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// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include "array.h"
#include <stdbool.h>
#include <stdint.h>
typedef struct b2Body b2Body;
typedef struct b2Contact b2Contact;
typedef struct b2Joint b2Joint;
typedef struct b2StepContext b2StepContext;
typedef struct b2World b2World;
// Deterministic solver
//
// Collide all awake contacts
// Use bit array to emit start/stop touching events in defined order, per thread. Try using contact index, assuming contacts are
// created in a deterministic order. bit-wise OR together bit arrays and issue changes:
// - start touching: merge islands - temporary linked list - mark root island dirty - wake all - largest island is root
// - stop touching: increment constraintRemoveCount
// Persistent island for awake bodies, joints, and contacts
// https://en.wikipedia.org/wiki/Component_(graph_theory)
// https://en.wikipedia.org/wiki/Dynamic_connectivity
// map from int to solver set and index
typedef struct b2Island
{
// index of solver set stored in b2World
// may be B2_NULL_INDEX
int setIndex;
// island index within set
// may be B2_NULL_INDEX
int localIndex;
int islandId;
int headBody;
int tailBody;
int bodyCount;
int headContact;
int tailContact;
int contactCount;
int headJoint;
int tailJoint;
int jointCount;
// Union find
int parentIsland;
// Keeps track of how many contacts have been removed from this island.
// This is used to determine if an island is a candidate for splitting.
int constraintRemoveCount;
} b2Island;
typedef struct b2IslandSim
{
int islandId;
} b2IslandSim;
b2Island* b2CreateIsland( b2World* world, int setIndex );
void b2DestroyIsland( b2World* world, int islandId );
// Link contacts into the island graph when it starts having contact points
void b2LinkContact( b2World* world, b2Contact* contact );
// Unlink contact from the island graph when it stops having contact points
void b2UnlinkContact( b2World* world, b2Contact* contact );
// Link a joint into the island graph when it is created
void b2LinkJoint( b2World* world, b2Joint* joint, bool mergeIslands );
// Unlink a joint from the island graph when it is destroyed
void b2UnlinkJoint( b2World* world, b2Joint* joint );
void b2MergeAwakeIslands( b2World* world );
void b2SplitIsland( b2World* world, int baseId );
void b2SplitIslandTask( int startIndex, int endIndex, uint32_t threadIndex, void* context );
void b2ValidateIsland( b2World* world, int islandId );
B2_ARRAY_INLINE( b2Island, b2Island );
B2_ARRAY_INLINE( b2IslandSim, b2IslandSim );