Backlog/lib/zphysics/libs/Jolt/Physics/Body/BodyManager.cpp

937 lines
28 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/Physics/Body/BodyManager.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyLock.h>
#include <Jolt/Physics/Body/BodyActivationListener.h>
#include <Jolt/Physics/StateRecorder.h>
#include <Jolt/Core/StringTools.h>
#include <Jolt/Core/QuickSort.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#include <Jolt/Physics/Body/BodyFilter.h>
#endif // JPH_DEBUG_RENDERER
JPH_NAMESPACE_BEGIN
#ifdef JPH_ENABLE_ASSERTS
thread_local bool BodyManager::sOverrideAllowActivation = false;
thread_local bool BodyManager::sOverrideAllowDeactivation = false;
#endif
// Helper class that combines a body and its motion properties
class BodyWithMotionProperties : public Body
{
public:
JPH_OVERRIDE_NEW_DELETE
MotionProperties mMotionProperties;
};
inline void BodyManager::sDeleteBody(Body *inBody)
{
if (inBody->mMotionProperties != nullptr)
{
JPH_IF_ENABLE_ASSERTS(inBody->mMotionProperties = nullptr;)
delete static_cast<BodyWithMotionProperties *>(inBody);
}
else
delete inBody;
}
BodyManager::~BodyManager()
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Destroy any bodies that are still alive
for (Body *b : mBodies)
{
if (sIsValidBodyPointer(b))
{
sDeleteBody(b);
}
}
delete [] mActiveBodies;
}
void BodyManager::Init(uint inMaxBodies, uint inNumBodyMutexes, const BroadPhaseLayerInterface &inLayerInterface)
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Num body mutexes must be a power of two and not bigger than our MutexMask
uint num_body_mutexes = Clamp<uint>(GetNextPowerOf2(inNumBodyMutexes == 0? 2 * thread::hardware_concurrency() : inNumBodyMutexes), 1, sizeof(MutexMask) * 8);
// Allocate the body mutexes
mBodyMutexes.Init(num_body_mutexes);
// Allocate space for bodies
mBodies.reserve(inMaxBodies);
// Allocate space for active bodies
JPH_ASSERT(mActiveBodies == nullptr);
mActiveBodies = new BodyID [inMaxBodies];
// Allocate space for sequence numbers
mBodySequenceNumbers.resize(inMaxBodies);
// Keep layer interface
mBroadPhaseLayerInterface = &inLayerInterface;
}
uint BodyManager::GetNumBodies() const
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
return mNumBodies;
}
BodyManager::BodyStats BodyManager::GetBodyStats() const
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
BodyStats stats;
stats.mNumBodies = mNumBodies;
stats.mMaxBodies = uint(mBodies.capacity());
for (const Body *body : mBodies)
if (sIsValidBodyPointer(body))
{
switch (body->GetMotionType())
{
case EMotionType::Static:
stats.mNumBodiesStatic++;
break;
case EMotionType::Dynamic:
stats.mNumBodiesDynamic++;
if (body->IsActive())
stats.mNumActiveBodiesDynamic++;
break;
case EMotionType::Kinematic:
stats.mNumBodiesKinematic++;
if (body->IsActive())
stats.mNumActiveBodiesKinematic++;
break;
}
}
return stats;
}
Body *BodyManager::AllocateBody(const BodyCreationSettings &inBodyCreationSettings) const
{
// Fill in basic properties
Body *body;
if (inBodyCreationSettings.HasMassProperties())
{
BodyWithMotionProperties *bmp = new BodyWithMotionProperties;
body = bmp;
body->mMotionProperties = &bmp->mMotionProperties;
}
else
{
body = new Body;
}
body->mShape = inBodyCreationSettings.GetShape();
body->mUserData = inBodyCreationSettings.mUserData;
body->SetFriction(inBodyCreationSettings.mFriction);
body->SetRestitution(inBodyCreationSettings.mRestitution);
body->mMotionType = inBodyCreationSettings.mMotionType;
if (inBodyCreationSettings.mIsSensor)
body->SetIsSensor(true);
if (inBodyCreationSettings.mUseManifoldReduction)
body->SetUseManifoldReduction(true);
SetBodyObjectLayerInternal(*body, inBodyCreationSettings.mObjectLayer);
body->mObjectLayer = inBodyCreationSettings.mObjectLayer;
body->mCollisionGroup = inBodyCreationSettings.mCollisionGroup;
if (inBodyCreationSettings.HasMassProperties())
{
MotionProperties *mp = body->mMotionProperties;
mp->SetLinearDamping(inBodyCreationSettings.mLinearDamping);
mp->SetAngularDamping(inBodyCreationSettings.mAngularDamping);
mp->SetMaxLinearVelocity(inBodyCreationSettings.mMaxLinearVelocity);
mp->SetMaxAngularVelocity(inBodyCreationSettings.mMaxAngularVelocity);
mp->SetLinearVelocity(inBodyCreationSettings.mLinearVelocity); // Needs to happen after setting the max linear/angular velocity
mp->SetAngularVelocity(inBodyCreationSettings.mAngularVelocity);
mp->SetGravityFactor(inBodyCreationSettings.mGravityFactor);
mp->mMotionQuality = inBodyCreationSettings.mMotionQuality;
mp->mAllowSleeping = inBodyCreationSettings.mAllowSleeping;
mp->mIndexInActiveBodies = Body::cInactiveIndex;
mp->mIslandIndex = Body::cInactiveIndex;
JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;)
mp->SetMassProperties(inBodyCreationSettings.GetMassProperties());
}
// Position body
body->SetPositionAndRotationInternal(inBodyCreationSettings.mPosition, inBodyCreationSettings.mRotation);
return body;
}
void BodyManager::FreeBody(Body *inBody) const
{
JPH_ASSERT(inBody->GetID().IsInvalid(), "This function should only be called on a body that doesn't have an ID yet, use DestroyBody otherwise");
sDeleteBody(inBody);
}
bool BodyManager::AddBody(Body *ioBody)
{
// Return error when body was already added
if (!ioBody->GetID().IsInvalid())
return false;
// Determine next free index
uint32 idx;
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
if (mBodyIDFreeListStart != cBodyIDFreeListEnd)
{
// Pop an item from the freelist
JPH_ASSERT(mBodyIDFreeListStart & cIsFreedBody);
idx = uint32(mBodyIDFreeListStart >> cFreedBodyIndexShift);
JPH_ASSERT(!sIsValidBodyPointer(mBodies[idx]));
mBodyIDFreeListStart = uintptr_t(mBodies[idx]);
mBodies[idx] = ioBody;
}
else
{
if (mBodies.size() < mBodies.capacity())
{
// Allocate a new entry, note that the array should not actually resize since we've reserved it at init time
idx = uint32(mBodies.size());
mBodies.push_back(ioBody);
}
else
{
// Out of bodies
return false;
}
}
// Update cached number of bodies
mNumBodies++;
}
// Get next sequence number and assign the ID
uint8 seq_no = GetNextSequenceNumber(idx);
ioBody->mID = BodyID(idx, seq_no);
return true;
}
bool BodyManager::AddBodyWithCustomID(Body *ioBody, const BodyID &inBodyID)
{
// Return error when body was already added
if (!ioBody->GetID().IsInvalid())
return false;
{
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Check if index is beyond the max body ID
uint32 idx = inBodyID.GetIndex();
if (idx >= mBodies.capacity())
return false; // Return error
if (idx < mBodies.size())
{
// Body array entry has already been allocated, check if there's a free body here
if (sIsValidBodyPointer(mBodies[idx]))
return false; // Return error
// Remove the entry from the freelist
uintptr_t idx_start = mBodyIDFreeListStart >> cFreedBodyIndexShift;
if (idx == idx_start)
{
// First entry, easy to remove, the start of the list is our next
mBodyIDFreeListStart = uintptr_t(mBodies[idx]);
}
else
{
// Loop over the freelist and find the entry in the freelist pointing to our index
// TODO: This is O(N), see if this becomes a performance problem (don't want to put the freed bodies in a double linked list)
uintptr_t cur, next;
for (cur = idx_start; cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift; cur = next)
{
next = uintptr_t(mBodies[cur]) >> cFreedBodyIndexShift;
if (next == idx)
{
mBodies[cur] = mBodies[idx];
break;
}
}
JPH_ASSERT(cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift);
}
// Put the body in the slot
mBodies[idx] = ioBody;
}
else
{
// Ensure that all body IDs up to this body ID have been allocated and added to the free list
while (idx > mBodies.size())
{
// Push the id onto the freelist
mBodies.push_back((Body *)mBodyIDFreeListStart);
mBodyIDFreeListStart = (uintptr_t(mBodies.size() - 1) << cFreedBodyIndexShift) | cIsFreedBody;
}
// Add the element to the list
mBodies.push_back(ioBody);
}
// Update cached number of bodies
mNumBodies++;
}
// Assign the ID
ioBody->mID = inBodyID;
return true;
}
Body *BodyManager::RemoveBodyInternal(const BodyID &inBodyID)
{
// Get body
uint32 idx = inBodyID.GetIndex();
Body *body = mBodies[idx];
// Validate that it can be removed
JPH_ASSERT(body->GetID() == inBodyID);
JPH_ASSERT(!body->IsActive());
JPH_ASSERT(!body->IsInBroadPhase());
// Push the id onto the freelist
mBodies[idx] = (Body *)mBodyIDFreeListStart;
mBodyIDFreeListStart = (uintptr_t(idx) << cFreedBodyIndexShift) | cIsFreedBody;
return body;
}
#if defined(_DEBUG) && defined(JPH_ENABLE_ASSERTS)
void BodyManager::ValidateFreeList() const
{
// Check that the freelist is correct
size_t num_freed = 0;
for (uintptr_t start = mBodyIDFreeListStart; start != cBodyIDFreeListEnd; start = uintptr_t(mBodies[start >> cFreedBodyIndexShift]))
{
JPH_ASSERT(start & cIsFreedBody);
num_freed++;
}
JPH_ASSERT(mNumBodies == mBodies.size() - num_freed);
}
#endif // defined(_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
void BodyManager::RemoveBodies(const BodyID *inBodyIDs, int inNumber, Body **outBodies)
{
// Don't take lock if no bodies are to be destroyed
if (inNumber <= 0)
return;
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Update cached number of bodies
JPH_ASSERT(mNumBodies >= (uint)inNumber);
mNumBodies -= inNumber;
for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
{
// Remove body
Body *body = RemoveBodyInternal(*b);
// Clear the ID
body->mID = BodyID();
// Return the body to the caller
if (outBodies != nullptr)
{
*outBodies = body;
++outBodies;
}
}
#if defined(_DEBUG) && defined(JPH_ENABLE_ASSERTS)
ValidateFreeList();
#endif // defined(_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
}
void BodyManager::DestroyBodies(const BodyID *inBodyIDs, int inNumber)
{
// Don't take lock if no bodies are to be destroyed
if (inNumber <= 0)
return;
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Update cached number of bodies
JPH_ASSERT(mNumBodies >= (uint)inNumber);
mNumBodies -= inNumber;
for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
{
// Remove body
Body *body = RemoveBodyInternal(*b);
// Free the body
sDeleteBody(body);
}
#if defined(_DEBUG) && defined(JPH_ENABLE_ASSERTS)
ValidateFreeList();
#endif // defined(_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
}
void BodyManager::ActivateBodies(const BodyID *inBodyIDs, int inNumber)
{
// Don't take lock if no bodies are to be activated
if (inNumber <= 0)
return;
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation);
for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
if (!b->IsInvalid())
{
BodyID body_id = *b;
Body &body = *mBodies[body_id.GetIndex()];
JPH_ASSERT(body.GetID() == body_id);
JPH_ASSERT(body.IsInBroadPhase());
if (!body.IsStatic()
&& body.mMotionProperties->mIndexInActiveBodies == Body::cInactiveIndex)
{
body.mMotionProperties->mIndexInActiveBodies = mNumActiveBodies;
body.ResetSleepTestSpheres();
JPH_ASSERT(mNumActiveBodies < GetMaxBodies());
mActiveBodies[mNumActiveBodies] = body_id;
mNumActiveBodies++; // Increment atomic after setting the body ID so that PhysicsSystem::JobFindCollisions (which doesn't lock the mActiveBodiesMutex) will only read valid IDs
// Count CCD bodies
if (body.mMotionProperties->GetMotionQuality() == EMotionQuality::LinearCast)
mNumActiveCCDBodies++;
// Call activation listener
if (mActivationListener != nullptr)
mActivationListener->OnBodyActivated(body_id, body.GetUserData());
}
}
}
void BodyManager::DeactivateBodies(const BodyID *inBodyIDs, int inNumber)
{
// Don't take lock if no bodies are to be deactivated
if (inNumber <= 0)
return;
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowDeactivation);
for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
if (!b->IsInvalid())
{
BodyID body_id = *b;
Body &body = *mBodies[body_id.GetIndex()];
JPH_ASSERT(body.GetID() == body_id);
JPH_ASSERT(body.IsInBroadPhase());
if (body.mMotionProperties != nullptr
&& body.mMotionProperties->mIndexInActiveBodies != Body::cInactiveIndex)
{
uint32 last_body_index = mNumActiveBodies - 1;
if (body.mMotionProperties->mIndexInActiveBodies != last_body_index)
{
// This is not the last body, use the last body to fill the hole
BodyID last_body_id = mActiveBodies[last_body_index];
mActiveBodies[body.mMotionProperties->mIndexInActiveBodies] = last_body_id;
// Update that body's index in the active list
Body &last_body = *mBodies[last_body_id.GetIndex()];
JPH_ASSERT(last_body.mMotionProperties->mIndexInActiveBodies == last_body_index);
last_body.mMotionProperties->mIndexInActiveBodies = body.mMotionProperties->mIndexInActiveBodies;
}
// Mark this body as no longer active
body.mMotionProperties->mIndexInActiveBodies = Body::cInactiveIndex;
body.mMotionProperties->mIslandIndex = Body::cInactiveIndex;
// Reset velocity
body.mMotionProperties->mLinearVelocity = Vec3::sZero();
body.mMotionProperties->mAngularVelocity = Vec3::sZero();
// Remove unused element from active bodies list
--mNumActiveBodies;
// Count CCD bodies
if (body.mMotionProperties->GetMotionQuality() == EMotionQuality::LinearCast)
mNumActiveCCDBodies--;
// Call activation listener
if (mActivationListener != nullptr)
mActivationListener->OnBodyDeactivated(body_id, body.GetUserData());
}
}
}
void BodyManager::SetMotionQuality(Body &ioBody, EMotionQuality inMotionQuality)
{
MotionProperties *mp = ioBody.GetMotionPropertiesUnchecked();
if (mp != nullptr && mp->GetMotionQuality() != inMotionQuality)
{
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
JPH_ASSERT(!mActiveBodiesLocked);
bool is_active = ioBody.IsActive();
if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast)
--mNumActiveCCDBodies;
mp->mMotionQuality = inMotionQuality;
if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast)
++mNumActiveCCDBodies;
}
}
void BodyManager::GetActiveBodies(BodyIDVector &outBodyIDs) const
{
JPH_PROFILE_FUNCTION();
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
outBodyIDs.assign(mActiveBodies, mActiveBodies + mNumActiveBodies);
}
void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const
{
JPH_PROFILE_FUNCTION();
UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
// Reserve space for all bodies
outBodies.clear();
outBodies.reserve(mNumBodies);
// Iterate the list and find the bodies that are not null
for (const Body *b : mBodies)
if (sIsValidBodyPointer(b))
outBodies.push_back(b->GetID());
// Validate that our reservation was correct
JPH_ASSERT(outBodies.size() == mNumBodies);
}
void BodyManager::SetBodyActivationListener(BodyActivationListener *inListener)
{
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
mActivationListener = inListener;
}
BodyManager::MutexMask BodyManager::GetMutexMask(const BodyID *inBodies, int inNumber) const
{
JPH_ASSERT(sizeof(MutexMask) * 8 >= mBodyMutexes.GetNumMutexes(), "MutexMask must have enough bits");
if (inNumber >= (int)mBodyMutexes.GetNumMutexes())
{
// Just lock everything if there are too many bodies
return GetAllBodiesMutexMask();
}
else
{
MutexMask mask = 0;
for (const BodyID *b = inBodies, *b_end = inBodies + inNumber; b < b_end; ++b)
if (!b->IsInvalid())
{
uint32 index = mBodyMutexes.GetMutexIndex(b->GetIndex());
mask |= (MutexMask(1) << index);
}
return mask;
}
}
void BodyManager::LockRead(MutexMask inMutexMask) const
{
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
int index = 0;
for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
if (mask & 1)
mBodyMutexes.GetMutexByIndex(index).lock_shared();
}
void BodyManager::UnlockRead(MutexMask inMutexMask) const
{
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
int index = 0;
for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
if (mask & 1)
mBodyMutexes.GetMutexByIndex(index).unlock_shared();
}
void BodyManager::LockWrite(MutexMask inMutexMask) const
{
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
int index = 0;
for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
if (mask & 1)
mBodyMutexes.GetMutexByIndex(index).lock();
}
void BodyManager::UnlockWrite(MutexMask inMutexMask) const
{
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
int index = 0;
for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
if (mask & 1)
mBodyMutexes.GetMutexByIndex(index).unlock();
}
void BodyManager::LockAllBodies() const
{
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
mBodyMutexes.LockAll();
PhysicsLock::sLock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
}
void BodyManager::UnlockAllBodies() const
{
PhysicsLock::sUnlock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
mBodyMutexes.UnlockAll();
}
void BodyManager::SaveState(StateRecorder &inStream) const
{
{
LockAllBodies();
// Count number of bodies
size_t num_bodies = 0;
for (const Body *b : mBodies)
if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
++num_bodies;
inStream.Write(num_bodies);
// Write state of bodies
for (const Body *b : mBodies)
if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
{
inStream.Write(b->GetID());
b->SaveState(inStream);
}
UnlockAllBodies();
}
{
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
// Write active bodies, sort because activation can come from multiple threads, so order is not deterministic
inStream.Write(mNumActiveBodies);
BodyIDVector sorted_active_bodies(mActiveBodies, mActiveBodies + mNumActiveBodies);
QuickSort(sorted_active_bodies.begin(), sorted_active_bodies.end());
for (const BodyID &id : sorted_active_bodies)
inStream.Write(id);
inStream.Write(mNumActiveCCDBodies);
}
}
bool BodyManager::RestoreState(StateRecorder &inStream)
{
{
LockAllBodies();
// Read state of bodies, note this reads it in a way to be consistent with validation
size_t old_num_bodies = 0;
for (const Body *b : mBodies)
if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
++old_num_bodies;
size_t num_bodies = old_num_bodies; // Initialize to current value for validation
inStream.Read(num_bodies);
if (num_bodies != old_num_bodies)
{
JPH_ASSERT(false, "Cannot handle adding/removing bodies");
UnlockAllBodies();
return false;
}
for (Body *b : mBodies)
if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
{
BodyID body_id = b->GetID(); // Initialize to current value for validation
inStream.Read(body_id);
if (body_id != b->GetID())
{
JPH_ASSERT(false, "Cannot handle adding/removing bodies");
UnlockAllBodies();
return false;
}
b->RestoreState(inStream);
}
UnlockAllBodies();
}
{
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
// Mark current active bodies as deactivated
for (const BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
mBodies[id->GetIndex()]->mMotionProperties->mIndexInActiveBodies = Body::cInactiveIndex;
QuickSort(mActiveBodies, mActiveBodies + mNumActiveBodies); // Sort for validation
// Read active bodies
inStream.Read(mNumActiveBodies);
for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
{
inStream.Read(*id);
mBodies[id->GetIndex()]->mMotionProperties->mIndexInActiveBodies = uint32(id - mActiveBodies);
}
inStream.Read(mNumActiveCCDBodies);
}
return true;
}
#ifdef JPH_DEBUG_RENDERER
void BodyManager::Draw(const DrawSettings &inDrawSettings, const PhysicsSettings &inPhysicsSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter)
{
JPH_PROFILE_FUNCTION();
LockAllBodies();
for (const Body *body : mBodies)
if (sIsValidBodyPointer(body) && body->IsInBroadPhase() && (!inBodyFilter || inBodyFilter->ShouldDraw(*body)))
{
JPH_ASSERT(mBodies[body->GetID().GetIndex()] == body);
bool is_sensor = body->IsSensor();
// Determine drawing mode
Color color;
if (is_sensor)
color = Color::sYellow;
else
switch (inDrawSettings.mDrawShapeColor)
{
case EShapeColor::InstanceColor:
// Each instance has own color
color = Color::sGetDistinctColor(body->mID.GetIndex());
break;
case EShapeColor::ShapeTypeColor:
color = ShapeFunctions::sGet(body->GetShape()->GetSubType()).mColor;
break;
case EShapeColor::MotionTypeColor:
// Determine color based on motion type
switch (body->mMotionType)
{
case EMotionType::Static:
color = Color::sGrey;
break;
case EMotionType::Kinematic:
color = Color::sGreen;
break;
case EMotionType::Dynamic:
color = Color::sGetDistinctColor(body->mID.GetIndex());
break;
default:
JPH_ASSERT(false);
color = Color::sBlack;
break;
}
break;
case EShapeColor::SleepColor:
// Determine color based on motion type
switch (body->mMotionType)
{
case EMotionType::Static:
color = Color::sGrey;
break;
case EMotionType::Kinematic:
color = body->IsActive()? Color::sGreen : Color::sRed;
break;
case EMotionType::Dynamic:
color = body->IsActive()? Color::sYellow : Color::sRed;
break;
default:
JPH_ASSERT(false);
color = Color::sBlack;
break;
}
break;
case EShapeColor::IslandColor:
// Determine color based on motion type
switch (body->mMotionType)
{
case EMotionType::Static:
color = Color::sGrey;
break;
case EMotionType::Kinematic:
case EMotionType::Dynamic:
{
uint32 idx = body->GetMotionProperties()->GetIslandIndexInternal();
color = idx != Body::cInactiveIndex? Color::sGetDistinctColor(idx) : Color::sLightGrey;
}
break;
default:
JPH_ASSERT(false);
color = Color::sBlack;
break;
}
break;
case EShapeColor::MaterialColor:
color = Color::sWhite;
break;
default:
JPH_ASSERT(false);
color = Color::sBlack;
break;
}
// Draw the results of GetSupportFunction
if (inDrawSettings.mDrawGetSupportFunction)
body->mShape->DrawGetSupportFunction(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), color, inDrawSettings.mDrawSupportDirection);
// Draw the results of GetSupportingFace
if (inDrawSettings.mDrawGetSupportingFace)
body->mShape->DrawGetSupportingFace(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f));
// Draw the shape
if (inDrawSettings.mDrawShape)
body->mShape->Draw(inRenderer, body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), color, inDrawSettings.mDrawShapeColor == EShapeColor::MaterialColor, inDrawSettings.mDrawShapeWireframe || is_sensor);
// Draw bounding box
if (inDrawSettings.mDrawBoundingBox)
inRenderer->DrawWireBox(body->mBounds, color);
// Draw center of mass transform
if (inDrawSettings.mDrawCenterOfMassTransform)
inRenderer->DrawCoordinateSystem(body->GetCenterOfMassTransform(), 0.2f);
// Draw world transform
if (inDrawSettings.mDrawWorldTransform)
inRenderer->DrawCoordinateSystem(body->GetWorldTransform(), 0.2f);
// Draw world space linear and angular velocity
if (inDrawSettings.mDrawVelocity)
{
RVec3 pos = body->GetCenterOfMassPosition();
inRenderer->DrawArrow(pos, pos + body->GetLinearVelocity(), Color::sGreen, 0.1f);
inRenderer->DrawArrow(pos, pos + body->GetAngularVelocity(), Color::sRed, 0.1f);
}
if (inDrawSettings.mDrawMassAndInertia && body->IsDynamic())
{
const MotionProperties *mp = body->GetMotionProperties();
// Invert mass again
float mass = 1.0f / mp->GetInverseMass();
// Invert diagonal again
Vec3 diagonal = mp->GetInverseInertiaDiagonal().Reciprocal();
// Determine how big of a box has the equivalent inertia
Vec3 box_size = MassProperties::sGetEquivalentSolidBoxSize(mass, diagonal);
// Draw box with equivalent inertia
inRenderer->DrawWireBox(body->GetCenterOfMassTransform() * Mat44::sRotation(mp->GetInertiaRotation()), AABox(-0.5f * box_size, 0.5f * box_size), Color::sOrange);
// Draw mass
inRenderer->DrawText3D(body->GetCenterOfMassPosition(), StringFormat("%.2f", (double)mass), Color::sOrange, 0.2f);
}
if (inDrawSettings.mDrawSleepStats && body->IsDynamic() && body->IsActive())
{
// Draw stats to know which bodies could go to sleep
String text = StringFormat("t: %.1f", (double)body->mMotionProperties->mSleepTestTimer);
uint8 g = uint8(Clamp(255.0f * body->mMotionProperties->mSleepTestTimer / inPhysicsSettings.mTimeBeforeSleep, 0.0f, 255.0f));
Color sleep_color = Color(0, 255 - g, g);
inRenderer->DrawText3D(body->GetCenterOfMassPosition(), text, sleep_color, 0.2f);
for (int i = 0; i < 3; ++i)
inRenderer->DrawWireSphere(JPH_IF_DOUBLE_PRECISION(body->mMotionProperties->GetSleepTestOffset() +) body->mMotionProperties->mSleepTestSpheres[i].GetCenter(), body->mMotionProperties->mSleepTestSpheres[i].GetRadius(), sleep_color);
}
}
UnlockAllBodies();
}
#endif // JPH_DEBUG_RENDERER
void BodyManager::InvalidateContactCacheForBody(Body &ioBody)
{
// If this is the first time we flip the collision cache invalid flag, we need to add it to an internal list to ensure we reset the flag at the end of the physics update
if (ioBody.InvalidateContactCacheInternal())
{
lock_guard lock(mBodiesCacheInvalidMutex);
mBodiesCacheInvalid.push_back(ioBody.GetID());
}
}
void BodyManager::ValidateContactCacheForAllBodies()
{
lock_guard lock(mBodiesCacheInvalidMutex);
for (const BodyID &b : mBodiesCacheInvalid)
{
// The body may have been removed between the call to InvalidateContactCacheForBody and this call, so check if it still exists
Body *body = TryGetBody(b);
if (body != nullptr)
body->ValidateContactCacheInternal();
}
mBodiesCacheInvalid.clear();
}
#ifdef _DEBUG
void BodyManager::ValidateActiveBodyBounds()
{
UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
for (BodyID *id = mActiveBodies, *id_end = mActiveBodies + mNumActiveBodies; id < id_end; ++id)
{
const Body *body = mBodies[id->GetIndex()];
AABox cached = body->GetWorldSpaceBounds();
AABox calculated = body->GetShape()->GetWorldSpaceBounds(body->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f));
JPH_ASSERT(cached == calculated);
}
}
#endif // _DEBUG
JPH_NAMESPACE_END