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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /*  godot_step_3d.cpp                                                    */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							| 
									
										
										
										
											2017-08-27 14:16:55 +02:00
										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2018-01-05 00:50:27 +01:00
										 |  |  | 
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										 |  |  | #include "godot_step_3d.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "godot_joint_3d.h"
 | 
					
						
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										 |  |  | 
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										 |  |  | #include "core/os/os.h"
 | 
					
						
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										 |  |  | 
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										 |  |  | #define BODY_ISLAND_COUNT_RESERVE 128
 | 
					
						
							|  |  |  | #define BODY_ISLAND_SIZE_RESERVE 512
 | 
					
						
							|  |  |  | #define ISLAND_COUNT_RESERVE 128
 | 
					
						
							|  |  |  | #define ISLAND_SIZE_RESERVE 512
 | 
					
						
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										 |  |  | #define CONSTRAINT_COUNT_RESERVE 1024
 | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { | 
					
						
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										 |  |  | 	p_body->set_island_step(_step); | 
					
						
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										 |  |  | 	if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) { | 
					
						
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										 |  |  | 		// Only rigid bodies are tested for activation.
 | 
					
						
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										 |  |  | 		p_body_island.push_back(p_body); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) { | 
					
						
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										 |  |  | 		GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key); | 
					
						
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										 |  |  | 		if (constraint->get_island_step() == _step) { | 
					
						
							|  |  |  | 			continue; // Already processed.
 | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		constraint->set_island_step(_step); | 
					
						
							|  |  |  | 		p_constraint_island.push_back(constraint); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		all_constraints.push_back(constraint); | 
					
						
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										 |  |  | 
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										 |  |  | 		// Find connected rigid bodies.
 | 
					
						
							|  |  |  | 		for (int i = 0; i < constraint->get_body_count(); i++) { | 
					
						
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										 |  |  | 			if (i == E.value) { | 
					
						
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										 |  |  | 				continue; | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 			GodotBody3D *other_body = constraint->get_body_ptr()[i]; | 
					
						
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										 |  |  | 			if (other_body->get_island_step() == _step) { | 
					
						
							|  |  |  | 				continue; // Already processed.
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { | 
					
						
							|  |  |  | 				continue; // Static bodies don't connect islands.
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			_populate_island(other_body, p_body_island, p_constraint_island); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// Find connected soft bodies.
 | 
					
						
							|  |  |  | 		for (int i = 0; i < constraint->get_soft_body_count(); i++) { | 
					
						
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										 |  |  | 			GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i); | 
					
						
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										 |  |  | 			if (soft_body->get_island_step() == _step) { | 
					
						
							|  |  |  | 				continue; // Already processed.
 | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 			_populate_island_soft_body(soft_body, p_body_island, p_constraint_island); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { | 
					
						
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										 |  |  | 	p_soft_body->set_island_step(_step); | 
					
						
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										 |  |  | 	for (const GodotConstraint3D *E : p_soft_body->get_constraints()) { | 
					
						
							|  |  |  | 		GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E); | 
					
						
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										 |  |  | 		if (constraint->get_island_step() == _step) { | 
					
						
							|  |  |  | 			continue; // Already processed.
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		constraint->set_island_step(_step); | 
					
						
							|  |  |  | 		p_constraint_island.push_back(constraint); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		all_constraints.push_back(constraint); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// Find connected rigid bodies.
 | 
					
						
							|  |  |  | 		for (int i = 0; i < constraint->get_body_count(); i++) { | 
					
						
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										 |  |  | 			GodotBody3D *body = constraint->get_body_ptr()[i]; | 
					
						
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										 |  |  | 			if (body->get_island_step() == _step) { | 
					
						
							|  |  |  | 				continue; // Already processed.
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) { | 
					
						
							|  |  |  | 				continue; // Static bodies don't connect islands.
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			_populate_island(body, p_body_island, p_constraint_island); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void GodotStep3D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { | 
					
						
							|  |  |  | 	GodotConstraint3D *constraint = all_constraints[p_constraint_index]; | 
					
						
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										 |  |  | 	constraint->setup(delta); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const { | 
					
						
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										 |  |  | 	uint32_t constraint_count = p_constraint_island.size(); | 
					
						
							|  |  |  | 	uint32_t valid_constraint_count = 0; | 
					
						
							|  |  |  | 	for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
					
						
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										 |  |  | 		GodotConstraint3D *constraint = p_constraint_island[constraint_index]; | 
					
						
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										 |  |  | 		if (p_constraint_island[constraint_index]->pre_solve(delta)) { | 
					
						
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										 |  |  | 			// Keep this constraint for solving.
 | 
					
						
							|  |  |  | 			p_constraint_island[valid_constraint_count++] = constraint; | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	p_constraint_island.resize(valid_constraint_count); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) { | 
					
						
							|  |  |  | 	LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index]; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	int current_priority = 1; | 
					
						
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										 |  |  | 
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										 |  |  | 	uint32_t constraint_count = constraint_island.size(); | 
					
						
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										 |  |  | 	while (constraint_count > 0) { | 
					
						
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										 |  |  | 		for (int i = 0; i < iterations; i++) { | 
					
						
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										 |  |  | 			// Go through all iterations.
 | 
					
						
							|  |  |  | 			for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
					
						
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										 |  |  | 				constraint_island[constraint_index]->solve(delta); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 		// Check priority to keep only higher priority constraints.
 | 
					
						
							|  |  |  | 		uint32_t priority_constraint_count = 0; | 
					
						
							|  |  |  | 		++current_priority; | 
					
						
							|  |  |  | 		for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { | 
					
						
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										 |  |  | 			GodotConstraint3D *constraint = constraint_island[constraint_index]; | 
					
						
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										 |  |  | 			if (constraint->get_priority() >= current_priority) { | 
					
						
							|  |  |  | 				// Keep this constraint for the next iteration.
 | 
					
						
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										 |  |  | 				constraint_island[priority_constraint_count++] = constraint; | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		constraint_count = priority_constraint_count; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const { | 
					
						
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										 |  |  | 	bool can_sleep = true; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	uint32_t body_count = p_body_island.size(); | 
					
						
							|  |  |  | 	for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
					
						
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										 |  |  | 		GodotBody3D *body = p_body_island[body_index]; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 		if (!body->sleep_test(delta)) { | 
					
						
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										 |  |  | 			can_sleep = false; | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	// Put all to sleep or wake up everyone.
 | 
					
						
							|  |  |  | 	for (uint32_t body_index = 0; body_index < body_count; ++body_index) { | 
					
						
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										 |  |  | 		GodotBody3D *body = p_body_island[body_index]; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 		bool active = body->is_active(); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 		if (active == can_sleep) { | 
					
						
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										 |  |  | 			body->set_active(!can_sleep); | 
					
						
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										 |  |  | 		} | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { | 
					
						
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										 |  |  | 	p_space->lock(); // can't access space during this
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p_space->setup(); //update inertias, etc
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	p_space->set_last_step(p_delta); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	iterations = p_space->get_solver_iterations(); | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	delta = p_delta; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 	const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 	const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list(); | 
					
						
							| 
									
										
										
										
											2021-03-11 20:33:46 -07:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	/* INTEGRATE FORCES */ | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							|  |  |  | 	uint64_t profile_endtime = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	int active_count = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 	const SelfList<GodotBody3D> *b = body_list->first(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	while (b) { | 
					
						
							|  |  |  | 		b->self()->integrate_forces(p_delta); | 
					
						
							|  |  |  | 		b = b->next(); | 
					
						
							|  |  |  | 		active_count++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-11 20:33:46 -07:00
										 |  |  | 	/* UPDATE SOFT BODY MOTION */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 	const SelfList<GodotSoftBody3D> *sb = soft_body_list->first(); | 
					
						
							| 
									
										
										
										
											2021-03-11 20:33:46 -07:00
										 |  |  | 	while (sb) { | 
					
						
							|  |  |  | 		sb->self()->predict_motion(p_delta); | 
					
						
							|  |  |  | 		sb = sb->next(); | 
					
						
							|  |  |  | 		active_count++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-09-02 23:13:40 -03:00
										 |  |  | 	p_space->set_active_objects(active_count); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-11-16 14:51:37 -07:00
										 |  |  | 	// Update the broadphase to register collision pairs.
 | 
					
						
							|  |  |  | 	p_space->update(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 	{ //profile
 | 
					
						
							|  |  |  | 		profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 		profile_begtime = profile_endtime; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	/* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	uint32_t island_count = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 	const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list(); | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	while (aml.first()) { | 
					
						
							| 
									
										
										
										
											2022-05-18 17:43:40 -06:00
										 |  |  | 		for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) { | 
					
						
							|  |  |  | 			GodotConstraint3D *constraint = E; | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			if (constraint->get_island_step() == _step) { | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			constraint->set_island_step(_step); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// Each constraint can be on a separate island for areas as there's no solving phase.
 | 
					
						
							|  |  |  | 			++island_count; | 
					
						
							|  |  |  | 			if (constraint_islands.size() < island_count) { | 
					
						
							|  |  |  | 				constraint_islands.resize(island_count); | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			constraint_island.clear(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			all_constraints.push_back(constraint); | 
					
						
							|  |  |  | 			constraint_island.push_back(constraint); | 
					
						
							|  |  |  | 		} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	b = body_list->first(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 	uint32_t body_island_count = 0; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	while (b) { | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		GodotBody3D *body = b->self(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		if (body->get_island_step() != _step) { | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			++body_island_count; | 
					
						
							|  |  |  | 			if (body_islands.size() < body_island_count) { | 
					
						
							|  |  |  | 				body_islands.resize(body_island_count); | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 			LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			body_island.clear(); | 
					
						
							|  |  |  | 			body_island.reserve(BODY_ISLAND_SIZE_RESERVE); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			++island_count; | 
					
						
							|  |  |  | 			if (constraint_islands.size() < island_count) { | 
					
						
							|  |  |  | 				constraint_islands.resize(island_count); | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			constraint_island.clear(); | 
					
						
							|  |  |  | 			constraint_island.reserve(ISLAND_SIZE_RESERVE); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			_populate_island(body, body_island, constraint_island); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			if (body_island.is_empty()) { | 
					
						
							|  |  |  | 				--body_island_count; | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			if (constraint_island.is_empty()) { | 
					
						
							|  |  |  | 				--island_count; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		b = b->next(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	/* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */ | 
					
						
							| 
									
										
										
										
											2014-09-02 23:13:40 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	sb = soft_body_list->first(); | 
					
						
							|  |  |  | 	while (sb) { | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		GodotSoftBody3D *soft_body = sb->self(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 		if (soft_body->get_island_step() != _step) { | 
					
						
							|  |  |  | 			++body_island_count; | 
					
						
							|  |  |  | 			if (body_islands.size() < body_island_count) { | 
					
						
							|  |  |  | 				body_islands.resize(body_island_count); | 
					
						
							| 
									
										
										
										
											2020-05-14 16:41:43 +02:00
										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 			LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			body_island.clear(); | 
					
						
							|  |  |  | 			body_island.reserve(BODY_ISLAND_SIZE_RESERVE); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			++island_count; | 
					
						
							|  |  |  | 			if (constraint_islands.size() < island_count) { | 
					
						
							|  |  |  | 				constraint_islands.resize(island_count); | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 			LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			constraint_island.clear(); | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			constraint_island.reserve(ISLAND_SIZE_RESERVE); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 			_populate_island_soft_body(soft_body, body_island, constraint_island); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (body_island.is_empty()) { | 
					
						
							|  |  |  | 				--body_island_count; | 
					
						
							| 
									
										
										
										
											2021-04-05 14:09:59 +02:00
										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			if (constraint_island.is_empty()) { | 
					
						
							|  |  |  | 				--island_count; | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2021-03-11 20:33:46 -07:00
										 |  |  | 		} | 
					
						
							|  |  |  | 		sb = sb->next(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	p_space->set_island_count((int)island_count); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 	{ //profile
 | 
					
						
							|  |  |  | 		profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 		profile_begtime = profile_endtime; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	/* SETUP CONSTRAINTS / PROCESS COLLISIONS */ | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	uint32_t total_contraint_count = all_constraints.size(); | 
					
						
							| 
									
										
										
										
											2022-07-23 19:12:41 +02:00
										 |  |  | 	WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics3DConstraintSetup")); | 
					
						
							|  |  |  | 	WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 	{ //profile
 | 
					
						
							|  |  |  | 		profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 		profile_begtime = profile_endtime; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	/* PRE-SOLVE CONSTRAINT ISLANDS */ | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	// Warning: This doesn't run on threads, because it involves thread-unsafe processing.
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 	for (uint32_t island_index = 0; island_index < island_count; ++island_index) { | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 		_pre_solve_island(constraint_islands[island_index]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* SOLVE CONSTRAINT ISLANDS */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Warning: _solve_island modifies the constraint islands for optimization purpose,
 | 
					
						
							|  |  |  | 	// their content is not reliable after these calls and shouldn't be used anymore.
 | 
					
						
							| 
									
										
										
										
											2022-07-23 19:12:41 +02:00
										 |  |  | 	group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands")); | 
					
						
							|  |  |  | 	WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 	{ //profile
 | 
					
						
							|  |  |  | 		profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 		profile_begtime = profile_endtime; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	/* INTEGRATE VELOCITIES */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	b = body_list->first(); | 
					
						
							|  |  |  | 	while (b) { | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		const SelfList<GodotBody3D> *n = b->next(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 		b->self()->integrate_velocities(p_delta); | 
					
						
							| 
									
										
										
										
											2014-09-02 23:13:40 -03:00
										 |  |  | 		b = n; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* SLEEP / WAKE UP ISLANDS */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 	for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) { | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 		_check_suspend(body_islands[island_index]); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-11 20:33:46 -07:00
										 |  |  | 	/* UPDATE SOFT BODY CONSTRAINTS */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	sb = soft_body_list->first(); | 
					
						
							|  |  |  | 	while (sb) { | 
					
						
							|  |  |  | 		sb->self()->solve_constraints(p_delta); | 
					
						
							|  |  |  | 		sb = sb->next(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 	{ //profile
 | 
					
						
							|  |  |  | 		profile_endtime = OS::get_singleton()->get_ticks_usec(); | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | 		p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); | 
					
						
							| 
									
										
										
										
											2016-05-21 21:18:16 -03:00
										 |  |  | 		profile_begtime = profile_endtime; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	all_constraints.clear(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 	p_space->unlock(); | 
					
						
							|  |  |  | 	_step++; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | GodotStep3D::GodotStep3D() { | 
					
						
							| 
									
										
										
										
											2021-04-12 16:22:06 -07:00
										 |  |  | 	body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); | 
					
						
							|  |  |  | 	constraint_islands.reserve(ISLAND_COUNT_RESERVE); | 
					
						
							| 
									
										
										
										
											2021-04-19 18:38:11 -07:00
										 |  |  | 	all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-18 12:24:30 -07:00
										 |  |  | GodotStep3D::~GodotStep3D() { | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | } |