godot/servers/physics_2d/step_2d_sw.cpp
PouleyKetchoupp e9fdf3e61f Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.

Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.

This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
2021-11-16 12:01:57 -07:00

307 lines
9.1 KiB
C++

/*************************************************************************/
/* step_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#include "step_2d_sw.h"
#include "core/os/os.h"
void Step2DSW::_populate_island(Body2DSW *p_body, Body2DSW **p_island, Constraint2DSW **p_constraint_island) {
p_body->set_island_step(_step);
p_body->set_island_next(*p_island);
*p_island = p_body;
for (Map<Constraint2DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
Constraint2DSW *c = (Constraint2DSW *)E->key();
if (c->get_island_step() == _step) {
continue; //already processed
}
c->set_island_step(_step);
c->set_island_next(*p_constraint_island);
*p_constraint_island = c;
for (int i = 0; i < c->get_body_count(); i++) {
if (i == E->get()) {
continue;
}
Body2DSW *b = c->get_body_ptr()[i];
if (b->get_island_step() == _step || b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC) {
continue; //no go
}
_populate_island(c->get_body_ptr()[i], p_island, p_constraint_island);
}
}
}
bool Step2DSW::_setup_island(Constraint2DSW *p_island, real_t p_delta) {
Constraint2DSW *ci = p_island;
Constraint2DSW *prev_ci = nullptr;
bool removed_root = false;
while (ci) {
bool process = ci->setup(p_delta);
if (!process) {
//remove from island if process fails
if (prev_ci) {
prev_ci->set_island_next(ci->get_island_next());
} else {
removed_root = true;
prev_ci = ci;
}
} else {
prev_ci = ci;
}
ci = ci->get_island_next();
}
return removed_root;
}
void Step2DSW::_solve_island(Constraint2DSW *p_island, int p_iterations, real_t p_delta) {
for (int i = 0; i < p_iterations; i++) {
Constraint2DSW *ci = p_island;
while (ci) {
ci->solve(p_delta);
ci = ci->get_island_next();
}
}
}
void Step2DSW::_check_suspend(Body2DSW *p_island, real_t p_delta) {
bool can_sleep = true;
Body2DSW *b = p_island;
while (b) {
if (b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC) {
b = b->get_island_next();
continue; //ignore for static
}
if (!b->sleep_test(p_delta)) {
can_sleep = false;
}
b = b->get_island_next();
}
//put all to sleep or wake up everyoen
b = p_island;
while (b) {
if (b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC) {
b = b->get_island_next();
continue; //ignore for static
}
bool active = b->is_active();
if (active == can_sleep) {
b->set_active(!can_sleep);
}
b = b->get_island_next();
}
}
void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
p_space->lock(); // can't access space during this
p_space->setup(); //update inertias, etc
const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list();
/* INTEGRATE FORCES */
uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec();
uint64_t profile_endtime = 0;
int active_count = 0;
const SelfList<Body2DSW> *b = body_list->first();
while (b) {
b->self()->integrate_forces(p_delta);
b = b->next();
active_count++;
}
p_space->set_active_objects(active_count);
// Update the broadphase to register collision pairs.
p_space->update();
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* GENERATE CONSTRAINT ISLANDS */
Body2DSW *island_list = nullptr;
Constraint2DSW *constraint_island_list = nullptr;
b = body_list->first();
int island_count = 0;
while (b) {
Body2DSW *body = b->self();
if (body->get_island_step() != _step) {
Body2DSW *island = nullptr;
Constraint2DSW *constraint_island = nullptr;
_populate_island(body, &island, &constraint_island);
island->set_island_list_next(island_list);
island_list = island;
if (constraint_island) {
constraint_island->set_island_list_next(constraint_island_list);
constraint_island_list = constraint_island;
island_count++;
}
}
b = b->next();
}
p_space->set_island_count(island_count);
const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
Constraint2DSW *c = E->get();
if (c->get_island_step() == _step) {
continue;
}
c->set_island_step(_step);
c->set_island_next(nullptr);
c->set_island_list_next(constraint_island_list);
constraint_island_list = c;
}
p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
}
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* SETUP CONSTRAINT ISLANDS */
{
Constraint2DSW *ci = constraint_island_list;
Constraint2DSW *prev_ci = nullptr;
while (ci) {
if (_setup_island(ci, p_delta)) {
//removed the root from the island graph because it is not to be processed
Constraint2DSW *next = ci->get_island_next();
if (next) {
//root from list being deleted no longer exists, replace by next
next->set_island_list_next(ci->get_island_list_next());
if (prev_ci) {
prev_ci->set_island_list_next(next);
} else {
constraint_island_list = next;
}
prev_ci = next;
} else {
//list is empty, just skip
if (prev_ci) {
prev_ci->set_island_list_next(ci->get_island_list_next());
} else {
constraint_island_list = ci->get_island_list_next();
}
}
} else {
prev_ci = ci;
}
ci = ci->get_island_list_next();
}
}
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* SOLVE CONSTRAINT ISLANDS */
{
Constraint2DSW *ci = constraint_island_list;
while (ci) {
//iterating each island separatedly improves cache efficiency
_solve_island(ci, p_iterations, p_delta);
ci = ci->get_island_list_next();
}
}
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
/* INTEGRATE VELOCITIES */
b = body_list->first();
while (b) {
const SelfList<Body2DSW> *n = b->next();
b->self()->integrate_velocities(p_delta);
b = n; // in case it shuts itself down
}
/* SLEEP / WAKE UP ISLANDS */
{
Body2DSW *bi = island_list;
while (bi) {
_check_suspend(bi, p_delta);
bi = bi->get_island_list_next();
}
}
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
//profile_begtime=profile_endtime;
}
p_space->unlock();
_step++;
}
Step2DSW::Step2DSW() {
_step = 1;
}