singe/thirdparty/JoltPhysics/Jolt/Physics/Constraints/ContactConstraintManager.cpp
2026-09-05 19:52:04 -05:00

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83 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/Constraints/ContactConstraintManager.h>
#include <Jolt/Physics/Constraints/CalculateSolverSteps.h>
#include <Jolt/Physics/Body/Body.h>
#include <Jolt/Physics/PhysicsUpdateContext.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/IslandBuilder.h>
#include <Jolt/Physics/DeterminismLog.h>
#include <Jolt/Core/TempAllocator.h>
#include <Jolt/Core/QuickSort.h>
#include <Jolt/Core/Prefetch.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#endif // JPH_DEBUG_RENDERER
JPH_NAMESPACE_BEGIN
using namespace literals;
#ifdef JPH_DEBUG_RENDERER
bool ContactConstraintManager::sDrawContactPoint = false;
bool ContactConstraintManager::sDrawSupportingFaces = false;
bool ContactConstraintManager::sDrawContactPointReduction = false;
bool ContactConstraintManager::sDrawContactManifolds = false;
#endif // JPH_DEBUG_RENDERER
//#define JPH_MANIFOLD_CACHE_DEBUG
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::WorldContactPoint
////////////////////////////////////////////////////////////////////////////////////////////////////////
template <EMotionType Type1, EMotionType Type2>
JPH_INLINE void ContactConstraintManager::WorldContactPoint<Type1, Type2>::CalculateNonPenetrationConstraintProperties(float inDeltaTime, Vec3Arg inGravity, const Body &inBody1, const Body &inBody2, float inInvM1, float inInvM2, Mat44Arg inInvI1, Mat44Arg inInvI2, RVec3Arg inWorldSpacePosition1, RVec3Arg inWorldSpacePosition2, Vec3Arg inWorldSpaceNormal, const ContactSettings &inSettings, float inMinVelocityForRestitution)
{
JPH_DET_LOG("CalculateNonPenetrationConstraintProperties: p1: " << inWorldSpacePosition1 << " p2: " << inWorldSpacePosition2
<< " normal: " << inWorldSpaceNormal << " restitution: " << inSettings.mCombinedRestitution << " minv: " << inMinVelocityForRestitution);
// Calculate collision points relative to body
RVec3 p = 0.5_r * (inWorldSpacePosition1 + inWorldSpacePosition2);
Vec3 r1 = Vec3(p - inBody1.GetCenterOfMassPosition());
Vec3 r2 = Vec3(p - inBody2.GetCenterOfMassPosition());
const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked();
// Calculate velocity of collision points
Vec3 relative_velocity;
if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
relative_velocity = mp2->GetPointVelocityCOM(r2) - mp1->GetPointVelocityCOM(r1);
else if constexpr (Type1 != EMotionType::Static)
relative_velocity = -mp1->GetPointVelocityCOM(r1);
else if constexpr (Type2 != EMotionType::Static)
relative_velocity = mp2->GetPointVelocityCOM(r2);
else
{
JPH_ASSERT(false, "Static vs static makes no sense");
relative_velocity = Vec3::sZero();
}
float normal_velocity = relative_velocity.Dot(inWorldSpaceNormal);
// How much the shapes are penetrating (> 0 if penetrating, < 0 if separated)
float penetration = Vec3(inWorldSpacePosition1 - inWorldSpacePosition2).Dot(inWorldSpaceNormal);
// If there is no penetration, this is a speculative contact and we will apply a bias to the contact constraint
// so that the constraint becomes relative_velocity . contact normal > -penetration / delta_time
// instead of relative_velocity . contact normal > 0
// See: GDC 2013: "Physics for Game Programmers; Continuous Collision" - Erin Catto
float speculative_contact_velocity_bias = max(0.0f, -penetration / inDeltaTime);
// Determine if the velocity is big enough for restitution
float normal_velocity_bias;
if (inSettings.mCombinedRestitution > 0.0f && normal_velocity < -inMinVelocityForRestitution)
{
// We have a velocity that is big enough for restitution. This is where speculative contacts don't work
// great as we have to decide now if we're going to apply the restitution or not. If the relative
// velocity is big enough for a hit, we apply the restitution (in the end, due to other constraints,
// the objects may actually not collide and we will have applied restitution incorrectly). Another
// artifact that occurs because of this approximation is that the object will bounce from its current
// position rather than from a position where it is touching the other object. This causes the object
// to appear to move faster for 1 frame (the opposite of time stealing).
if (normal_velocity < -speculative_contact_velocity_bias)
{
// The gravity / constant forces are applied in the beginning of the time step.
// If we get here, there was a collision at the beginning of the time step, so we've applied too much force.
// This means that our calculated restitution can be too high resulting in an increase in energy.
// So, when we apply restitution, we cancel the added velocity due to these forces.
Vec3 relative_acceleration;
// Calculate effect of gravity
if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
relative_acceleration = inGravity * (mp2->GetGravityFactor() - mp1->GetGravityFactor());
else if constexpr (Type1 != EMotionType::Static)
relative_acceleration = -inGravity * mp1->GetGravityFactor();
else if constexpr (Type2 != EMotionType::Static)
relative_acceleration = inGravity * mp2->GetGravityFactor();
else
{
JPH_ASSERT(false, "Static vs static makes no sense");
relative_acceleration = Vec3::sZero();
}
// Calculate effect of accumulated forces
if constexpr (Type1 == EMotionType::Dynamic)
relative_acceleration -= mp1->GetAccumulatedForce() * mp1->GetInverseMass();
if constexpr (Type2 == EMotionType::Dynamic)
relative_acceleration += mp2->GetAccumulatedForce() * mp2->GetInverseMass();
// We only compensate forces towards the contact normal.
float force_delta_velocity = min(0.0f, relative_acceleration.Dot(inWorldSpaceNormal) * inDeltaTime);
normal_velocity_bias = inSettings.mCombinedRestitution * (normal_velocity - force_delta_velocity);
}
else
{
// In this case we have predicted that we don't hit the other object, but if we do (due to other constraints changing velocities)
// the speculative contact will prevent penetration but will not apply restitution leading to another artifact.
normal_velocity_bias = speculative_contact_velocity_bias;
}
}
else
{
// No restitution. We can safely apply our contact velocity bias.
normal_velocity_bias = speculative_contact_velocity_bias;
}
mNonPenetrationConstraint.CalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceNormal, normal_velocity_bias);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::ContactConstraint
////////////////////////////////////////////////////////////////////////////////////////////////////////
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::ContactConstraint<Type1, Type2>::CalculateFrictionConstraintProperties(const Body &inBody1, const Body &inBody2, float inInvM1, float inInvM2, Mat44Arg inInvI1, Mat44Arg inInvI2, const RVec3 *inWorldSpaceContacts, Vec3Arg inWorldSpaceNormal, Vec3Arg inWorldSpaceTangent1, Vec3Arg inWorldSpaceTangent2, const ContactSettings &inSettings)
{
// Calculate friction part
if (inSettings.mCombinedFriction > 0.0f)
{
// Calculate point where the friction applies by averaging the contact points
RVec3 friction_point = RVec3::sZero();
for (uint32 i = 0; i < mNumContactPoints; ++i)
friction_point += inWorldSpaceContacts[i];
friction_point /= Real(mNumContactPoints);
JPH_DET_LOG("CalculateFrictionConstraintProperties: point: " << friction_point
<< " friction: " << inSettings.mCombinedFriction
<< " surface_vel: " << inSettings.mRelativeLinearSurfaceVelocity << " surface_ang: " << inSettings.mRelativeAngularSurfaceVelocity);
// Calculate distance of contact points to friction center in the normal plane
for (uint32 i = 0; i < mNumContactPoints; ++i)
{
Vec3 delta = Vec3(inWorldSpaceContacts[i] - friction_point);
mContactPoints[i].mDistanceToFrictionCenter = (delta - delta.Dot(inWorldSpaceNormal) * inWorldSpaceNormal).Length();
}
// Calculate relative friction points
Vec3 r1 = Vec3(friction_point - inBody1.GetCenterOfMassPosition());
Vec3 r2 = Vec3(friction_point - inBody2.GetCenterOfMassPosition());
// Get surface velocity relative to tangents
Vec3 ws_surface_velocity = inSettings.mRelativeLinearSurfaceVelocity + inSettings.mRelativeAngularSurfaceVelocity.Cross(r1);
float surface_velocity1 = inWorldSpaceTangent1.Dot(ws_surface_velocity);
float surface_velocity2 = inWorldSpaceTangent2.Dot(ws_surface_velocity);
// Implement friction as 2 ContactConstraintParts
mFrictionConstraint1.CalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceTangent1, surface_velocity1);
mFrictionConstraint2.CalculateConstraintProperties(inInvM1, inInvI1, r1, inInvM2, inInvI2, r2, inWorldSpaceTangent2, surface_velocity2);
// Only apply angular friction if we have more than 1 contact point
if (mNumContactPoints > 1)
mAngularFrictionConstraint.CalculateConstraintProperties(inInvI1, inInvI2, inWorldSpaceNormal, inSettings.mRelativeAngularSurfaceVelocity.Dot(inWorldSpaceNormal));
else
mAngularFrictionConstraint.Deactivate();
}
else
{
// Turn off friction constraint
mFrictionConstraint1.Deactivate();
mFrictionConstraint2.Deactivate();
mAngularFrictionConstraint.Deactivate();
}
}
#ifdef JPH_DEBUG_RENDERER
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::ContactConstraint<Type1, Type2>::Draw(DebugRenderer *inRenderer, const ManifoldCache &inManifoldCache, ColorArg inManifoldColor) const
{
if (mNumContactPoints == 0)
return;
const CachedManifold &cached_manifold = inManifoldCache.FromHandle(mCachedManifoldHandle)->GetValue();
// Get body transforms
RMat44 transform_body1 = mBody1->GetCenterOfMassTransform();
RMat44 transform_body2 = mBody2->GetCenterOfMassTransform();
RVec3 prev_point = transform_body1 * Vec3::sLoadFloat3Unsafe(cached_manifold.mContactPoints[mNumContactPoints - 1].mPosition1);
for (uint32 i = 0; i < mNumContactPoints; ++i)
{
const WorldContactPoint<Type1, Type2> &wcp = mContactPoints[i];
const CachedContactPoint &ccp = cached_manifold.mContactPoints[i];
// Test if any lambda from the previous frame was transferred
float radius = wcp.mNonPenetrationConstraint.GetTotalLambda() == 0.0f
&& mFrictionConstraint1.GetTotalLambda() == 0.0f
&& mFrictionConstraint2.GetTotalLambda() == 0.0f
&& mAngularFrictionConstraint.GetTotalLambda() == 0.0f? 0.1f : 0.2f;
RVec3 next_point = transform_body1 * Vec3::sLoadFloat3Unsafe(ccp.mPosition1);
inRenderer->DrawMarker(next_point, Color::sCyan, radius);
inRenderer->DrawMarker(transform_body2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2), Color::sPurple, radius);
// Draw edge
inRenderer->DrawArrow(prev_point, next_point, inManifoldColor, 0.05f);
prev_point = next_point;
}
// Draw normal
RVec3 wp = transform_body1 * Vec3::sLoadFloat3Unsafe(cached_manifold.mContactPoints[0].mPosition1);
inRenderer->DrawArrow(wp, wp + GetWorldSpaceNormal(), Color::sRed, 0.05f);
// Get tangents
Vec3 t1, t2;
GetTangents(t1, t2);
// Draw tangents
inRenderer->DrawLine(wp, wp + t1, Color::sGreen);
inRenderer->DrawLine(wp, wp + t2, Color::sBlue);
}
#endif // JPH_DEBUG_RENDERER
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::CachedContactPoint
////////////////////////////////////////////////////////////////////////////////////////////////////////
void ContactConstraintManager::CachedContactPoint::SaveState(StateRecorder &inStream) const
{
inStream.Write(mPosition1);
inStream.Write(mPosition2);
inStream.Write(mNonPenetrationLambda);
}
void ContactConstraintManager::CachedContactPoint::RestoreState(StateRecorder &inStream)
{
inStream.Read(mPosition1);
inStream.Read(mPosition2);
inStream.Read(mNonPenetrationLambda);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::CachedManifold
////////////////////////////////////////////////////////////////////////////////////////////////////////
void ContactConstraintManager::CachedManifold::SaveState(StateRecorder &inStream) const
{
inStream.Write(mContactNormal);
inStream.Write(mFrictionLambda);
inStream.Write(mAngularFrictionLambda);
}
void ContactConstraintManager::CachedManifold::RestoreState(StateRecorder &inStream)
{
inStream.Read(mContactNormal);
inStream.Read(mFrictionLambda);
inStream.Read(mAngularFrictionLambda);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::CachedBodyPair
////////////////////////////////////////////////////////////////////////////////////////////////////////
void ContactConstraintManager::CachedBodyPair::SaveState(StateRecorder &inStream) const
{
inStream.Write(mDeltaPosition);
inStream.Write(mDeltaRotation);
}
void ContactConstraintManager::CachedBodyPair::RestoreState(StateRecorder &inStream)
{
inStream.Read(mDeltaPosition);
inStream.Read(mDeltaRotation);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager::ManifoldCache
////////////////////////////////////////////////////////////////////////////////////////////////////////
void ContactConstraintManager::ManifoldCache::Init(uint inMaxBodyPairs, uint inMaxContactConstraints, uint inCachedManifoldsSize)
{
JPH_ASSERT(inMaxContactConstraints <= cMaxContactConstraintsLimit); // Should have been enforced by caller
uint max_body_pairs = min(inMaxBodyPairs, cMaxBodyPairsLimit);
JPH_ASSERT(max_body_pairs == inMaxBodyPairs, "Cannot support this many body pairs!");
max_body_pairs = max(max_body_pairs, 4u); // Because our hash map requires at least 4 buckets, we need to have a minimum number of body pairs
mAllocator.Init(uint(min(uint64(max_body_pairs) * sizeof(BPKeyValue) + inCachedManifoldsSize, uint64(~uint(0)))));
mCachedManifolds.Init(GetNextPowerOf2(inMaxContactConstraints));
mCachedBodyPairs.Init(GetNextPowerOf2(max_body_pairs));
}
void ContactConstraintManager::ManifoldCache::Clear()
{
JPH_PROFILE_FUNCTION();
mCachedManifolds.Clear();
mCachedBodyPairs.Clear();
mAllocator.Clear();
#ifdef JPH_ENABLE_ASSERTS
// Mark as incomplete
mIsFinalized = false;
#endif
}
void ContactConstraintManager::ManifoldCache::Prepare(uint inExpectedNumBodyPairs, uint inExpectedNumManifolds)
{
// Minimum amount of buckets to use in the hash map
constexpr uint32 cMinBuckets = 1024;
// Use the next higher power of 2 of amount of objects in the cache from last frame to determine the amount of buckets in this frame
mCachedManifolds.SetNumBuckets(min(max(cMinBuckets, GetNextPowerOf2(inExpectedNumManifolds)), mCachedManifolds.GetMaxBuckets()));
mCachedBodyPairs.SetNumBuckets(min(max(cMinBuckets, GetNextPowerOf2(inExpectedNumBodyPairs)), mCachedBodyPairs.GetMaxBuckets()));
}
const ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::Find(const SubShapeIDPair &inKey, uint64 inKeyHash) const
{
JPH_ASSERT(mIsFinalized);
return mCachedManifolds.Find(inKey, inKeyHash);
}
ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::Create(ContactAllocator &ioContactAllocator, const SubShapeIDPair &inKey, uint64 inKeyHash, int inNumContactPoints)
{
JPH_ASSERT(!mIsFinalized);
MKeyValue *kv = mCachedManifolds.Create(ioContactAllocator, inKey, inKeyHash, CachedManifold::sGetRequiredExtraSize(inNumContactPoints));
if (kv == nullptr)
{
ioContactAllocator.mErrors |= EPhysicsUpdateError::ManifoldCacheFull;
return nullptr;
}
kv->GetValue().mNumContactPoints = uint16(inNumContactPoints);
++ioContactAllocator.mNumManifolds;
return kv;
}
ContactConstraintManager::MKVAndCreated ContactConstraintManager::ManifoldCache::FindOrCreate(ContactAllocator &ioContactAllocator, const SubShapeIDPair &inKey, uint64 inKeyHash, int inNumContactPoints)
{
MKeyValue *kv = const_cast<MKeyValue *>(mCachedManifolds.Find(inKey, inKeyHash));
if (kv != nullptr)
return { kv, false };
return { Create(ioContactAllocator, inKey, inKeyHash, inNumContactPoints), true };
}
uint32 ContactConstraintManager::ManifoldCache::ToHandle(const MKeyValue *inKeyValue) const
{
JPH_ASSERT(!mIsFinalized);
return mCachedManifolds.ToHandle(inKeyValue);
}
const ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::FromHandle(uint32 inHandle) const
{
return mCachedManifolds.FromHandle(inHandle);
}
ContactConstraintManager::MKeyValue *ContactConstraintManager::ManifoldCache::FromHandle(uint32 inHandle)
{
return mCachedManifolds.FromHandle(inHandle);
}
const ContactConstraintManager::BPKeyValue *ContactConstraintManager::ManifoldCache::Find(const BodyPair &inKey, uint64 inKeyHash) const
{
JPH_ASSERT(mIsFinalized);
return mCachedBodyPairs.Find(inKey, inKeyHash);
}
ContactConstraintManager::BPKeyValue *ContactConstraintManager::ManifoldCache::Create(ContactAllocator &ioContactAllocator, const BodyPair &inKey, uint64 inKeyHash)
{
JPH_ASSERT(!mIsFinalized);
BPKeyValue *kv = mCachedBodyPairs.Create(ioContactAllocator, inKey, inKeyHash, 0);
if (kv == nullptr)
{
ioContactAllocator.mErrors |= EPhysicsUpdateError::BodyPairCacheFull;
return nullptr;
}
++ioContactAllocator.mNumBodyPairs;
return kv;
}
void ContactConstraintManager::ManifoldCache::GetAllBodyPairsSorted(Array<const BPKeyValue *> &outAll) const
{
JPH_ASSERT(mIsFinalized);
mCachedBodyPairs.GetAllKeyValues(outAll);
// Sort by key
QuickSort(outAll.begin(), outAll.end(), [](const BPKeyValue *inLHS, const BPKeyValue *inRHS) {
return inLHS->GetKey() < inRHS->GetKey();
});
}
void ContactConstraintManager::ManifoldCache::GetAllManifoldsSorted(const CachedBodyPair &inBodyPair, Array<const MKeyValue *> &outAll) const
{
JPH_ASSERT(mIsFinalized);
// Iterate through the attached manifolds
for (uint32 handle = inBodyPair.mFirstCachedManifold; handle != ManifoldMap::cInvalidHandle; handle = FromHandle(handle)->GetValue().mNextWithSameBodyPair)
{
const MKeyValue *kv = mCachedManifolds.FromHandle(handle);
outAll.push_back(kv);
}
// Sort by key
QuickSort(outAll.begin(), outAll.end(), [](const MKeyValue *inLHS, const MKeyValue *inRHS) {
return inLHS->GetKey() < inRHS->GetKey();
});
}
void ContactConstraintManager::ManifoldCache::GetAllCCDManifoldsSorted(Array<const MKeyValue *> &outAll) const
{
mCachedManifolds.GetAllKeyValues(outAll);
for (int i = (int)outAll.size() - 1; i >= 0; --i)
if ((outAll[i]->GetValue().mFlags & (uint16)CachedManifold::EFlags::CCDContact) == 0)
{
outAll[i] = outAll.back();
outAll.pop_back();
}
// Sort by key
QuickSort(outAll.begin(), outAll.end(), [](const MKeyValue *inLHS, const MKeyValue *inRHS) {
return inLHS->GetKey() < inRHS->GetKey();
});
}
void ContactConstraintManager::ManifoldCache::ContactPointRemovedCallbacks(ContactListener *inListener)
{
JPH_PROFILE_FUNCTION();
for (MKeyValue &kv : mCachedManifolds)
if ((kv.GetValue().mFlags & uint16(CachedManifold::EFlags::ContactPersisted)) == 0)
inListener->OnContactRemoved(kv.GetKey());
}
#ifdef JPH_ENABLE_ASSERTS
void ContactConstraintManager::ManifoldCache::Finalize()
{
mIsFinalized = true;
#ifdef JPH_MANIFOLD_CACHE_DEBUG
Trace("ManifoldMap:");
mCachedManifolds.TraceStats();
Trace("BodyPairMap:");
mCachedBodyPairs.TraceStats();
#endif // JPH_MANIFOLD_CACHE_DEBUG
}
#endif
void ContactConstraintManager::ManifoldCache::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const
{
JPH_ASSERT(mIsFinalized);
// Get contents of cache
Array<const BPKeyValue *> all_bp;
GetAllBodyPairsSorted(all_bp);
// Determine which ones to save
Array<const BPKeyValue *> selected_bp;
if (inFilter == nullptr)
selected_bp = std::move(all_bp);
else
{
selected_bp.reserve(all_bp.size());
for (const BPKeyValue *bp_kv : all_bp)
if (inFilter->ShouldSaveContact(bp_kv->GetKey().mBodyA, bp_kv->GetKey().mBodyB))
selected_bp.push_back(bp_kv);
}
// Write body pairs
uint32 num_body_pairs = uint32(selected_bp.size());
inStream.Write(num_body_pairs);
for (const BPKeyValue *bp_kv : selected_bp)
{
// Write body pair key
inStream.Write(bp_kv->GetKey());
// Write body pair
const CachedBodyPair &bp = bp_kv->GetValue();
bp.SaveState(inStream);
// Get attached manifolds
Array<const MKeyValue *> all_m;
GetAllManifoldsSorted(bp, all_m);
// Write num manifolds
uint32 num_manifolds = uint32(all_m.size());
inStream.Write(num_manifolds);
// Write all manifolds
for (const MKeyValue *m_kv : all_m)
{
// Write key
inStream.Write(m_kv->GetKey());
const CachedManifold &cm = m_kv->GetValue();
JPH_ASSERT((cm.mFlags & (uint16)CachedManifold::EFlags::CCDContact) == 0);
// Write amount of contacts
inStream.Write(cm.mNumContactPoints);
// Write manifold
cm.SaveState(inStream);
// Write contact points
for (uint32 i = 0; i < cm.mNumContactPoints; ++i)
cm.mContactPoints[i].SaveState(inStream);
}
}
// Get CCD manifolds
Array<const MKeyValue *> all_m;
GetAllCCDManifoldsSorted(all_m);
// Determine which ones to save
Array<const MKeyValue *> selected_m;
if (inFilter == nullptr)
selected_m = std::move(all_m);
else
{
selected_m.reserve(all_m.size());
for (const MKeyValue *m_kv : all_m)
if (inFilter->ShouldSaveContact(m_kv->GetKey().GetBody1ID(), m_kv->GetKey().GetBody2ID()))
selected_m.push_back(m_kv);
}
// Write all CCD manifold keys
uint32 num_manifolds = uint32(selected_m.size());
inStream.Write(num_manifolds);
for (const MKeyValue *m_kv : selected_m)
inStream.Write(m_kv->GetKey());
}
bool ContactConstraintManager::ManifoldCache::RestoreState(const ManifoldCache &inReadCache, StateRecorder &inStream, const StateRecorderFilter *inFilter)
{
JPH_ASSERT(!mIsFinalized);
bool success = true;
// Create a contact allocator for restoring the contact cache
ContactAllocator contact_allocator(GetContactAllocator());
// When validating, get all existing body pairs
Array<const BPKeyValue *> all_bp;
if (inStream.IsValidating())
inReadCache.GetAllBodyPairsSorted(all_bp);
// Read amount of body pairs
uint32 num_body_pairs;
if (inStream.IsValidating())
num_body_pairs = uint32(all_bp.size());
inStream.Read(num_body_pairs);
// Read entire cache
for (uint32 i = 0; i < num_body_pairs; ++i)
{
// Read key
BodyPair body_pair_key;
if (inStream.IsValidating() && i < all_bp.size())
body_pair_key = all_bp[i]->GetKey();
inStream.Read(body_pair_key);
// Check if we want to restore this contact
if (inFilter == nullptr || inFilter->ShouldRestoreContact(body_pair_key.mBodyA, body_pair_key.mBodyB))
{
// Create new entry for this body pair
uint64 body_pair_hash = body_pair_key.GetHash();
BPKeyValue *bp_kv = Create(contact_allocator, body_pair_key, body_pair_hash);
if (bp_kv == nullptr)
{
// Out of cache space
success = false;
break;
}
CachedBodyPair &bp = bp_kv->GetValue();
// Read body pair
if (inStream.IsValidating() && i < all_bp.size())
memcpy(&bp, &all_bp[i]->GetValue(), sizeof(CachedBodyPair));
bp.RestoreState(inStream);
// When validating, get all existing manifolds
Array<const MKeyValue *> all_m;
if (inStream.IsValidating() && i < all_bp.size())
inReadCache.GetAllManifoldsSorted(all_bp[i]->GetValue(), all_m);
// Read amount of manifolds
uint32 num_manifolds = 0;
if (inStream.IsValidating())
num_manifolds = uint32(all_m.size());
inStream.Read(num_manifolds);
uint32 handle = ManifoldMap::cInvalidHandle;
for (uint32 j = 0; j < num_manifolds; ++j)
{
// Read key
SubShapeIDPair sub_shape_key;
if (inStream.IsValidating() && j < all_m.size())
sub_shape_key = all_m[j]->GetKey();
inStream.Read(sub_shape_key);
uint64 sub_shape_key_hash = sub_shape_key.GetHash();
// Read amount of contact points
uint16 num_contact_points = 0;
if (inStream.IsValidating() && j < all_m.size())
num_contact_points = all_m[j]->GetValue().mNumContactPoints;
inStream.Read(num_contact_points);
// Read manifold
MKeyValue *m_kv = Create(contact_allocator, sub_shape_key, sub_shape_key_hash, num_contact_points);
if (m_kv == nullptr)
{
// Out of cache space
success = false;
break;
}
CachedManifold &cm = m_kv->GetValue();
if (inStream.IsValidating() && j < all_m.size())
{
memcpy(&cm, &all_m[j]->GetValue(), CachedManifold::sGetRequiredTotalSize(num_contact_points));
cm.mNumContactPoints = uint16(num_contact_points); // Restore num contact points
}
cm.RestoreState(inStream);
cm.mNextWithSameBodyPair = handle;
handle = ToHandle(m_kv);
// Read contact points
for (uint32 k = 0; k < num_contact_points; ++k)
cm.mContactPoints[k].RestoreState(inStream);
}
bp.mFirstCachedManifold = handle;
}
else
{
// Skip the contact
CachedBodyPair bp;
bp.RestoreState(inStream);
uint32 num_manifolds = 0;
inStream.Read(num_manifolds);
for (uint32 j = 0; j < num_manifolds; ++j)
{
SubShapeIDPair sub_shape_key;
inStream.Read(sub_shape_key);
uint16 num_contact_points;
inStream.Read(num_contact_points);
CachedManifold cm;
cm.RestoreState(inStream);
for (uint32 k = 0; k < num_contact_points; ++k)
cm.mContactPoints[0].RestoreState(inStream);
}
}
}
// When validating, get all existing CCD manifolds
Array<const MKeyValue *> all_m;
if (inStream.IsValidating())
inReadCache.GetAllCCDManifoldsSorted(all_m);
// Read amount of CCD manifolds
uint32 num_manifolds;
if (inStream.IsValidating())
num_manifolds = uint32(all_m.size());
inStream.Read(num_manifolds);
for (uint32 j = 0; j < num_manifolds; ++j)
{
// Read key
SubShapeIDPair sub_shape_key;
if (inStream.IsValidating() && j < all_m.size())
sub_shape_key = all_m[j]->GetKey();
inStream.Read(sub_shape_key);
// Check if we want to restore this contact
if (inFilter == nullptr || inFilter->ShouldRestoreContact(sub_shape_key.GetBody1ID(), sub_shape_key.GetBody2ID()))
{
// Create CCD manifold
uint64 sub_shape_key_hash = sub_shape_key.GetHash();
MKeyValue *m_kv = Create(contact_allocator, sub_shape_key, sub_shape_key_hash, 0);
if (m_kv == nullptr)
{
// Out of cache space
success = false;
break;
}
CachedManifold &cm = m_kv->GetValue();
cm.mFlags |= (uint16)CachedManifold::EFlags::CCDContact;
}
}
#ifdef JPH_ENABLE_ASSERTS
// We don't finalize until the last part is restored
if (inStream.IsLastPart())
mIsFinalized = true;
#endif
return success;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ContactConstraintManager
////////////////////////////////////////////////////////////////////////////////////////////////////////
ContactConstraintManager::ContactConstraintManager(const PhysicsSettings &inPhysicsSettings) :
mPhysicsSettings(inPhysicsSettings)
{
#ifdef JPH_ENABLE_ASSERTS
// For the first frame mark this empty buffer as finalized
mCache[mCacheWriteIdx ^ 1].Finalize();
#endif
}
ContactConstraintManager::~ContactConstraintManager()
{
JPH_ASSERT(mConstraints == nullptr);
JPH_ASSERT(mConstraintIdxToOffset == nullptr);
}
void ContactConstraintManager::Init(uint inMaxBodyPairs, uint inMaxContactConstraints)
{
// Limit the number of constraints so that the allocation size fits in an unsigned integer
mMaxConstraints = min(inMaxContactConstraints, cMaxContactConstraintsLimit);
JPH_ASSERT(mMaxConstraints == inMaxContactConstraints, "Cannot support this many contact constraints!");
mMaxConstraints = max(mMaxConstraints, 4u); // Because our hash map requires at least 4 buckets, we need to have a minimum number of constraints
// Calculate worst case cache usage
constexpr uint cMaxManifoldSizePerConstraint = sizeof(MKeyValue) + CachedManifold::sGetRequiredExtraSize(MaxContactPoints);
static_assert(cMaxManifoldSizePerConstraint < cMaxConstraintSize); // If not true, then the next line can overflow
uint cached_manifolds_size = mMaxConstraints * cMaxManifoldSizePerConstraint;
// Init the caches
mCache[0].Init(inMaxBodyPairs, mMaxConstraints, cached_manifolds_size);
mCache[1].Init(inMaxBodyPairs, mMaxConstraints, cached_manifolds_size);
}
void ContactConstraintManager::PrepareConstraintBuffer(PhysicsUpdateContext *inContext)
{
// Store context
mUpdateContext = inContext;
// Store read / write cache
mReadCache = &mCache[mCacheWriteIdx ^ 1];
mWriteCache = &mCache[mCacheWriteIdx];
// Allocate temporary constraint buffer
JPH_ASSERT(mConstraints == nullptr);
mConstraints = (uint8 *)inContext->mTempAllocator->Allocate(mMaxConstraints * cMaxConstraintSize);
JPH_ASSERT(mConstraintIdxToOffset == nullptr);
mConstraintIdxToOffset = (uint32 *)inContext->mTempAllocator->Allocate(mMaxConstraints * sizeof(uint32));
}
template <EMotionType Type1, EMotionType Type2>
JPH_INLINE ContactConstraintManager::ContactConstraint<Type1, Type2> *ContactConstraintManager::CreateConstraint(bool &ioActivateAndLinkBodies, Body &inBody1, Body &inBody2, uint64 inSortKey, uint32 inCachedManifoldHandle, Vec3Arg inWorldSpaceNormal, const ContactSettings &inSettings, uint32 inNumContactPoints)
{
// Calculate the size of this constraint
uint32 constraint_size = (uint32)AlignUp(sizeof(ContactConstraint<Type1, Type2>) + (inNumContactPoints - 1) * sizeof(WorldContactPoint<Type1, Type2>), alignof(ContactConstraint<Type1, Type2>));
JPH_ASSERT(constraint_size <= cMaxConstraintSize);
// Reserve space for constraint
uint64 constraint_idx_and_constraint_offset = mNumConstraintsAndNextConstraintOffset.fetch_add((uint64(constraint_size) << 32) + 1, memory_order_relaxed);
uint32 constraint_idx = uint32(constraint_idx_and_constraint_offset);
if (constraint_idx >= mMaxConstraints)
return nullptr;
bool body1_dynamic = inBody1.IsDynamic();
bool body2_dynamic = inBody2.IsDynamic();
if (ioActivateAndLinkBodies)
{
// Do this only once
ioActivateAndLinkBodies = false;
// Wake up sleeping bodies
BodyID body_ids[2];
int num_bodies = 0;
if (body1_dynamic && !inBody1.IsActive())
body_ids[num_bodies++] = inBody1.GetID();
if (body2_dynamic && !inBody2.IsActive())
body_ids[num_bodies++] = inBody2.GetID();
if (num_bodies > 0)
mUpdateContext->mBodyManager->ActivateBodies(body_ids, num_bodies);
// Link the two bodies only if both are dynamic. If one of them is static or kinematic they don't need to go into
// the same simulation island as a constraint cannot affect the velocity of a kinematic body.
if (body1_dynamic && body2_dynamic)
mUpdateContext->mIslandBuilder->LinkBodies(inBody1.GetIndexInActiveBodiesInternal(), inBody2.GetIndexInActiveBodiesInternal());
}
// Link the contact to the first dynamic body
if (body1_dynamic)
mUpdateContext->mIslandBuilder->LinkContact(constraint_idx, inBody1.GetIndexInActiveBodiesInternal());
else
{
JPH_ASSERT(body2_dynamic);
mUpdateContext->mIslandBuilder->LinkContact(constraint_idx, inBody2.GetIndexInActiveBodiesInternal());
}
// Store offset for constraint
uint32 constraint_offset = uint32(constraint_idx_and_constraint_offset >> 32);
JPH_ASSERT(constraint_offset + constraint_size <= mMaxConstraints * cMaxConstraintSize);
mConstraintIdxToOffset[constraint_idx] = constraint_offset;
// Construct constraint
ContactConstraint<Type1, Type2> *constraint = reinterpret_cast<ContactConstraint<Type1, Type2> *>(mConstraints + constraint_offset);
JPH_ASSERT(IsAligned(constraint, alignof(ContactConstraint<Type1, Type2>)));
new (constraint) ContactConstraint<Type1, Type2>();
constraint->mBody1 = &inBody1;
constraint->mBody2 = &inBody2;
constraint->mSortKey = inSortKey;
inWorldSpaceNormal.StoreFloat3(&constraint->mWorldSpaceNormal);
constraint->mCombinedFriction = inSettings.mCombinedFriction;
constraint->mInvInertiaScale1 = inSettings.mInvInertiaScale1;
constraint->mInvInertiaScale2 = inSettings.mInvInertiaScale2;
constraint->mCachedManifoldHandle = inCachedManifoldHandle;
constraint->mNumContactPoints = inNumContactPoints;
#ifdef JPH_TRACK_SIMULATION_STATS
// Track new contact constraints
if constexpr (Type1 != EMotionType::Static)
inBody1.GetMotionPropertiesUnchecked()->GetSimulationStats().mNumContactConstraints.fetch_add(1, memory_order_relaxed);
if constexpr (Type2 != EMotionType::Static)
inBody2.GetMotionPropertiesUnchecked()->GetSimulationStats().mNumContactConstraints.fetch_add(1, memory_order_relaxed);
#endif
return constraint;
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::TemplatedGetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, const CachedBodyPair &inCachedBodyPair, CachedBodyPair &outCachedBodyPair)
{
// Get body transforms
RMat44 transform_body1 = inBody1.GetCenterOfMassTransform();
RMat44 transform_body2 = inBody2.GetCenterOfMassTransform();
// Get time step and gravity
float delta_time = mUpdateContext->mStepDeltaTime;
Vec3 gravity = mUpdateContext->mPhysicsSystem->GetGravity();
// Copy manifolds
uint32 output_handle = ManifoldMap::cInvalidHandle;
uint32 input_handle = inCachedBodyPair.mFirstCachedManifold;
bool link_bodies = true;
do
{
JPH_PROFILE("Add Constraint From Cached Manifold");
// Find the existing manifold
const MKeyValue *input_kv = mReadCache->FromHandle(input_handle);
const SubShapeIDPair &input_key = input_kv->GetKey();
const CachedManifold &input_cm = input_kv->GetValue();
JPH_ASSERT(input_cm.mNumContactPoints > 0); // There should be contact points in this manifold!
// Create room for manifold in write buffer and copy data
uint64 input_hash = input_key.GetHash();
MKeyValue *output_kv = mWriteCache->Create(ioContactAllocator, input_key, input_hash, input_cm.mNumContactPoints);
if (output_kv == nullptr)
break; // Out of cache space
CachedManifold *output_cm = &output_kv->GetValue();
memcpy(output_cm, &input_cm, CachedManifold::sGetRequiredTotalSize(input_cm.mNumContactPoints));
// Link the object under the body pairs
output_cm->mNextWithSameBodyPair = output_handle;
output_handle = mWriteCache->ToHandle(output_kv);
// Calculate default contact settings
ContactSettings settings;
settings.mCombinedFriction = mCombineFriction(inBody1, input_key.GetSubShapeID1(), inBody2, input_key.GetSubShapeID2());
settings.mCombinedRestitution = mCombineRestitution(inBody1, input_key.GetSubShapeID1(), inBody2, input_key.GetSubShapeID2());
settings.mIsSensor = inBody1.IsSensor() || inBody2.IsSensor();
// Calculate world space contact normal
Vec3 world_space_normal = transform_body2.Multiply3x3(Vec3::sLoadFloat3Unsafe(output_cm->mContactNormal)).Normalized();
// Call contact listener to update settings
if (mContactListener != nullptr)
{
// Convert constraint to manifold structure for callback
ContactManifold manifold;
manifold.mWorldSpaceNormal = world_space_normal;
manifold.mSubShapeID1 = input_key.GetSubShapeID1();
manifold.mSubShapeID2 = input_key.GetSubShapeID2();
manifold.mBaseOffset = transform_body1.GetTranslation();
manifold.mRelativeContactPointsOn1.resize(output_cm->mNumContactPoints);
manifold.mRelativeContactPointsOn2.resize(output_cm->mNumContactPoints);
Mat44 local_transform_body2 = transform_body2.PostTranslated(-manifold.mBaseOffset).ToMat44();
float penetration_depth = -FLT_MAX;
for (uint32 i = 0; i < output_cm->mNumContactPoints; ++i)
{
const CachedContactPoint &ccp = output_cm->mContactPoints[i];
manifold.mRelativeContactPointsOn1[i] = transform_body1.Multiply3x3(Vec3::sLoadFloat3Unsafe(ccp.mPosition1));
manifold.mRelativeContactPointsOn2[i] = local_transform_body2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2);
penetration_depth = max(penetration_depth, (manifold.mRelativeContactPointsOn1[i] - manifold.mRelativeContactPointsOn2[i]).Dot(world_space_normal));
}
manifold.mPenetrationDepth = penetration_depth; // We don't have the penetration depth anymore, estimate it
// Notify callback
mContactListener->OnContactPersisted(inBody1, inBody2, manifold, settings);
}
JPH_ASSERT(settings.mIsSensor || !(inBody1.IsSensor() || inBody2.IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!");
if (!settings.mIsSensor // If one of the bodies is a sensor, don't actually create the constraint
&& ((Type1 == EMotionType::Dynamic && settings.mInvMassScale1 != 0.0f) // One of the bodies must have mass to be able to create a contact constraint
|| (Type2 == EMotionType::Dynamic && settings.mInvMassScale2 != 0.0f)))
{
// Create a new constraint
ContactConstraint<Type1, Type2> *constraint = CreateConstraint<Type1, Type2>(link_bodies, inBody1, inBody2, input_hash, output_handle, world_space_normal, settings, output_cm->mNumContactPoints);
if (constraint == nullptr)
{
ioContactAllocator.mErrors |= EPhysicsUpdateError::ContactConstraintsFull;
break;
}
JPH_DET_LOG("GetContactsFromCache: id1: " << inBody1.GetID() << " id2: " << inBody2.GetID() << " key: " << constraint->mSortKey);
// Calculate scaled mass and inertia
Mat44 inv_i1;
if constexpr (Type1 == EMotionType::Dynamic)
{
const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
constraint->mInvMass1 = settings.mInvMassScale1 * mp1->GetInverseMass();
inv_i1 = settings.mInvInertiaScale1 * mp1->GetInverseInertiaForRotation(transform_body1.GetRotation());
}
else
{
constraint->mInvMass1 = 0.0f;
inv_i1 = Mat44::sZero();
}
Mat44 inv_i2;
if constexpr (Type2 == EMotionType::Dynamic)
{
const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked();
constraint->mInvMass2 = settings.mInvMassScale2 * mp2->GetInverseMass();
inv_i2 = settings.mInvInertiaScale2 * mp2->GetInverseInertiaForRotation(transform_body2.GetRotation());
}
else
{
constraint->mInvMass2 = 0.0f;
inv_i2 = Mat44::sZero();
}
// Setup non-penetration constraints
RVec3 ws_contacts[MaxContactPoints];
for (uint32 i = 0; i < constraint->mNumContactPoints; ++i)
{
const CachedContactPoint &ccp = output_cm->mContactPoints[i];
WorldContactPoint<Type1, Type2> &wcp = constraint->mContactPoints[i];
RVec3 p1_ws = transform_body1 * Vec3::sLoadFloat3Unsafe(ccp.mPosition1);
RVec3 p2_ws = transform_body2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2);
// Remember where to apply friction
ws_contacts[i] = 0.5_r * (p1_ws + p2_ws);
wcp.mNonPenetrationConstraint.SetTotalLambda(ccp.mNonPenetrationLambda);
wcp.CalculateNonPenetrationConstraintProperties(delta_time, gravity, inBody1, inBody2, constraint->mInvMass1, constraint->mInvMass2, inv_i1, inv_i2, p1_ws, p2_ws, world_space_normal, settings, mPhysicsSettings.mMinVelocityForRestitution);
}
// Calculate tangents
Vec3 t1, t2;
constraint->GetTangents(t1, t2);
// Setup friction constraints
constraint->mFrictionConstraint1.SetTotalLambda(output_cm->mFrictionLambda[0]);
constraint->mFrictionConstraint2.SetTotalLambda(output_cm->mFrictionLambda[1]);
constraint->mAngularFrictionConstraint.SetTotalLambda(output_cm->mAngularFrictionLambda);
constraint->CalculateFrictionConstraintProperties(inBody1, inBody2, constraint->mInvMass1, constraint->mInvMass2, inv_i1, inv_i2, ws_contacts, world_space_normal, t1, t2, settings);
#ifdef JPH_DEBUG_RENDERER
// Draw the manifold
if (sDrawContactManifolds)
constraint->Draw(DebugRenderer::sInstance, *mWriteCache, Color::sYellow);
#endif // JPH_DEBUG_RENDERER
}
// Mark contact as persisted so that we won't fire OnContactRemoved callbacks
input_cm.mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted;
// Fetch the next manifold
input_handle = input_cm.mNextWithSameBodyPair;
}
while (input_handle != ManifoldMap::cInvalidHandle);
outCachedBodyPair.mFirstCachedManifold = output_handle;
}
void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, bool &outPairHandled)
{
// Start with not handled
outPairHandled = false;
// Swap bodies so that body 1 id < body 2 id
Body *body1, *body2;
if (inBody1.GetID() < inBody2.GetID())
{
body1 = &inBody1;
body2 = &inBody2;
}
else
{
body1 = &inBody2;
body2 = &inBody1;
}
// Find the cached body pair
BodyPair body_pair_key(body1->GetID(), body2->GetID());
uint64 body_pair_hash = body_pair_key.GetHash();
const BPKeyValue *kv = mReadCache->Find(body_pair_key, body_pair_hash);
if (kv == nullptr)
return;
const CachedBodyPair &input_cbp = kv->GetValue();
// Get relative translation
Quat inv_r1 = body1->GetRotation().Conjugated();
Vec3 delta_position = inv_r1 * Vec3(body2->GetCenterOfMassPosition() - body1->GetCenterOfMassPosition());
// Get old position delta
Vec3 old_delta_position = Vec3::sLoadFloat3Unsafe(input_cbp.mDeltaPosition);
// Check if bodies are still roughly in the same relative position
if ((delta_position - old_delta_position).LengthSq() > mPhysicsSettings.mBodyPairCacheMaxDeltaPositionSq)
return;
// Determine relative orientation
Quat delta_rotation = inv_r1 * body2->GetRotation();
// Reconstruct old quaternion delta
Quat old_delta_rotation = Quat::sLoadFloat3Unsafe(input_cbp.mDeltaRotation);
// Check if bodies are still roughly in the same relative orientation
// The delta between 2 quaternions p and q is: p q^* = [rotation_axis * sin(angle / 2), cos(angle / 2)]
// From the W component we can extract the angle: cos(angle / 2) = px * qx + py * qy + pz * qz + pw * qw = p . q
// Since we want to abort if the rotation is smaller than -angle or bigger than angle, we can write the comparison as |p . q| < cos(angle / 2)
if (abs(delta_rotation.Dot(old_delta_rotation)) < mPhysicsSettings.mBodyPairCacheCosMaxDeltaRotationDiv2)
return;
// The cache is valid, return that we've handled this body pair
outPairHandled = true;
// Copy the cached body pair to this frame
BPKeyValue *output_bp_kv = mWriteCache->Create(ioContactAllocator, body_pair_key, body_pair_hash);
if (output_bp_kv == nullptr)
return; // Out of cache space
CachedBodyPair *output_cbp = &output_bp_kv->GetValue();
memcpy(output_cbp, &input_cbp, sizeof(CachedBodyPair));
// If there were no contacts, we have handled the contact
if (input_cbp.mFirstCachedManifold == ManifoldMap::cInvalidHandle)
return;
// Build dispatch table
// Note: Non-dynamic vs non-dynamic can happen in this case due to one body being a sensor, so we need to have an extended table here
using DispatchFunc = void (ContactConstraintManager::*)(ContactAllocator &, Body &, Body &, const CachedBodyPair &, CachedBodyPair &);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Static, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Static, EMotionType::Dynamic>
},
{
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Kinematic, EMotionType::Static>,
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Kinematic, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Dynamic, EMotionType::Static>,
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Dynamic, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedGetContactsFromCache<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
// Dispatch to the correct templated form
(this->*table[(int)body1->GetMotionType()][(int)body2->GetMotionType()])(ioContactAllocator, *body1, *body2, input_cbp, *output_cbp);
}
ContactConstraintManager::BodyPairHandle ContactConstraintManager::AddBodyPair(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2)
{
// Swap bodies so that body 1 id < body 2 id
const Body *body1, *body2;
if (inBody1.GetID() < inBody2.GetID())
{
body1 = &inBody1;
body2 = &inBody2;
}
else
{
body1 = &inBody2;
body2 = &inBody1;
}
// Add an entry
BodyPair body_pair_key(body1->GetID(), body2->GetID());
uint64 body_pair_hash = body_pair_key.GetHash();
BPKeyValue *body_pair_kv = mWriteCache->Create(ioContactAllocator, body_pair_key, body_pair_hash);
if (body_pair_kv == nullptr)
return nullptr; // Out of cache space
CachedBodyPair *cbp = &body_pair_kv->GetValue();
cbp->mFirstCachedManifold = ManifoldMap::cInvalidHandle;
// Get relative translation
Quat inv_r1 = body1->GetRotation().Conjugated();
Vec3 delta_position = inv_r1 * Vec3(body2->GetCenterOfMassPosition() - body1->GetCenterOfMassPosition());
// Store it
delta_position.StoreFloat3(&cbp->mDeltaPosition);
// Determine relative orientation
Quat delta_rotation = inv_r1 * body2->GetRotation();
// Store it
delta_rotation.StoreFloat3(&cbp->mDeltaRotation);
return cbp;
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::TemplatedAddContactConstraint(ContactAllocator &ioContactAllocator, bool &ioActivateAndLinkBodies, BodyPairHandle inBodyPairHandle, Body &inBody1, Body &inBody2, const ContactManifold &inManifold)
{
// Calculate hash
SubShapeIDPair key { inBody1.GetID(), inManifold.mSubShapeID1, inBody2.GetID(), inManifold.mSubShapeID2 };
uint64 key_hash = key.GetHash();
// Determine number of contact points
int num_contact_points = (int)inManifold.mRelativeContactPointsOn1.size();
JPH_ASSERT(num_contact_points <= MaxContactPoints);
JPH_ASSERT(num_contact_points == (int)inManifold.mRelativeContactPointsOn2.size());
// Reserve space for new contact cache entry
// Note that for dynamic vs dynamic we always require the first body to have a lower body id to get a consistent key
// under which to look up the contact
MKeyValue *new_manifold_kv = mWriteCache->Create(ioContactAllocator, key, key_hash, num_contact_points);
if (new_manifold_kv == nullptr)
return; // Out of cache space
CachedManifold *new_manifold = &new_manifold_kv->GetValue();
uint32 new_manifold_handle = mWriteCache->ToHandle(new_manifold_kv);
// Transform the world space normal to the space of body 2 (this is usually the static body)
RMat44 inverse_transform_body2 = inBody2.GetInverseCenterOfMassTransform();
inverse_transform_body2.Multiply3x3(inManifold.mWorldSpaceNormal).Normalized().StoreFloat3(&new_manifold->mContactNormal);
// Settings object that gets passed to the callback
ContactSettings settings;
settings.mCombinedFriction = mCombineFriction(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2);
settings.mCombinedRestitution = mCombineRestitution(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2);
settings.mIsSensor = inBody1.IsSensor() || inBody2.IsSensor();
// Get the contact points for the old cache entry
const MKeyValue *old_manifold_kv = mReadCache->Find(key, key_hash);
const CachedContactPoint *ccp_start;
const CachedContactPoint *ccp_end;
if (old_manifold_kv != nullptr)
{
// Call point persisted listener
if (mContactListener != nullptr)
mContactListener->OnContactPersisted(inBody1, inBody2, inManifold, settings);
// Fetch the contact points from the old manifold
const CachedManifold *old_manifold = &old_manifold_kv->GetValue();
ccp_start = old_manifold->mContactPoints;
ccp_end = ccp_start + old_manifold->mNumContactPoints;
// Mark contact as persisted so that we won't fire OnContactRemoved callbacks
old_manifold->mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted;
}
else
{
// Call point added listener
if (mContactListener != nullptr)
mContactListener->OnContactAdded(inBody1, inBody2, inManifold, settings);
// No contact points available from old manifold
ccp_start = nullptr;
ccp_end = nullptr;
}
// Get inverse transform for body 1
RMat44 inverse_transform_body1 = inBody1.GetInverseCenterOfMassTransform();
// If one of the bodies is a sensor, don't actually create the constraint
JPH_ASSERT(settings.mIsSensor || !(inBody1.IsSensor() || inBody2.IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!");
if (!settings.mIsSensor
&& ((Type1 == EMotionType::Dynamic && settings.mInvMassScale1 != 0.0f) // One of the bodies must have mass to be able to create a contact constraint
|| (Type2 == EMotionType::Dynamic && settings.mInvMassScale2 != 0.0f)))
{
// Create a new constraint
ContactConstraint<Type1, Type2> *constraint = CreateConstraint<Type1, Type2>(ioActivateAndLinkBodies, inBody1, inBody2, key_hash, new_manifold_handle, inManifold.mWorldSpaceNormal, settings, num_contact_points);
if (constraint == nullptr)
{
ioContactAllocator.mErrors |= EPhysicsUpdateError::ContactConstraintsFull;
// Manifold has been created already, we're not filling it in, so we need to reset the contact number of points.
// Note that we don't hook it up to the body pair cache so that it won't be used as a cache during the next simulation.
new_manifold->mNumContactPoints = 0;
return;
}
JPH_DET_LOG("AddContactConstraint: id1: " << constraint->mBody1->GetID() << " id2: " << constraint->mBody2->GetID() << " key: " << constraint->mSortKey);
// Get time step and gravity
float delta_time = mUpdateContext->mStepDeltaTime;
Vec3 gravity = mUpdateContext->mPhysicsSystem->GetGravity();
// Calculate scaled mass and inertia
Mat44 inv_i1;
if constexpr (Type1 == EMotionType::Dynamic)
{
const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
constraint->mInvMass1 = settings.mInvMassScale1 * mp1->GetInverseMass();
inv_i1 = settings.mInvInertiaScale1 * mp1->GetInverseInertiaForRotation(inverse_transform_body1.Transposed3x3());
}
else
{
constraint->mInvMass1 = 0.0f;
inv_i1 = Mat44::sZero();
}
Mat44 inv_i2;
if constexpr (Type2 == EMotionType::Dynamic)
{
const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked();
constraint->mInvMass2 = settings.mInvMassScale2 * mp2->GetInverseMass();
inv_i2 = settings.mInvInertiaScale2 * mp2->GetInverseInertiaForRotation(inverse_transform_body2.Transposed3x3());
}
else
{
constraint->mInvMass2 = 0.0f;
inv_i2 = Mat44::sZero();
}
RVec3 ws_contacts[MaxContactPoints];
for (int i = 0; i < num_contact_points; ++i)
{
// Convert to world space and set positions
WorldContactPoint<Type1, Type2> &wcp = constraint->mContactPoints[i];
RVec3 p1_ws = inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn1[i];
RVec3 p2_ws = inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn2[i];
// Remember where to apply friction
ws_contacts[i] = 0.5_r * (p1_ws + p2_ws);
// Convert to local space to the body
Vec3 p1_ls = Vec3(inverse_transform_body1 * p1_ws);
Vec3 p2_ls = Vec3(inverse_transform_body2 * p2_ws);
// Store contact points
CachedContactPoint &cp = new_manifold->mContactPoints[i];
p1_ls.StoreFloat3(&cp.mPosition1);
p2_ls.StoreFloat3(&cp.mPosition2);
// Check if we have a close contact point from last update
wcp.mNonPenetrationConstraint.SetTotalLambda(0.0f);
for (const CachedContactPoint *ccp = ccp_start; ccp < ccp_end; ccp++)
if (Vec3::sLoadFloat3Unsafe(ccp->mPosition1).IsClose(p1_ls, mPhysicsSettings.mContactPointPreserveLambdaMaxDistSq)
&& Vec3::sLoadFloat3Unsafe(ccp->mPosition2).IsClose(p2_ls, mPhysicsSettings.mContactPointPreserveLambdaMaxDistSq))
{
// Get lambdas from previous frame
wcp.mNonPenetrationConstraint.SetTotalLambda(ccp->mNonPenetrationLambda);
break;
}
// Setup velocity constraint
wcp.CalculateNonPenetrationConstraintProperties(delta_time, gravity, inBody1, inBody2, constraint->mInvMass1, constraint->mInvMass2, inv_i1, inv_i2, p1_ws, p2_ws, inManifold.mWorldSpaceNormal, settings, mPhysicsSettings.mMinVelocityForRestitution);
}
// Calculate tangents
Vec3 t1, t2;
constraint->GetTangents(t1, t2);
// Setup friction constraint
if (old_manifold_kv != nullptr)
{
const CachedManifold *old_manifold = &old_manifold_kv->GetValue();
constraint->mFrictionConstraint1.SetTotalLambda(old_manifold->mFrictionLambda[0]);
constraint->mFrictionConstraint2.SetTotalLambda(old_manifold->mFrictionLambda[1]);
constraint->mAngularFrictionConstraint.SetTotalLambda(old_manifold->mAngularFrictionLambda);
}
else
{
constraint->mFrictionConstraint1.SetTotalLambda(0.0f);
constraint->mFrictionConstraint2.SetTotalLambda(0.0f);
constraint->mAngularFrictionConstraint.SetTotalLambda(0.0f);
}
constraint->CalculateFrictionConstraintProperties(inBody1, inBody2, constraint->mInvMass1, constraint->mInvMass2, inv_i1, inv_i2, ws_contacts, inManifold.mWorldSpaceNormal, t1, t2, settings);
#ifdef JPH_DEBUG_RENDERER
// Draw the manifold
if (sDrawContactManifolds)
constraint->Draw(DebugRenderer::sInstance, *mWriteCache, Color::sOrange);
#endif // JPH_DEBUG_RENDERER
}
else
{
// Store the contact manifold in the cache
for (int i = 0; i < num_contact_points; ++i)
{
// Convert to local space to the body
Vec3 p1 = Vec3(inverse_transform_body1 * (inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn1[i]));
Vec3 p2 = Vec3(inverse_transform_body2 * (inManifold.mBaseOffset + inManifold.mRelativeContactPointsOn2[i]));
// Create new contact point
CachedContactPoint &cp = new_manifold->mContactPoints[i];
p1.StoreFloat3(&cp.mPosition1);
p2.StoreFloat3(&cp.mPosition2);
// Reset contact impulses, we haven't applied any
cp.mNonPenetrationLambda = 0.0f;
}
new_manifold->mFrictionLambda[0] = 0.0f;
new_manifold->mFrictionLambda[1] = 0.0f;
new_manifold->mAngularFrictionLambda = 0.0f;
}
// Store cached contact point in body pair cache
CachedBodyPair *cbp = reinterpret_cast<CachedBodyPair *>(inBodyPairHandle);
new_manifold->mNextWithSameBodyPair = cbp->mFirstCachedManifold;
cbp->mFirstCachedManifold = new_manifold_handle;
}
void ContactConstraintManager::AddContactConstraint(ContactAllocator &ioContactAllocator, bool &ioActivateAndLinkBodies, BodyPairHandle inBodyPairHandle, Body &inBody1, Body &inBody2, const ContactManifold &inManifold)
{
JPH_PROFILE_FUNCTION();
JPH_DET_LOG("AddContactConstraint: id1: " << inBody1.GetID() << " id2: " << inBody2.GetID()
<< " subshape1: " << inManifold.mSubShapeID1 << " subshape2: " << inManifold.mSubShapeID2
<< " normal: " << inManifold.mWorldSpaceNormal << " pendepth: " << inManifold.mPenetrationDepth);
JPH_ASSERT(inManifold.mWorldSpaceNormal.IsNormalized());
// Swap bodies so that body 1 id < body 2 id
const ContactManifold *manifold;
Body *body1, *body2;
ContactManifold temp;
if (inBody2.GetID() < inBody1.GetID())
{
body1 = &inBody2;
body2 = &inBody1;
temp = inManifold.SwapShapes();
manifold = &temp;
}
else
{
body1 = &inBody1;
body2 = &inBody2;
manifold = &inManifold;
}
// Build dispatch table
// Note: Non-dynamic vs non-dynamic can happen in this case due to one body being a sensor, so we need to have an extended table here
using DispatchFunc = void (ContactConstraintManager::*)(ContactAllocator &, bool &, BodyPairHandle, Body &, Body &, const ContactManifold &);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Static, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Static, EMotionType::Dynamic>
},
{
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Kinematic, EMotionType::Static>,
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Kinematic, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Dynamic, EMotionType::Static>,
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Dynamic, EMotionType::Kinematic>,
&ContactConstraintManager::TemplatedAddContactConstraint<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
// Dispatch to the correct templated form
return (this->*table[(int)body1->GetMotionType()][(int)body2->GetMotionType()])(ioContactAllocator, ioActivateAndLinkBodies, inBodyPairHandle, *body1, *body2, *manifold);
}
void ContactConstraintManager::OnCCDContactAdded(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &outSettings)
{
JPH_ASSERT(inManifold.mWorldSpaceNormal.IsNormalized());
// Calculate contact settings
outSettings.mCombinedFriction = mCombineFriction(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2);
outSettings.mCombinedRestitution = mCombineRestitution(inBody1, inManifold.mSubShapeID1, inBody2, inManifold.mSubShapeID2);
outSettings.mIsSensor = false; // For now, no sensors are supported during CCD
// The remainder of this function only deals with calling contact callbacks, if there's no contact callback we also don't need to do this work
if (mContactListener != nullptr)
{
// Swap bodies so that body 1 id < body 2 id
const ContactManifold *manifold;
const Body *body1, *body2;
ContactManifold temp;
if (inBody2.GetID() < inBody1.GetID())
{
body1 = &inBody2;
body2 = &inBody1;
temp = inManifold.SwapShapes();
manifold = &temp;
}
else
{
body1 = &inBody1;
body2 = &inBody2;
manifold = &inManifold;
}
// Calculate hash
SubShapeIDPair key { body1->GetID(), manifold->mSubShapeID1, body2->GetID(), manifold->mSubShapeID2 };
uint64 key_hash = key.GetHash();
// Check if we already created this contact this physics update
MKVAndCreated new_manifold_kv = mWriteCache->FindOrCreate(ioContactAllocator, key, key_hash, 0);
if (new_manifold_kv.second)
{
// This contact is new for this physics update, check if previous update we already had this contact.
const MKeyValue *old_manifold_kv = mReadCache->Find(key, key_hash);
if (old_manifold_kv == nullptr)
{
// New contact
mContactListener->OnContactAdded(*body1, *body2, *manifold, outSettings);
}
else
{
// Existing contact
mContactListener->OnContactPersisted(*body1, *body2, *manifold, outSettings);
// Mark contact as persisted so that we won't fire OnContactRemoved callbacks
old_manifold_kv->GetValue().mFlags |= (uint16)CachedManifold::EFlags::ContactPersisted;
}
// Check if the cache is full
if (new_manifold_kv.first != nullptr)
{
// We don't store any contact points in this manifold as it is not for caching impulses, we only need to know that the contact was created
CachedManifold &new_manifold = new_manifold_kv.first->GetValue();
new_manifold.mContactNormal = { 0, 0, 0 };
new_manifold.mFlags |= (uint16)CachedManifold::EFlags::CCDContact;
}
}
else
{
// Already found this contact this physics update.
// Note that we can trigger OnContactPersisted multiple times per physics update, but otherwise we have no way of obtaining the settings
mContactListener->OnContactPersisted(*body1, *body2, *manifold, outSettings);
}
// If we swapped body1 and body2 we need to swap the mass scales back
if (manifold == &temp)
{
std::swap(outSettings.mInvMassScale1, outSettings.mInvMassScale2);
std::swap(outSettings.mInvInertiaScale1, outSettings.mInvInertiaScale2);
// Note we do not need to negate the relative surface velocity as it is not applied by the CCD collision constraint
}
}
JPH_ASSERT(outSettings.mIsSensor || !(inBody1.IsSensor() || inBody2.IsSensor()), "Sensors cannot be converted into regular bodies by a contact callback!");
}
void ContactConstraintManager::ConstraintIdxToConstraintOffset(uint32 *ioConstraintIdxBegin, const uint32 *inConstraintIdxEnd) const
{
for (uint32 *i = ioConstraintIdxBegin; i < inConstraintIdxEnd; ++i)
*i = mConstraintIdxToOffset[*i];
}
void ContactConstraintManager::SortContacts(uint32 *ioConstraintOffsetBegin, uint32 *inConstraintOffsetEnd) const
{
JPH_PROFILE_FUNCTION();
QuickSort(ioConstraintOffsetBegin, inConstraintOffsetEnd, [this](uint32 inLHS, uint32 inRHS) {
const ContactConstraintBase &lhs = *reinterpret_cast<const ContactConstraintBase *>(mConstraints + inLHS);
const ContactConstraintBase &rhs = *reinterpret_cast<const ContactConstraintBase *>(mConstraints + inRHS);
// Most of the time the sort key will be different so we sort on that
if (lhs.mSortKey != rhs.mSortKey)
return lhs.mSortKey < rhs.mSortKey;
// If they're equal we use the IDs of body 1 to order
if (lhs.mBody1 != rhs.mBody1)
return lhs.mBody1->GetID() < rhs.mBody1->GetID();
// If they're still equal we use the IDs of body 2 to order
if (lhs.mBody2 != rhs.mBody2)
return lhs.mBody2->GetID() < rhs.mBody2->GetID();
JPH_ASSERT(inLHS == inRHS, "Hash collision, ordering will be inconsistent");
return false;
});
}
void ContactConstraintManager::FinalizeContactCacheAndCallContactPointRemovedCallbacks(uint inExpectedNumBodyPairs, uint inExpectedNumManifolds)
{
JPH_PROFILE_FUNCTION();
#ifdef JPH_ENABLE_ASSERTS
// Mark cache as finalized
ManifoldCache &old_write_cache = mCache[mCacheWriteIdx];
old_write_cache.Finalize();
// Check that the count of body pairs and manifolds that we tracked outside of the cache (to avoid contention on an atomic) is correct
JPH_ASSERT(old_write_cache.GetNumBodyPairs() == inExpectedNumBodyPairs);
JPH_ASSERT(old_write_cache.GetNumManifolds() == inExpectedNumManifolds);
#endif
// Buffers are now complete, make write buffer the read buffer
mCacheWriteIdx ^= 1;
// Get the old read cache / new write cache
ManifoldCache &old_read_cache = mCache[mCacheWriteIdx];
// Call the contact point removal callbacks
if (mContactListener != nullptr)
old_read_cache.ContactPointRemovedCallbacks(mContactListener);
// We're done with the old read cache now
old_read_cache.Clear();
// Use the amount of contacts from the last iteration to determine the amount of buckets to use in the hash map for the next iteration
old_read_cache.Prepare(inExpectedNumBodyPairs, inExpectedNumManifolds);
}
bool ContactConstraintManager::WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) const
{
// The body pair needs to be in the cache and it needs to have a manifold (otherwise it's just a record indicating that there are no collisions)
const ManifoldCache &read_cache = mCache[mCacheWriteIdx ^ 1];
BodyPair key;
if (inBody1ID < inBody2ID)
key = BodyPair(inBody1ID, inBody2ID);
else
key = BodyPair(inBody2ID, inBody1ID);
uint64 key_hash = key.GetHash();
const BPKeyValue *kv = read_cache.Find(key, key_hash);
return kv != nullptr && kv->GetValue().mFirstCachedManifold != ManifoldMap::cInvalidHandle;
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::sGetVelocities(const MotionProperties *inMotionProperties1, const MotionProperties *inMotionProperties2, Vec3 &outLinearVelocity1, Vec3 &outAngularVelocity1, Vec3 &outLinearVelocity2, Vec3 &outAngularVelocity2)
{
if constexpr (Type1 != EMotionType::Static)
{
outLinearVelocity1 = inMotionProperties1->GetLinearVelocity();
outAngularVelocity1 = inMotionProperties1->GetAngularVelocity();
}
else
{
JPH_IF_DEBUG(outLinearVelocity1 = Vec3::sNaN();)
JPH_IF_DEBUG(outAngularVelocity1 = Vec3::sNaN();)
}
if constexpr (Type2 != EMotionType::Static)
{
outLinearVelocity2 = inMotionProperties2->GetLinearVelocity();
outAngularVelocity2 = inMotionProperties2->GetAngularVelocity();
}
else
{
JPH_IF_DEBUG(outLinearVelocity2 = Vec3::sNaN();)
JPH_IF_DEBUG(outAngularVelocity2 = Vec3::sNaN();)
}
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::sSetVelocities(MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, Vec3Arg inLinearVelocity1, Vec3Arg inAngularVelocity1, Vec3Arg inLinearVelocity2, Vec3Arg inAngularVelocity2)
{
if constexpr (Type1 == EMotionType::Dynamic)
{
ioMotionProperties1->ApplyLinearVelocityStep(inLinearVelocity1);
ioMotionProperties1->ApplyAngularVelocityStep(inAngularVelocity1);
}
if constexpr (Type2 == EMotionType::Dynamic)
{
ioMotionProperties2->ApplyLinearVelocityStep(inLinearVelocity2);
ioMotionProperties2->ApplyAngularVelocityStep(inAngularVelocity2);
}
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::sWarmStartConstraint(ContactConstraintBase &ioConstraint, MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2, float inWarmStartImpulseRatio)
{
ContactConstraint<Type1, Type2> &constraint = static_cast<ContactConstraint<Type1, Type2> &>(ioConstraint);
bool any_impulse_applied = false;
// Calculate tangents
Vec3 t1, t2;
constraint.GetTangents(t1, t2);
// Get velocities
Vec3 linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2;
sGetVelocities<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2);
Vec3 ws_normal = constraint.GetWorldSpaceNormal();
// Warm starting: Apply impulse from last frame
if (constraint.mFrictionConstraint1.IsActive() && constraint.mFrictionConstraint1.WarmStart(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, t1, inWarmStartImpulseRatio))
any_impulse_applied = true;
if (constraint.mFrictionConstraint2.IsActive() && constraint.mFrictionConstraint2.WarmStart(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, t2, inWarmStartImpulseRatio))
any_impulse_applied = true;
if (constraint.mAngularFrictionConstraint.IsActive() && constraint.mAngularFrictionConstraint.WarmStart(angular_velocity1, angular_velocity2, inWarmStartImpulseRatio))
any_impulse_applied = true;
for (uint32 i = 0; i < constraint.mNumContactPoints; ++i)
{
WorldContactPoint<Type1, Type2> &wcp = constraint.mContactPoints[i];
if (wcp.mNonPenetrationConstraint.WarmStart(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, ws_normal, inWarmStartImpulseRatio))
any_impulse_applied = true;
}
// Apply changed velocities
if (any_impulse_applied)
sSetVelocities<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2);
}
template <class MotionPropertiesCallback>
void ContactConstraintManager::WarmStartVelocityConstraints(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd, float inWarmStartImpulseRatio, MotionPropertiesCallback &ioCallback)
{
JPH_PROFILE_FUNCTION();
// Build dispatch table
using DispatchFunc = void (*)(ContactConstraintBase &, MotionProperties *, MotionProperties *, float);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
nullptr, // Static vs kinematic doesn't exist
sWarmStartConstraint<EMotionType::Static, EMotionType::Dynamic>
},
{
nullptr, // Kinematic vs static doesn't exist
nullptr, // Kinematic vs kinematic doesn't exist
sWarmStartConstraint<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
sWarmStartConstraint<EMotionType::Dynamic, EMotionType::Static>,
sWarmStartConstraint<EMotionType::Dynamic, EMotionType::Kinematic>,
sWarmStartConstraint<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
if (inConstraintOffsetBegin >= inConstraintOffsetEnd)
return;
ContactConstraintBase *next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *inConstraintOffsetBegin);
for (const uint32 *next_constraint_offset = inConstraintOffsetBegin + 1; next_constraint != nullptr; ++next_constraint_offset)
{
ContactConstraintBase &constraint = *next_constraint;
if (next_constraint_offset < inConstraintOffsetEnd)
{
next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *next_constraint_offset);
PrefetchL1(next_constraint);
}
else
next_constraint = nullptr;
// Dispatch to the correct templated form
Body &body1 = *constraint.mBody1;
Body &body2 = *constraint.mBody2;
MotionProperties *motion_properties1 = body1.GetMotionPropertiesUnchecked();
MotionProperties *motion_properties2 = body2.GetMotionPropertiesUnchecked();
table[(int)body1.GetMotionType()][(int)body2.GetMotionType()](constraint, motion_properties1, motion_properties2, inWarmStartImpulseRatio);
// Call callbacks
if (body1.IsDynamic())
ioCallback(motion_properties1);
if (body2.IsDynamic())
ioCallback(motion_properties2);
}
}
// Specialize for the two body callback types
template void ContactConstraintManager::WarmStartVelocityConstraints<CalculateSolverSteps>(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd, float inWarmStartImpulseRatio, CalculateSolverSteps &ioCallback);
template void ContactConstraintManager::WarmStartVelocityConstraints<DummyCalculateSolverSteps>(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd, float inWarmStartImpulseRatio, DummyCalculateSolverSteps &ioCallback);
template <EMotionType Type1, EMotionType Type2>
bool ContactConstraintManager::sSolveVelocityConstraint(ContactConstraintBase &ioConstraint, MotionProperties *ioMotionProperties1, MotionProperties *ioMotionProperties2)
{
ContactConstraint<Type1, Type2> &constraint = static_cast<ContactConstraint<Type1, Type2> &>(ioConstraint);
bool any_impulse_applied = false;
// Calculate tangents
Vec3 t1, t2;
constraint.GetTangents(t1, t2);
// Get velocities
Vec3 linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2;
sGetVelocities<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2);
bool linear_friction_active = constraint.mFrictionConstraint1.IsActive() || constraint.mFrictionConstraint2.IsActive();
bool angular_friction_active = constraint.mAngularFrictionConstraint.IsActive();
// Calculate max impulse that can be applied. Note that we're using the non-penetration impulse from the previous iteration here.
// We do this because non-penetration is more important so is solved last (the last things that are solved in an iterative solver
// contribute the most).
float max_linear_lambda = 0.0f, max_angular_lambda = 0.0f;
if (linear_friction_active || angular_friction_active)
{
for (uint32 i = 0; i < constraint.mNumContactPoints; ++i)
{
WorldContactPoint<Type1, Type2> &wcp = constraint.mContactPoints[i];
float lambda = wcp.mNonPenetrationConstraint.GetTotalLambda();
max_linear_lambda += lambda;
max_angular_lambda += wcp.mDistanceToFrictionCenter * lambda;
}
max_linear_lambda *= constraint.mCombinedFriction;
max_angular_lambda *= constraint.mCombinedFriction;
}
// First apply friction constraint (non-penetration is more important than friction)
if (linear_friction_active)
{
// Calculate impulse to stop motion in tangential direction
float lambda1 = constraint.mFrictionConstraint1.SolveVelocityConstraintGetTotalLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, t1);
float lambda2 = constraint.mFrictionConstraint2.SolveVelocityConstraintGetTotalLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, t2);
// If the total lambda that we will apply is too large, scale it back
float total_lambda_sq = Square(lambda1) + Square(lambda2);
if (total_lambda_sq > Square(max_linear_lambda))
{
float scale = max_linear_lambda / Sqrt(total_lambda_sq);
lambda1 *= scale;
lambda2 *= scale;
}
// Apply the friction impulse
if (constraint.mFrictionConstraint1.SolveVelocityConstraintApplyLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, t1, lambda1))
any_impulse_applied = true;
if (constraint.mFrictionConstraint2.SolveVelocityConstraintApplyLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, t2, lambda2))
any_impulse_applied = true;
}
// Apply angular friction
Vec3 ws_normal = constraint.GetWorldSpaceNormal();
if (angular_friction_active && constraint.mAngularFrictionConstraint.SolveVelocityConstraint(angular_velocity1, angular_velocity2, ws_normal, -max_angular_lambda, max_angular_lambda))
any_impulse_applied = true;
// Then apply all non-penetration constraints
for (uint32 i = 0; i < constraint.mNumContactPoints; ++i)
{
WorldContactPoint<Type1, Type2> &wcp = constraint.mContactPoints[i];
// Calculate impulse
float total_lambda = wcp.mNonPenetrationConstraint.SolveVelocityConstraintGetTotalLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, ws_normal);
// Contact constraints can only push and not pull
total_lambda = max(total_lambda, 0.0f);
// Apply impulse
if (wcp.mNonPenetrationConstraint.SolveVelocityConstraintApplyLambda(linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2, constraint.mInvMass1, constraint.mInvMass2, ws_normal, total_lambda))
any_impulse_applied = true;
}
if (!any_impulse_applied)
return false;
sSetVelocities<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, linear_velocity1, angular_velocity1, linear_velocity2, angular_velocity2);
return true;
}
bool ContactConstraintManager::SolveVelocityConstraints(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd)
{
JPH_PROFILE_FUNCTION();
// Build dispatch table
using DispatchFunc = bool (*)(ContactConstraintBase &, MotionProperties *, MotionProperties *);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
nullptr, // Static vs kinematic doesn't exist
sSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>
},
{
nullptr, // Kinematic vs static doesn't exist
nullptr, // Kinematic vs kinematic doesn't exist
sSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
sSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>,
sSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>,
sSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
if (inConstraintOffsetBegin >= inConstraintOffsetEnd)
return false;
bool any_impulse_applied = false;
ContactConstraintBase *next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *inConstraintOffsetBegin);
for (const uint32 *next_constraint_offset = inConstraintOffsetBegin + 1; next_constraint != nullptr; ++next_constraint_offset)
{
ContactConstraintBase &constraint = *next_constraint;
if (next_constraint_offset < inConstraintOffsetEnd)
{
next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *next_constraint_offset);
PrefetchL1(next_constraint);
}
else
next_constraint = nullptr;
// Dispatch to the correct templated form
Body &body1 = *constraint.mBody1;
Body &body2 = *constraint.mBody2;
any_impulse_applied |= table[(int)body1.GetMotionType()][(int)body2.GetMotionType()](constraint, body1.GetMotionPropertiesUnchecked(), body2.GetMotionPropertiesUnchecked());
}
return any_impulse_applied;
}
template <EMotionType Type1, EMotionType Type2>
void ContactConstraintManager::sStoreAppliedImpulses(ContactConstraintBase &ioConstraint, ManifoldCache &inManifoldCache)
{
ContactConstraint<Type1, Type2> &constraint = static_cast<ContactConstraint<Type1, Type2> &>(ioConstraint);
CachedManifold &cached_manifold = inManifoldCache.FromHandle(constraint.mCachedManifoldHandle)->GetValue();
for (uint32 i = 0; i < constraint.mNumContactPoints; ++i)
{
const WorldContactPoint<Type1, Type2> &wcp = constraint.mContactPoints[i];
CachedContactPoint &ccp = cached_manifold.mContactPoints[i];
ccp.mNonPenetrationLambda = wcp.mNonPenetrationConstraint.GetTotalLambda();
}
cached_manifold.mFrictionLambda[0] = constraint.mFrictionConstraint1.GetTotalLambda();
cached_manifold.mFrictionLambda[1] = constraint.mFrictionConstraint2.GetTotalLambda();
cached_manifold.mAngularFrictionLambda = constraint.mAngularFrictionConstraint.GetTotalLambda();
}
void ContactConstraintManager::StoreAppliedImpulses(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd) const
{
// Build dispatch table
using DispatchFunc = void (*)(ContactConstraintBase &, ManifoldCache &);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
nullptr, // Static vs kinematic doesn't exist
sStoreAppliedImpulses<EMotionType::Static, EMotionType::Dynamic>
},
{
nullptr, // Kinematic vs static doesn't exist
nullptr, // Kinematic vs kinematic doesn't exist
sStoreAppliedImpulses<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
sStoreAppliedImpulses<EMotionType::Dynamic, EMotionType::Static>,
sStoreAppliedImpulses<EMotionType::Dynamic, EMotionType::Kinematic>,
sStoreAppliedImpulses<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
if (inConstraintOffsetBegin >= inConstraintOffsetEnd)
return;
// Copy back total applied impulse to cache for the next frame
ContactConstraintBase *next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *inConstraintOffsetBegin);
for (const uint32 *next_constraint_offset = inConstraintOffsetBegin + 1; next_constraint != nullptr; ++next_constraint_offset)
{
ContactConstraintBase &constraint = *next_constraint;
if (next_constraint_offset < inConstraintOffsetEnd)
{
next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *next_constraint_offset);
PrefetchL1(next_constraint);
}
else
next_constraint = nullptr;
// Dispatch to the correct templated form
table[(int)constraint.mBody1->GetMotionType()][(int)constraint.mBody2->GetMotionType()](constraint, *mWriteCache);
}
}
template <EMotionType Type1, EMotionType Type2>
bool ContactConstraintManager::sSolvePositionConstraint(ContactConstraintBase &ioConstraint, Body &ioBody1, Body &ioBody2, const PhysicsSettings &inSettings, const ManifoldCache &inManifoldCache)
{
ContactConstraint<Type1, Type2> &constraint = static_cast<ContactConstraint<Type1, Type2> &>(ioConstraint);
const CachedManifold &cached_manifold = inManifoldCache.FromHandle(constraint.mCachedManifoldHandle)->GetValue();
// Get transforms
RMat44 transform1 = ioBody1.GetCenterOfMassTransform();
RMat44 transform2 = ioBody2.GetCenterOfMassTransform();
Vec3 ws_normal = constraint.GetWorldSpaceNormal();
bool any_impulse_applied = false;
for (uint32 i = 0; i < constraint.mNumContactPoints; ++i)
{
WorldContactPoint<Type1, Type2> &wcp = constraint.mContactPoints[i];
const CachedContactPoint &ccp = cached_manifold.mContactPoints[i];
// Calculate new contact point positions in world space (the bodies may have moved)
RVec3 p1 = transform1 * Vec3::sLoadFloat3Unsafe(ccp.mPosition1);
RVec3 p2 = transform2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2);
// Calculate separation along the normal (negative if interpenetrating)
// Allow a little penetration by default (PhysicsSettings::mPenetrationSlop) to avoid jittering between contact/no-contact which wipes out the contact cache and warm start impulses
// Clamp penetration to a max PhysicsSettings::mMaxPenetrationDistance so that we don't apply a huge impulse if we're penetrating a lot
float separation = max(Vec3(p2 - p1).Dot(ws_normal) + inSettings.mPenetrationSlop, -inSettings.mMaxPenetrationDistance);
// Only enforce constraint when separation < 0 (otherwise we're apart)
if (separation < 0.0f)
{
// Calculate scaled inertia
Mat44 inv_i1;
if constexpr (Type1 == EMotionType::Dynamic)
inv_i1 = constraint.mInvInertiaScale1 * ioBody1.GetInverseInertia();
else
inv_i1 = Mat44::sZero();
Mat44 inv_i2;
if constexpr (Type2 == EMotionType::Dynamic)
inv_i2 = constraint.mInvInertiaScale2 * ioBody2.GetInverseInertia();
else
inv_i2 = Mat44::sZero();
// Calculate collision points relative to body
RVec3 p = 0.5_r * (p1 + p2);
Vec3 r1 = Vec3(p - ioBody1.GetCenterOfMassPosition());
Vec3 r2 = Vec3(p - ioBody2.GetCenterOfMassPosition());
// Update constraint properties (bodies may have moved)
wcp.mNonPenetrationConstraint.CalculateConstraintProperties(constraint.mInvMass1, inv_i1, r1, constraint.mInvMass2, inv_i2, r2, ws_normal);
// Solve position errors
if (wcp.mNonPenetrationConstraint.SolvePositionConstraint(ioBody1, constraint.mInvMass1, ioBody2, constraint.mInvMass2, ws_normal, separation, inSettings.mBaumgarte))
any_impulse_applied = true;
}
}
return any_impulse_applied;
}
bool ContactConstraintManager::SolvePositionConstraints(const uint32 *inConstraintOffsetBegin, const uint32 *inConstraintOffsetEnd)
{
JPH_PROFILE_FUNCTION();
// Build dispatch table
using DispatchFunc = bool (*)(ContactConstraintBase &, Body &, Body &, const PhysicsSettings &, const ManifoldCache &);
static const DispatchFunc table[3][3] = {
{
nullptr, // Static vs static doesn't exist
nullptr, // Static vs kinematic doesn't exist
sSolvePositionConstraint<EMotionType::Static, EMotionType::Dynamic>
},
{
nullptr, // Kinematic vs static doesn't exist
nullptr, // Kinematic vs kinematic doesn't exist
sSolvePositionConstraint<EMotionType::Kinematic, EMotionType::Dynamic>
},
{
sSolvePositionConstraint<EMotionType::Dynamic, EMotionType::Static>,
sSolvePositionConstraint<EMotionType::Dynamic, EMotionType::Kinematic>,
sSolvePositionConstraint<EMotionType::Dynamic, EMotionType::Dynamic>
}
};
if (inConstraintOffsetBegin >= inConstraintOffsetEnd)
return false;
bool any_impulse_applied = false;
ContactConstraintBase *next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *inConstraintOffsetBegin);
for (const uint32 *next_constraint_offset = inConstraintOffsetBegin + 1; next_constraint != nullptr; ++next_constraint_offset)
{
ContactConstraintBase &constraint = *next_constraint;
if (next_constraint_offset < inConstraintOffsetEnd)
{
next_constraint = reinterpret_cast<ContactConstraintBase *>(mConstraints + *next_constraint_offset);
PrefetchL1(next_constraint);
}
else
next_constraint = nullptr;
// Fetch bodies
Body &body1 = *constraint.mBody1;
Body &body2 = *constraint.mBody2;
// Dispatch to the correct templated form
any_impulse_applied |= table[(int)body1.GetMotionType()][(int)body2.GetMotionType()](constraint, body1, body2, mPhysicsSettings, *mWriteCache);
}
return any_impulse_applied;
}
void ContactConstraintManager::RecycleConstraintBuffer()
{
// Reset constraint array
mNumConstraintsAndNextConstraintOffset = 0;
// Store read / write cache
mReadCache = &mCache[mCacheWriteIdx ^ 1];
mWriteCache = &mCache[mCacheWriteIdx];
}
void ContactConstraintManager::FinishConstraintBuffer()
{
// Free constraints buffer
mUpdateContext->mTempAllocator->Free(mConstraintIdxToOffset, mMaxConstraints * sizeof(uint32));
mConstraintIdxToOffset = nullptr;
mUpdateContext->mTempAllocator->Free(mConstraints, mMaxConstraints * cMaxConstraintSize);
mConstraints = nullptr;
mNumConstraintsAndNextConstraintOffset = 0;
// Reset update context
mUpdateContext = nullptr;
mReadCache = nullptr;
mWriteCache = nullptr;
}
void ContactConstraintManager::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const
{
mCache[mCacheWriteIdx ^ 1].SaveState(inStream, inFilter);
}
bool ContactConstraintManager::RestoreState(StateRecorder &inStream, const StateRecorderFilter *inFilter)
{
bool success = mCache[mCacheWriteIdx].RestoreState(mCache[mCacheWriteIdx ^ 1], inStream, inFilter);
// If this is the last part, the cache is finalized
if (inStream.IsLastPart())
{
mCacheWriteIdx ^= 1;
mCache[mCacheWriteIdx].Clear();
}
return success;
}
JPH_NAMESPACE_END