Files
rapier/src/dynamics/island_manager.rs
2021-09-25 13:50:12 +02:00

349 lines
14 KiB
Rust

use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption};
use crate::dynamics::{
JointSet, RigidBodyActivation, RigidBodyColliders, RigidBodyHandle, RigidBodyIds,
RigidBodyType, RigidBodyVelocity,
};
use crate::geometry::{ColliderParent, NarrowPhase};
use crate::math::Real;
/// Structure responsible for maintaining the set of active rigid-bodies, and
/// putting non-moving rigid-bodies to sleep to save computation times.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Default)]
pub struct IslandManager {
pub(crate) active_dynamic_set: Vec<RigidBodyHandle>,
pub(crate) active_kinematic_set: Vec<RigidBodyHandle>,
pub(crate) active_islands: Vec<usize>,
active_set_timestamp: u32,
#[cfg_attr(feature = "serde-serialize", serde(skip))]
can_sleep: Vec<RigidBodyHandle>, // Workspace.
#[cfg_attr(feature = "serde-serialize", serde(skip))]
stack: Vec<RigidBodyHandle>, // Workspace.
}
impl IslandManager {
/// Creates a new empty island manager.
pub fn new() -> Self {
Self {
active_dynamic_set: vec![],
active_kinematic_set: vec![],
active_islands: vec![],
active_set_timestamp: 0,
can_sleep: vec![],
stack: vec![],
}
}
pub(crate) fn num_islands(&self) -> usize {
self.active_islands.len() - 1
}
/// Update this data-structure after one or multiple rigid-bodies have been removed for `bodies`.
pub fn cleanup_removed_rigid_bodies(
&mut self,
bodies: &mut impl ComponentSetMut<RigidBodyIds>,
) {
let mut active_sets = [&mut self.active_kinematic_set, &mut self.active_dynamic_set];
for active_set in &mut active_sets {
let mut i = 0;
while i < active_set.len() {
let handle = active_set[i];
if bodies.get(handle.0).is_none() {
// This rigid-body no longer exists, so we need to remove it from the active set.
active_set.swap_remove(i);
if i < active_set.len() {
bodies.map_mut_internal(active_set[i].0, |rb_ids| rb_ids.active_set_id = i);
}
} else {
i += 1;
}
}
}
}
pub(crate) fn rigid_body_removed(
&mut self,
removed_handle: RigidBodyHandle,
removed_ids: &RigidBodyIds,
bodies: &mut impl ComponentSetMut<RigidBodyIds>,
) {
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(removed_ids.active_set_id) == Some(&removed_handle) {
active_set.swap_remove(removed_ids.active_set_id);
if let Some(replacement) = active_set.get(removed_ids.active_set_id) {
bodies.map_mut_internal(replacement.0, |ids| {
ids.active_set_id = removed_ids.active_set_id;
});
}
}
}
}
/// 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<Bodies>(&mut self, bodies: &mut Bodies, handle: RigidBodyHandle, strong: bool)
where
Bodies: ComponentSetMut<RigidBodyActivation>
+ ComponentSetOption<RigidBodyType>
+ ComponentSetMut<RigidBodyIds>,
{
// NOTE: the use an Option here because there are many legitimate cases (like when
// deleting a joint attached to an already-removed body) where we could be
// attempting to wake-up a rigid-body that has already been deleted.
let rb_type: Option<RigidBodyType> = bodies.get(handle.0).copied();
if rb_type == Some(RigidBodyType::Dynamic) {
bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| {
activation.wake_up(strong)
});
bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| {
if self.active_dynamic_set.get(ids.active_set_id) != Some(&handle) {
ids.active_set_id = self.active_dynamic_set.len();
self.active_dynamic_set.push(handle);
}
});
}
}
/// Iter through all the active kinematic rigid-bodies on this set.
pub fn active_kinematic_bodies(&self) -> &[RigidBodyHandle] {
&self.active_kinematic_set[..]
}
/// Iter through all the active dynamic rigid-bodies on this set.
pub fn active_dynamic_bodies(&self) -> &[RigidBodyHandle] {
&self.active_dynamic_set[..]
}
pub(crate) fn active_island(&self, island_id: usize) -> &[RigidBodyHandle] {
let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1];
&self.active_dynamic_set[island_range]
}
#[inline(always)]
pub(crate) fn iter_active_bodies<'a>(&'a self) -> impl Iterator<Item = RigidBodyHandle> + 'a {
self.active_dynamic_set
.iter()
.copied()
.chain(self.active_kinematic_set.iter().copied())
}
/*
#[cfg(feature = "parallel")]
#[inline(always)]
#[allow(dead_code)]
pub(crate) fn foreach_active_island_body_mut_internal_parallel<Set>(
&self,
island_id: usize,
bodies: &mut Set,
f: impl Fn(RigidBodyHandle, &mut RigidBody) + Send + Sync,
) where
Set: ComponentSet<T>,
{
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 bodies as *mut _);
self.active_dynamic_set[island_range]
.par_iter()
.for_each_init(
|| bodies.load(Ordering::Relaxed),
|bodies, handle| {
let bodies: &mut Set = unsafe { std::mem::transmute(*bodies) };
if let Some(rb) = bodies.get_mut_internal(handle.0) {
f(*handle, rb)
}
},
);
}
*/
#[cfg(feature = "parallel")]
pub(crate) fn active_island_range(&self, island_id: usize) -> std::ops::Range<usize> {
self.active_islands[island_id]..self.active_islands[island_id + 1]
}
pub(crate) fn update_active_set_with_contacts<Bodies, Colliders>(
&mut self,
bodies: &mut Bodies,
colliders: &Colliders,
narrow_phase: &NarrowPhase,
joints: &JointSet,
min_island_size: usize,
) where
Bodies: ComponentSetMut<RigidBodyIds>
+ ComponentSetMut<RigidBodyActivation>
+ ComponentSetMut<RigidBodyVelocity>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyType>,
Colliders: ComponentSetOption<ColliderParent>,
{
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 can_sleep = &mut self.can_sleep;
let stack = &mut self.stack;
let vels: &RigidBodyVelocity = bodies.index(h.0);
let pseudo_kinetic_energy = vels.pseudo_kinetic_energy();
bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| {
update_energy(activation, pseudo_kinetic_energy);
if activation.energy <= 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.
activation.sleeping = true;
can_sleep.push(h);
} else {
stack.push(h);
}
});
}
// Read all the contacts and push objects touching touching this rigid-body.
#[inline(always)]
fn push_contacting_bodies(
rb_colliders: &RigidBodyColliders,
colliders: &impl ComponentSetOption<ColliderParent>,
narrow_phase: &NarrowPhase,
stack: &mut Vec<RigidBodyHandle>,
) {
for collider_handle in &rb_colliders.0 {
for inter in narrow_phase.contacts_with(*collider_handle) {
for manifold in &inter.manifolds {
if !manifold.data.solver_contacts.is_empty() {
let other = crate::utils::select_other(
(inter.collider1, inter.collider2),
*collider_handle,
);
if let Some(other_body) = colliders.get(other.0) {
stack.push(other_body.handle);
}
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 (vels, rb_colliders): (&RigidBodyVelocity, _) = bodies.index_bundle(h.0);
if vels.is_zero() {
// If the kinematic body does not move, it does not have
// to wake up any dynamic body.
continue;
}
push_contacting_bodies(rb_colliders, 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_status, rb_ids, rb_colliders): (
&RigidBodyType,
&RigidBodyIds,
&RigidBodyColliders,
) = bodies.index_bundle(handle.0);
if rb_ids.active_set_timestamp == self.active_set_timestamp || !rb_status.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();
}
// Transmit the active state to all the rigid-bodies with colliders
// in contact or joined with this collider.
push_contacting_bodies(rb_colliders, colliders, narrow_phase, &mut self.stack);
for inter in joints.joints_with(handle) {
let other = crate::utils::select_other((inter.0, inter.1), handle);
self.stack.push(other);
}
bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| {
activation.wake_up(false);
});
bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| {
ids.active_island_id = self.active_islands.len() - 1;
ids.active_set_id = self.active_dynamic_set.len();
ids.active_set_offset =
ids.active_set_id - self.active_islands[ids.active_island_id];
ids.active_set_timestamp = self.active_set_timestamp;
});
self.active_dynamic_set.push(handle);
}
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.
for h in &self.can_sleep {
let activation: &RigidBodyActivation = bodies.index(h.0);
if activation.sleeping {
bodies.set_internal(h.0, RigidBodyVelocity::zero());
bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| {
activation.sleep()
});
}
}
}
}
fn update_energy(activation: &mut RigidBodyActivation, pseudo_kinetic_energy: Real) {
let mix_factor = 0.01;
let new_energy = (1.0 - mix_factor) * activation.energy + mix_factor * pseudo_kinetic_energy;
activation.energy = new_energy.min(activation.threshold.abs() * 4.0);
}