Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
314 lines
8.9 KiB
C++
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
|