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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

314 lines
8.9 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/Collision/BroadPhase/BroadPhaseBruteForce.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/AABoxCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Body/BodyManager.h>
#include <Jolt/Physics/Body/BodyPair.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Jolt/Geometry/OrientedBox.h>
#include <Jolt/Core/QuickSort.h>
JPH_NAMESPACE_BEGIN
void BroadPhaseBruteForce::AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState)
{
lock_guard lock(mMutex);
BodyVector &bodies = mBodyManager->GetBodies();
// Allocate space
uint32 idx = (uint32)mBodyIDs.size();
mBodyIDs.resize(idx + inNumber);
// Add bodies
for (const BodyID *b = ioBodies, *b_end = ioBodies + inNumber; b < b_end; ++b)
{
Body &body = *bodies[b->GetIndex()];
// Validate that body ID is consistent with array index
JPH_ASSERT(body.GetID() == *b);
JPH_ASSERT(!body.IsInBroadPhase());
// Add it to the list
mBodyIDs[idx] = body.GetID();
++idx;
// Indicate body is in the broadphase
body.SetInBroadPhaseInternal(true);
}
// Resort
QuickSort(mBodyIDs.begin(), mBodyIDs.end());
}
void BroadPhaseBruteForce::RemoveBodies(BodyID *ioBodies, int inNumber)
{
lock_guard lock(mMutex);
BodyVector &bodies = mBodyManager->GetBodies();
JPH_ASSERT((int)mBodyIDs.size() >= inNumber);
// Remove bodies
for (const BodyID *b = ioBodies, *b_end = ioBodies + inNumber; b < b_end; ++b)
{
Body &body = *bodies[b->GetIndex()];
// Validate that body ID is consistent with array index
JPH_ASSERT(body.GetID() == *b);
JPH_ASSERT(body.IsInBroadPhase());
// Find body id
Array<BodyID>::const_iterator it = std::lower_bound(mBodyIDs.begin(), mBodyIDs.end(), body.GetID());
JPH_ASSERT(it != mBodyIDs.end());
// Remove element
mBodyIDs.erase(it);
// Indicate body is no longer in the broadphase
body.SetInBroadPhaseInternal(false);
}
}
void BroadPhaseBruteForce::NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock)
{
// Do nothing, we directly reference the body
}
void BroadPhaseBruteForce::NotifyBodiesLayerChanged(BodyID * ioBodies, int inNumber)
{
// Do nothing, we directly reference the body
}
void BroadPhaseBruteForce::CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
// Load ray
Vec3 origin(inRay.mOrigin);
RayInvDirection inv_direction(inRay.mDirection);
// For all bodies
float early_out_fraction = ioCollector.GetEarlyOutFraction();
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with ray
const AABox &bounds = body.GetWorldSpaceBounds();
float fraction = RayAABox(origin, inv_direction, bounds.mMin, bounds.mMax);
if (fraction < early_out_fraction)
{
// Store hit
BroadPhaseCastResult result { b, fraction };
ioCollector.AddHit(result);
if (ioCollector.ShouldEarlyOut())
break;
early_out_fraction = ioCollector.GetEarlyOutFraction();
}
}
}
}
void BroadPhaseBruteForce::CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
// For all bodies
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with box
const AABox &bounds = body.GetWorldSpaceBounds();
if (bounds.Overlaps(inBox))
{
// Store hit
ioCollector.AddHit(b);
if (ioCollector.ShouldEarlyOut())
break;
}
}
}
}
void BroadPhaseBruteForce::CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
float radius_sq = Square(inRadius);
// For all bodies
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with box
const AABox &bounds = body.GetWorldSpaceBounds();
if (bounds.GetSqDistanceTo(inCenter) <= radius_sq)
{
// Store hit
ioCollector.AddHit(b);
if (ioCollector.ShouldEarlyOut())
break;
}
}
}
}
void BroadPhaseBruteForce::CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
// For all bodies
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with box
const AABox &bounds = body.GetWorldSpaceBounds();
if (bounds.Contains(inPoint))
{
// Store hit
ioCollector.AddHit(b);
if (ioCollector.ShouldEarlyOut())
break;
}
}
}
}
void BroadPhaseBruteForce::CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
// For all bodies
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with box
const AABox &bounds = body.GetWorldSpaceBounds();
if (inBox.Overlaps(bounds))
{
// Store hit
ioCollector.AddHit(b);
if (ioCollector.ShouldEarlyOut())
break;
}
}
}
}
void BroadPhaseBruteForce::CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
shared_lock lock(mMutex);
// Load box
Vec3 origin(inBox.mBox.GetCenter());
Vec3 extent(inBox.mBox.GetExtent());
RayInvDirection inv_direction(inBox.mDirection);
// For all bodies
float early_out_fraction = ioCollector.GetPositiveEarlyOutFraction();
for (BodyID b : mBodyIDs)
{
const Body &body = mBodyManager->GetBody(b);
// Test layer
if (inObjectLayerFilter.ShouldCollide(body.GetObjectLayer()))
{
// Test intersection with ray
const AABox &bounds = body.GetWorldSpaceBounds();
float fraction = RayAABox(origin, inv_direction, bounds.mMin - extent, bounds.mMax + extent);
if (fraction < early_out_fraction)
{
// Store hit
BroadPhaseCastResult result { b, fraction };
ioCollector.AddHit(result);
if (ioCollector.ShouldEarlyOut())
break;
early_out_fraction = ioCollector.GetPositiveEarlyOutFraction();
}
}
}
}
void BroadPhaseBruteForce::CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const
{
CastAABoxNoLock(inBox, ioCollector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
void BroadPhaseBruteForce::FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const
{
shared_lock lock(mMutex);
// Loop through all active bodies
size_t num_bodies = mBodyIDs.size();
for (int b1 = 0; b1 < inNumActiveBodies; ++b1)
{
BodyID b1_id = ioActiveBodies[b1];
const Body &body1 = mBodyManager->GetBody(b1_id);
const ObjectLayer layer1 = body1.GetObjectLayer();
// Expand the bounding box by the speculative contact distance
AABox bounds1 = body1.GetWorldSpaceBounds();
bounds1.ExpandBy(Vec3::sReplicate(inSpeculativeContactDistance));
// For all other bodies
for (size_t b2 = 0; b2 < num_bodies; ++b2)
{
// Check if bodies can collide
BodyID b2_id = mBodyIDs[b2];
const Body &body2 = mBodyManager->GetBody(b2_id);
if (!Body::sFindCollidingPairsCanCollide(body1, body2))
continue;
// Check if layers can collide
const ObjectLayer layer2 = body2.GetObjectLayer();
if (!inObjectLayerPairFilter.ShouldCollide(layer1, layer2))
continue;
// Check if bounds overlap
const AABox &bounds2 = body2.GetWorldSpaceBounds();
if (!bounds1.Overlaps(bounds2))
continue;
// Store overlapping pair
ioPairCollector.AddHit({ b1_id, b2_id });
}
}
}
AABox BroadPhaseBruteForce::GetBounds() const
{
shared_lock lock(mMutex);
AABox bounds;
for (BodyID b : mBodyIDs)
bounds.Encapsulate(mBodyManager->GetBody(b).GetWorldSpaceBounds());
return bounds;
}
JPH_NAMESPACE_END