0ee0fa42e6
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
288 lines
8.5 KiB
C++
288 lines
8.5 KiB
C++
/*************************************************************************/
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/* step_3d_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "step_3d_sw.h"
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#include "joints_3d_sw.h"
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#include "core/os/os.h"
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void Step3DSW::_populate_island(Body3DSW *p_body, Body3DSW **p_island, Constraint3DSW **p_constraint_island) {
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p_body->set_island_step(_step);
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p_body->set_island_next(*p_island);
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*p_island = p_body;
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for (Map<Constraint3DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
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Constraint3DSW *c = (Constraint3DSW *)E->key();
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if (c->get_island_step() == _step) {
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continue; //already processed
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}
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c->set_island_step(_step);
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c->set_island_next(*p_constraint_island);
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*p_constraint_island = c;
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for (int i = 0; i < c->get_body_count(); i++) {
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if (i == E->get()) {
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continue;
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}
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Body3DSW *b = c->get_body_ptr()[i];
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if (b->get_island_step() == _step || b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
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continue; //no go
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}
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_populate_island(c->get_body_ptr()[i], p_island, p_constraint_island);
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}
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}
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}
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void Step3DSW::_setup_island(Constraint3DSW *p_island, real_t p_delta) {
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Constraint3DSW *ci = p_island;
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while (ci) {
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ci->setup(p_delta);
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//todo remove from island if process fails
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ci = ci->get_island_next();
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}
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}
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void Step3DSW::_solve_island(Constraint3DSW *p_island, int p_iterations, real_t p_delta) {
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int at_priority = 1;
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while (p_island) {
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for (int i = 0; i < p_iterations; i++) {
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Constraint3DSW *ci = p_island;
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while (ci) {
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ci->solve(p_delta);
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ci = ci->get_island_next();
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}
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}
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at_priority++;
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{
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Constraint3DSW *ci = p_island;
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Constraint3DSW *prev = nullptr;
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while (ci) {
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if (ci->get_priority() < at_priority) {
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if (prev) {
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prev->set_island_next(ci->get_island_next()); //remove
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} else {
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p_island = ci->get_island_next();
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}
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} else {
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prev = ci;
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}
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ci = ci->get_island_next();
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}
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}
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}
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}
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void Step3DSW::_check_suspend(Body3DSW *p_island, real_t p_delta) {
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bool can_sleep = true;
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Body3DSW *b = p_island;
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while (b) {
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if (b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
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b = b->get_island_next();
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continue; //ignore for static
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}
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if (!b->sleep_test(p_delta)) {
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can_sleep = false;
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}
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b = b->get_island_next();
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}
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//put all to sleep or wake up everyoen
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b = p_island;
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while (b) {
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if (b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
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b = b->get_island_next();
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continue; //ignore for static
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}
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bool active = b->is_active();
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if (active == can_sleep) {
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b->set_active(!can_sleep);
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}
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b = b->get_island_next();
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}
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}
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void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
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p_space->lock(); // can't access space during this
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p_space->setup(); //update inertias, etc
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const SelfList<Body3DSW>::List *body_list = &p_space->get_active_body_list();
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/* INTEGRATE FORCES */
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uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec();
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uint64_t profile_endtime = 0;
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int active_count = 0;
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const SelfList<Body3DSW> *b = body_list->first();
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while (b) {
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b->self()->integrate_forces(p_delta);
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b = b->next();
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active_count++;
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}
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p_space->set_active_objects(active_count);
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* GENERATE CONSTRAINT ISLANDS */
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Body3DSW *island_list = nullptr;
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Constraint3DSW *constraint_island_list = nullptr;
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b = body_list->first();
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int island_count = 0;
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while (b) {
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Body3DSW *body = b->self();
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if (body->get_island_step() != _step) {
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Body3DSW *island = nullptr;
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Constraint3DSW *constraint_island = nullptr;
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_populate_island(body, &island, &constraint_island);
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island->set_island_list_next(island_list);
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island_list = island;
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if (constraint_island) {
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constraint_island->set_island_list_next(constraint_island_list);
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constraint_island_list = constraint_island;
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island_count++;
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}
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}
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b = b->next();
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}
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p_space->set_island_count(island_count);
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const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
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while (aml.first()) {
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for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
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Constraint3DSW *c = E->get();
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if (c->get_island_step() == _step) {
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continue;
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}
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c->set_island_step(_step);
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c->set_island_next(nullptr);
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c->set_island_list_next(constraint_island_list);
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constraint_island_list = c;
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}
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p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
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}
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* SETUP CONSTRAINT ISLANDS */
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{
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Constraint3DSW *ci = constraint_island_list;
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while (ci) {
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_setup_island(ci, p_delta);
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ci = ci->get_island_list_next();
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}
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}
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* SOLVE CONSTRAINT ISLANDS */
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{
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Constraint3DSW *ci = constraint_island_list;
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while (ci) {
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//iterating each island separatedly improves cache efficiency
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_solve_island(ci, p_iterations, p_delta);
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ci = ci->get_island_list_next();
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}
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}
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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/* INTEGRATE VELOCITIES */
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b = body_list->first();
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while (b) {
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const SelfList<Body3DSW> *n = b->next();
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b->self()->integrate_velocities(p_delta);
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b = n;
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}
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/* SLEEP / WAKE UP ISLANDS */
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{
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Body3DSW *bi = island_list;
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while (bi) {
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_check_suspend(bi, p_delta);
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bi = bi->get_island_list_next();
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}
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}
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
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profile_begtime = profile_endtime;
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}
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p_space->update();
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p_space->unlock();
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_step++;
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}
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Step3DSW::Step3DSW() {
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_step = 1;
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}
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