &mut Bodies =
unsafe { std::mem::transmute(bodies.load(Ordering::Relaxed)) };
let manifolds: &mut Vec<&mut ContactManifold> =
unsafe { std::mem::transmute(manifolds.load(Ordering::Relaxed)) };
@@ -261,19 +338,32 @@ impl PhysicsPipeline {
self.counters.stages.solver_time.pause();
}
fn run_ccd_motion_clamping(
fn run_ccd_motion_clamping<Bodies, Colliders>(
&mut self,
integration_parameters: &IntegrationParameters,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
islands: &IslandManager,
bodies: &mut Bodies,
colliders: &mut Colliders,
narrow_phase: &NarrowPhase,
ccd_solver: &mut CCDSolver,
events: &dyn EventHandler,
) {
) where
Bodies: ComponentSetMut<RigidBodyPosition>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyCcd>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyForces>
+ ComponentSet<RigidBodyMassProps>,
Colliders: ComponentSetOption<ColliderParent>
+ ComponentSet<ColliderPosition>
+ ComponentSet<ColliderShape>
+ ComponentSet<ColliderType>,
{
self.counters.ccd.toi_computation_time.start();
// Handle CCD
let impacts = ccd_solver.predict_impacts_at_next_positions(
integration_parameters.dt,
islands,
bodies,
colliders,
narrow_phase,
@@ -283,74 +373,176 @@ impl PhysicsPipeline {
self.counters.ccd.toi_computation_time.pause();
}
fn advance_to_final_positions(
fn advance_to_final_positions<Bodies, Colliders>(
&mut self,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
islands: &IslandManager,
bodies: &mut Bodies,
colliders: &mut Colliders,
modified_colliders: &mut Vec<ColliderHandle>,
clear_forces: bool,
) {
) where
Bodies: ComponentSetMut<RigidBodyVelocity>
+ ComponentSetMut<RigidBodyForces>
+ ComponentSetMut<RigidBodyPosition>
+ ComponentSet<RigidBodyType>
+ ComponentSet<RigidBodyColliders>,
Colliders: ComponentSetMut<ColliderPosition>
+ ComponentSetMut<ColliderChanges>
+ ComponentSetOption<ColliderParent>,
{
// Set the rigid-bodies and kinematic bodies to their final position.
bodies.foreach_active_body_mut_internal(|_, rb| {
if rb.is_kinematic() {
rb.linvel = na::zero();
rb.angvel = na::zero();
for handle in islands.iter_active_bodies() {
let status: &RigidBodyType = bodies.index(handle.0);
if status.is_kinematic() {
bodies.set_internal(handle.0, RigidBodyVelocity::zero());
}
if clear_forces {
rb.force = na::zero();
rb.torque = na::zero();
bodies.map_mut_internal(handle.0, |f: &mut RigidBodyForces| {
f.torque = na::zero();
f.force = na::zero();
});
}
rb.position = rb.next_position;
rb.update_colliders_positions(colliders);
});
bodies.map_mut_internal(handle.0, |poss: &mut RigidBodyPosition| {
poss.position = poss.next_position
});
let (rb_poss, rb_colls): (&RigidBodyPosition, &RigidBodyColliders) =
bodies.index_bundle(handle.0);
rb_colls.update_positions(colliders, modified_colliders, &rb_poss.position);
}
}
fn interpolate_kinematic_velocities(
fn interpolate_kinematic_velocities<Bodies>(
&mut self,
integration_parameters: &IntegrationParameters,
bodies: &mut RigidBodySet,
) {
islands: &IslandManager,
bodies: &mut Bodies,
) where
Bodies: ComponentSetMut<RigidBodyVelocity> + ComponentSet<RigidBodyPosition>,
{
// Update kinematic bodies velocities.
// TODO: what is the best place for this? It should at least be
// located before the island computation because we test the velocity
// there to determine if this kinematic body should wake-up dynamic
// bodies it is touching.
bodies.foreach_active_kinematic_body_mut_internal(|_, body| {
body.compute_velocity_from_next_position(integration_parameters.inv_dt());
});
for handle in islands.active_kinematic_bodies() {
let ppos: &RigidBodyPosition = bodies.index(handle.0);
let new_vel = ppos.interpolate_velocity(integration_parameters.inv_dt());
bodies.set_internal(handle.0, new_vel);
}
}
/// Executes one timestep of the physics simulation.
#[cfg(feature = "default-sets")]
pub fn step(
&mut self,
gravity: &Vector<Real>,
integration_parameters: &IntegrationParameters,
islands: &mut IslandManager,
broad_phase: &mut BroadPhase,
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
ccd_solver: &mut CCDSolver,
hooks: &dyn PhysicsHooks,
hooks: &dyn PhysicsHooks<RigidBodySet, ColliderSet>,
events: &dyn EventHandler,
) {
self.counters.reset();
self.counters.step_started();
colliders.handle_user_changes(bodies);
bodies.handle_user_changes(colliders);
let mut modified_bodies = bodies.take_modified();
let mut modified_colliders = colliders.take_modified();
let mut removed_colliders = colliders.take_removed();
self.detect_collisions(
self.step_generic(
gravity,
integration_parameters,
islands,
broad_phase,
narrow_phase,
bodies,
colliders,
&mut modified_bodies,
&mut modified_colliders,
&mut removed_colliders,
joints,
ccd_solver,
hooks,
events,
);
}
/// Executes one timestep of the physics simulation.
pub fn step_generic<Bodies, Colliders>(
&mut self,
gravity: &Vector<Real>,
integration_parameters: &IntegrationParameters,
islands: &mut IslandManager,
broad_phase: &mut BroadPhase,
narrow_phase: &mut NarrowPhase,
bodies: &mut Bodies,
colliders: &mut Colliders,
modified_bodies: &mut Vec<RigidBodyHandle>,
modified_colliders: &mut Vec<ColliderHandle>,
removed_colliders: &mut Vec<ColliderHandle>,
joints: &mut JointSet,
ccd_solver: &mut CCDSolver,
hooks: &dyn PhysicsHooks<Bodies, Colliders>,
events: &dyn EventHandler,
) where
Bodies: ComponentSetMut<RigidBodyPosition>
+ ComponentSetMut<RigidBodyVelocity>
+ ComponentSetMut<RigidBodyMassProps>
+ ComponentSetMut<RigidBodyIds>
+ ComponentSetMut<RigidBodyForces>
+ ComponentSetMut<RigidBodyActivation>
+ ComponentSetMut<RigidBodyChanges>
+ ComponentSetMut<RigidBodyCcd>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyDamping>
+ ComponentSet<RigidBodyDominance>
+ ComponentSet<RigidBodyType>,
Colliders: ComponentSetMut<ColliderBroadPhaseData>
+ ComponentSetMut<ColliderChanges>
+ ComponentSetMut<ColliderPosition>
+ ComponentSet<ColliderShape>
+ ComponentSetOption<ColliderParent>
+ ComponentSet<ColliderType>
+ ComponentSet<ColliderGroups>
+ ComponentSet<ColliderMaterial>,
{
self.counters.reset();
self.counters.step_started();
super::user_changes::handle_user_changes_to_colliders(
bodies,
colliders,
&modified_colliders[..],
);
super::user_changes::handle_user_changes_to_rigid_bodies(
islands,
bodies,
colliders,
&modified_bodies,
modified_colliders,
);
self.detect_collisions(
integration_parameters,
islands,
broad_phase,
narrow_phase,
bodies,
colliders,
&modified_colliders[..],
removed_colliders,
hooks,
events,
true,
);
self.clear_modified_colliders(colliders, modified_colliders);
removed_colliders.clear();
let mut remaining_time = integration_parameters.dt;
let mut integration_parameters = *integration_parameters;
@@ -375,9 +567,16 @@ impl PhysicsPipeline {
if ccd_is_enabled && remaining_substeps > 1 {
// NOTE: Take forces into account when updating the bodies CCD activation flags
// these forces have not been integrated to the body's velocity yet.
let ccd_active = ccd_solver.update_ccd_active_flags(bodies, remaining_time, true);
let ccd_active =
ccd_solver.update_ccd_active_flags(islands, bodies, remaining_time, true);
let first_impact = if ccd_active {
ccd_solver.find_first_impact(remaining_time, bodies, colliders, narrow_phase)
ccd_solver.find_first_impact(
remaining_time,
islands,
bodies,
colliders,
narrow_phase,
)
} else {
None
};
@@ -414,10 +613,11 @@ impl PhysicsPipeline {
self.counters.ccd.num_substeps += 1;
self.interpolate_kinematic_velocities(&integration_parameters, bodies);
self.interpolate_kinematic_velocities(&integration_parameters, islands, bodies);
self.build_islands_and_solve_velocity_constraints(
gravity,
&integration_parameters,
islands,
narrow_phase,
bodies,
colliders,
@@ -428,11 +628,16 @@ impl PhysicsPipeline {
if ccd_is_enabled {
// NOTE: don't the forces into account when updating the CCD active flags because
// they have already been integrated into the velocities by the solver.
let ccd_active =
ccd_solver.update_ccd_active_flags(bodies, integration_parameters.dt, false);
let ccd_active = ccd_solver.update_ccd_active_flags(
islands,
bodies,
integration_parameters.dt,
false,
);
if ccd_active {
self.run_ccd_motion_clamping(
&integration_parameters,
islands,
bodies,
colliders,
narrow_phase,
@@ -449,22 +654,31 @@ impl PhysicsPipeline {
// This happens because our CCD use the real rigid-body
// velocities instead of just interpolating between
// isometries.
self.solve_position_constraints(&integration_parameters, bodies);
self.solve_position_constraints(&integration_parameters, islands, bodies);
let clear_forces = remaining_substeps == 0;
self.advance_to_final_positions(bodies, colliders, clear_forces);
self.advance_to_final_positions(
islands,
bodies,
colliders,
modified_colliders,
clear_forces,
);
self.detect_collisions(
&integration_parameters,
islands,
broad_phase,
narrow_phase,
bodies,
colliders,
modified_colliders,
removed_colliders,
hooks,
events,
false,
);
bodies.modified_inactive_set.clear();
self.clear_modified_colliders(colliders, modified_colliders);
}
self.counters.step_completed();