Files
rapier/src/dynamics/island_manager.rs
Sébastien Crozet bef72df32c chore: CI fixes
2024-01-22 21:06:33 +01:00

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use crate::dynamics::{
ImpulseJointSet, MultibodyJointSet, RigidBodyActivation, RigidBodyChanges, RigidBodyColliders,
RigidBodyHandle, RigidBodyIds, RigidBodySet, RigidBodyType, RigidBodyVelocity,
};
use crate::geometry::{ColliderSet, NarrowPhase};
use crate::math::Real;
use crate::utils::SimdDot;
/// 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>,
pub(crate) active_islands_additional_solver_iterations: 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_islands_additional_solver_iterations: 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 RigidBodySet) {
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).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() {
// Update the active_set_id for the body that has been swapped.
if let Some(swapped_rb) = bodies.get_mut_internal(active_set[i]) {
swapped_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 RigidBodySet,
) {
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)
.and_then(|h| bodies.get_mut_internal(*h))
{
replacement.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(&mut self, bodies: &mut RigidBodySet, handle: RigidBodyHandle, strong: bool) {
// 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.
if bodies.get(handle).map(|rb| rb.body_type()) == Some(RigidBodyType::Dynamic) {
let rb = bodies.index_mut_internal(handle);
// Check that the user didnt change the sleeping state explicitly, in which
// case we dont overwrite it.
if !rb.changes.contains(RigidBodyChanges::SLEEP) {
rb.activation.wake_up(strong);
if rb.is_enabled()
&& self.active_dynamic_set.get(rb.ids.active_set_id) != Some(&handle)
{
rb.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]
}
pub(crate) fn active_island_additional_solver_iterations(&self, island_id: usize) -> usize {
self.active_islands_additional_solver_iterations[island_id]
}
#[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")]
#[allow(dead_code)] // That will likely be useful when we re-introduce intra-island parallelism.
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(
&mut self,
dt: Real,
bodies: &mut RigidBodySet,
colliders: &ColliderSet,
narrow_phase: &NarrowPhase,
impulse_joints: &ImpulseJointSet,
multibody_joints: &MultibodyJointSet,
min_island_size: usize,
) {
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.
for h in self.active_dynamic_set.drain(..).rev() {
let can_sleep = &mut self.can_sleep;
let stack = &mut self.stack;
let rb = bodies.index_mut_internal(h);
let sq_linvel = rb.vels.linvel.norm_squared();
let sq_angvel = rb.vels.angvel.gdot(rb.vels.angvel);
update_energy(&mut rb.activation, sq_linvel, sq_angvel, dt);
if rb.activation.time_since_can_sleep >= rb.activation.time_until_sleep {
// Mark them as sleeping for now. This will
// be set to false during the graph traversal
// if it should not be put to sleep.
rb.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: &ColliderSet,
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[other].parent {
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 rb = &bodies[*h];
if rb.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_additional_solver_iterations.clear();
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;
// NOTE: islands containing a body with non-standard number of iterations wont
// be merged with another island, unless another island with standard
// iterations number already started before and got continued due to the
// `min_island_size`. That could be avoided by pushing bodies with non-standard
// iterations on top of the stack (and other bodies on the back). Not sure its
// worth it though.
let mut additional_solver_iterations = 0;
while let Some(handle) = self.stack.pop() {
let rb = bodies.index_mut_internal(handle);
if rb.ids.active_set_timestamp == self.active_set_timestamp || !rb.is_dynamic() {
// We already visited this body and its neighbors.
// Also, we don't propagate awake state through fixed bodies.
continue;
}
if self.stack.len() < island_marker {
if additional_solver_iterations != rb.additional_solver_iterations
|| self.active_dynamic_set.len() - *self.active_islands.last().unwrap()
>= min_island_size
{
// We are starting a new island.
self.active_islands_additional_solver_iterations
.push(additional_solver_iterations);
self.active_islands.push(self.active_dynamic_set.len());
additional_solver_iterations = 0;
}
island_marker = self.stack.len();
}
additional_solver_iterations =
additional_solver_iterations.max(rb.additional_solver_iterations);
// 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 impulse_joints.attached_enabled_joints(handle) {
let other = crate::utils::select_other((inter.0, inter.1), handle);
self.stack.push(other);
}
for other in multibody_joints.bodies_attached_with_enabled_joint(handle) {
self.stack.push(other);
}
rb.activation.wake_up(false);
rb.ids.active_island_id = self.active_islands.len() - 1;
rb.ids.active_set_id = self.active_dynamic_set.len();
rb.ids.active_set_offset =
rb.ids.active_set_id - self.active_islands[rb.ids.active_island_id];
rb.ids.active_set_timestamp = self.active_set_timestamp;
self.active_dynamic_set.push(handle);
}
self.active_islands_additional_solver_iterations
.push(additional_solver_iterations);
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 handle in &self.can_sleep {
let rb = bodies.index_mut_internal(*handle);
if rb.activation.sleeping {
rb.vels = RigidBodyVelocity::zero();
rb.activation.sleep();
}
}
}
}
fn update_energy(activation: &mut RigidBodyActivation, sq_linvel: Real, sq_angvel: Real, dt: Real) {
if sq_linvel < activation.linear_threshold * activation.linear_threshold.abs()
&& sq_angvel < activation.angular_threshold * activation.angular_threshold.abs()
{
activation.time_since_can_sleep += dt;
} else {
activation.time_since_can_sleep = 0.0;
}
}