#include "physics_world.h"
#include "recording.h"
#include "arena_allocator.h"
#include "bitset.h"
#include "body.h"
#include "broad_phase.h"
#include "constraint_graph.h"
#include "contact.h"
#include "core.h"
#include "ctz.h"
#include "hull_map.h"
#include "island.h"
#include "joint.h"
#include "parallel_for.h"
#include "platform.h"
#include "scheduler.h"
#include "sensor.h"
#include "shape.h"
#include "solver.h"
#include "solver_set.h"
#include "box3d/box3d.h"
#include "box3d/constants.h"
#include <float.h>
#include <stdio.h>
#include <string.h>
_Static_assert( B3_MAX_WORLDS > 0, "must be 1 or more" );
_Static_assert( B3_MAX_WORLDS < UINT16_MAX, "B3_MAX_WORLDS limit exceeded" );
b3World b3_worlds[B3_MAX_WORLDS];
b3AtomicInt b3_worldCount;
int b3_maxWorldCount;
const b3HullData* b3AddHullToDatabase( b3World* world, const b3HullData* src )
{
b3HullMap* database = world->hullDatabase;
b3HullMap_itr itr = b3HullMap_get( database, src );
if ( b3HullMap_is_end( itr ) == false )
{
itr.data->val += 1;
return itr.data->key;
}
b3HullData* owned = b3CloneHull( src );
B3_ASSERT( owned != NULL );
b3HullMap_insert( database, owned, 1 );
return owned;
}
const b3HullData* b3AddOwnedHullToDatabase( b3World* world, b3HullData* owned )
{
b3HullMap* database = world->hullDatabase;
b3HullMap_itr itr = b3HullMap_get( database, owned );
if ( b3HullMap_is_end( itr ) == false )
{
itr.data->val += 1;
b3DestroyHull( owned );
return itr.data->key;
}
b3HullMap_insert( database, owned, 1 );
return owned;
}
void b3RemoveHullFromDatabase( b3World* world, const b3HullData* data )
{
b3HullMap* database = world->hullDatabase;
b3HullMap_itr itr = b3HullMap_get( database, data );
B3_ASSERT( b3HullMap_is_end( itr ) == false );
if ( --itr.data->val == 0 )
{
b3HullData* owned = (b3HullData*)itr.data->key;
b3HullMap_erase_itr( database, itr );
b3DestroyHull( owned );
}
}
b3World* b3GetUnlockedWorldFromId( b3WorldId id )
{
B3_ASSERT( 1 <= id.index1 && id.index1 <= B3_MAX_WORLDS );
b3World* world = b3_worlds + ( id.index1 - 1 );
B3_ASSERT( id.index1 == world->worldId + 1 );
B3_ASSERT( id.generation == world->generation );
if ( world->locked )
{
B3_ASSERT( false );
return NULL;
}
return world;
}
b3World* b3GetWorldFromId( b3WorldId id )
{
B3_ASSERT( 1 <= id.index1 && id.index1 <= B3_MAX_WORLDS );
b3World* world = b3_worlds + ( id.index1 - 1 );
B3_ASSERT( id.index1 == world->worldId + 1 );
B3_ASSERT( id.generation == world->generation );
return world;
}
b3World* b3GetWorld( int index )
{
B3_ASSERT( 0 <= index && index < B3_MAX_WORLDS );
b3World* world = b3_worlds + index;
B3_ASSERT( world->worldId == index );
return world;
}
b3World* b3GetUnlockedWorld( int index )
{
B3_ASSERT( 0 <= index && index < B3_MAX_WORLDS );
b3World* world = b3_worlds + index;
B3_ASSERT( world->worldId == index );
if ( world->locked )
{
B3_ASSERT( false );
return NULL;
}
return world;
}
static void* b3DefaultAddTaskFcn( b3TaskCallback* task, void* taskContext, void* userContext, const char* name )
{
B3_UNUSED( userContext, name );
task( taskContext );
return NULL;
}
static void b3DefaultFinishTaskFcn( void* userTask, void* userContext )
{
B3_UNUSED( userTask );
B3_UNUSED( userContext );
}
static float b3DefaultFrictionCallback( float frictionA, uint64_t materialA, float frictionB, uint64_t materialB )
{
B3_UNUSED( materialA, materialB );
return sqrtf( frictionA * frictionB );
}
static float b3DefaultRestitutionCallback( float restitutionA, uint64_t materialA, float restitutionB, uint64_t materialB )
{
B3_UNUSED( materialA, materialB );
return b3MaxFloat( restitutionA, restitutionB );
}
static void b3CreateWorkerContexts( b3World* world )
{
b3Array_Resize( world->taskContexts, world->workerCount );
b3Array_MemZero( world->taskContexts );
b3Array_Resize( world->sensorTaskContexts, world->workerCount );
b3Array_MemZero( world->sensorTaskContexts );
for ( int i = 0; i < world->workerCount; ++i )
{
world->taskContexts.data[i].arena = b3CreateArena( 128 * 1024 );
b3Array_Reserve( world->taskContexts.data[i].sensorHits, 8 );
world->taskContexts.data[i].contactStateBitSet = b3CreateBitSet( 1024 );
world->taskContexts.data[i].hitEventBitSet = b3CreateBitSet( 1024 );
world->taskContexts.data[i].hasHitEvents = false;
world->taskContexts.data[i].jointStateBitSet = b3CreateBitSet( 1024 );
world->taskContexts.data[i].enlargedSimBitSet = b3CreateBitSet( 256 );
world->taskContexts.data[i].awakeIslandBitSet = b3CreateBitSet( 256 );
world->taskContexts.data[i].splitIslandId = B3_NULL_INDEX;
world->sensorTaskContexts.data[i].eventBits = b3CreateBitSet( 128 );
}
}
static void b3DestroyWorkerContexts( b3World* world )
{
for ( int i = 0; i < world->workerCount; ++i )
{
b3DestroyArena( &world->taskContexts.data[i].arena );
b3Array_Destroy( world->taskContexts.data[i].sensorHits );
b3DestroyBitSet( &world->taskContexts.data[i].contactStateBitSet );
b3DestroyBitSet( &world->taskContexts.data[i].hitEventBitSet );
b3DestroyBitSet( &world->taskContexts.data[i].jointStateBitSet );
b3DestroyBitSet( &world->taskContexts.data[i].enlargedSimBitSet );
b3DestroyBitSet( &world->taskContexts.data[i].awakeIslandBitSet );
b3DestroyBitSet( &world->sensorTaskContexts.data[i].eventBits );
}
b3Array_Destroy( world->taskContexts );
b3Array_Destroy( world->sensorTaskContexts );
}
b3WorldId b3CreateWorld( const b3WorldDef* def )
{
B3_CHECK_DEF( def );
B3_ASSERT( B3_LINEAR_SLOP <= B3_MESH_REST_OFFSET );
B3_ASSERT( B3_MESH_REST_OFFSET < B3_SPECULATIVE_DISTANCE );
int worldId = B3_NULL_INDEX;
for ( int i = 0; i < B3_MAX_WORLDS; ++i )
{
if ( b3_worlds[i].inUse == false )
{
worldId = i;
break;
}
}
if ( worldId == B3_NULL_INDEX )
{
b3Log( "B3_MAX_WORLDS of %d exceeded!!!", B3_MAX_WORLDS );
B3_ASSERT( worldId != B3_NULL_INDEX );
return (b3WorldId){ 0 };
}
int oldCount = b3AtomicFetchAddInt( &b3_worldCount, 1 );
b3_maxWorldCount = b3MaxInt( b3_maxWorldCount, oldCount + 1 );
b3InitializeContactRegisters();
b3World* world = b3_worlds + worldId;
uint16_t revision = world->generation;
memset( world, 0, sizeof( b3World ) );
world->worldId = (uint16_t)worldId;
world->generation = revision;
world->inUse = true;
world->stack = b3CreateStack( 2048 );
b3Array_Reserve( world->manifoldAllocators, 16 );
world->manifoldAllocatorMutex = b3CreateMutex();
b3CreateBroadPhase( &world->broadPhase, &def->capacity );
b3CreateGraph( &world->constraintGraph, 16 );
world->bodyIdPool = b3CreateIdPool();
int bodyCapacity = b3MaxInt( 16, def->capacity.staticBodyCount + def->capacity.dynamicBodyCount );
b3Array_Reserve( world->bodies, bodyCapacity );
b3Array_Reserve( world->solverSets, 8 );
world->solverSetIdPool = b3CreateIdPool();
b3SolverSet set = { 0 };
set.setIndex = b3AllocId( &world->solverSetIdPool );
b3Array_Push( world->solverSets, set );
b3Array_Reserve( world->solverSets.data[b3_staticSet].bodySims, b3MaxInt( 16, def->capacity.staticBodyCount ) );
B3_ASSERT( world->solverSets.data[b3_staticSet].setIndex == b3_staticSet );
set.setIndex = b3AllocId( &world->solverSetIdPool );
b3Array_Push( world->solverSets, set );
B3_ASSERT( world->solverSets.data[b3_disabledSet].setIndex == b3_disabledSet );
set.setIndex = b3AllocId( &world->solverSetIdPool );
b3Array_Push( world->solverSets, set );
b3Array_Reserve( world->solverSets.data[b3_awakeSet].bodySims, b3MaxInt( 16, def->capacity.dynamicBodyCount ) );
b3Array_Reserve( world->solverSets.data[b3_awakeSet].bodyStates, b3MaxInt( 16, def->capacity.dynamicBodyCount ) );
b3Array_Reserve( world->solverSets.data[b3_awakeSet].contactIndices, b3MaxInt( 16, def->capacity.contactCount ) );
B3_ASSERT( world->solverSets.data[b3_awakeSet].setIndex == b3_awakeSet );
world->shapeIdPool = b3CreateIdPool();
int shapeCapacity = b3MaxInt( 16, def->capacity.staticShapeCount + def->capacity.dynamicShapeCount );
b3Array_Reserve( world->shapes, shapeCapacity );
world->hullDatabase = b3Alloc( sizeof( b3HullMap ) );
b3HullMap_init( world->hullDatabase );
world->contactIdPool = b3CreateIdPool();
b3Array_Reserve( world->contacts, b3MaxInt( 16, def->capacity.contactCount ) );
world->jointIdPool = b3CreateIdPool();
b3Array_Reserve( world->joints, 16 );
world->islandIdPool = b3CreateIdPool();
b3Array_Reserve( world->islands, b3MaxInt( 16, def->capacity.dynamicBodyCount ) );
b3Array_Reserve( world->sensors, 4 );
b3Array_Reserve( world->bodyMoveEvents, 4 );
b3Array_Reserve( world->sensorBeginEvents, 4 );
b3Array_Reserve( world->sensorEndEvents[0], 4 );
b3Array_Reserve( world->sensorEndEvents[1], 4 );
b3Array_Reserve( world->contactBeginEvents, 4 );
b3Array_Reserve( world->contactEndEvents[0], 4 );
b3Array_Reserve( world->contactEndEvents[1], 4 );
b3Array_Reserve( world->contactHitEvents, 4 );
b3Array_Reserve( world->jointEvents, 4 );
world->endEventArrayIndex = 0;
world->stepIndex = 0;
world->splitIslandId = B3_NULL_INDEX;
world->activeTaskCount = 0;
world->taskCount = 0;
world->gravity = def->gravity;
world->hitEventThreshold = def->hitEventThreshold;
world->restitutionThreshold = def->restitutionThreshold;
world->maxLinearSpeed = def->maximumLinearSpeed;
world->contactSpeed = def->contactSpeed;
world->contactHertz = def->contactHertz;
world->contactDampingRatio = def->contactDampingRatio;
world->contactRecycleDistance = B3_CONTACT_RECYCLE_DISTANCE;
if ( def->frictionCallback == NULL )
{
world->frictionCallback = b3DefaultFrictionCallback;
}
else
{
world->frictionCallback = def->frictionCallback;
}
if ( def->restitutionCallback == NULL )
{
world->restitutionCallback = b3DefaultRestitutionCallback;
}
else
{
world->restitutionCallback = def->restitutionCallback;
}
world->enableSleep = def->enableSleep;
world->locked = false;
world->enableWarmStarting = true;
world->enableContinuous = def->enableContinuous;
world->enableSpeculative = true;
world->userTreeTask = NULL;
world->userData = def->userData;
if ( def->workerCount > 0 && def->enqueueTask != NULL && def->finishTask != NULL )
{
world->workerCount = b3MinInt( def->workerCount, B3_MAX_WORKERS );
world->enqueueTaskFcn = def->enqueueTask;
world->finishTaskFcn = def->finishTask;
world->userTaskContext = def->userTaskContext;
world->scheduler = NULL;
}
else if ( def->workerCount > 1 )
{
world->workerCount = b3MinInt( def->workerCount, B3_MAX_WORKERS );
world->scheduler = b3CreateScheduler( world->workerCount );
world->enqueueTaskFcn = b3SchedulerEnqueueTask;
world->finishTaskFcn = b3SchedulerFinishTask;
world->userTaskContext = world->scheduler;
}
else
{
world->workerCount = 1;
world->enqueueTaskFcn = b3DefaultAddTaskFcn;
world->finishTaskFcn = b3DefaultFinishTaskFcn;
world->userTaskContext = NULL;
world->scheduler = NULL;
}
b3CreateWorkerContexts( world );
world->debugBodySet = b3CreateBitSet( 256 );
world->debugJointSet = b3CreateBitSet( 256 );
world->debugContactSet = b3CreateBitSet( 256 );
world->debugIslandSet = b3CreateBitSet( 256 );
world->createDebugShape = def->createDebugShape;
world->destroyDebugShape = def->destroyDebugShape;
world->userDebugShapeContext = def->userDebugShapeContext;
return (b3WorldId){ (uint16_t)( worldId + 1 ), world->generation };
}
void b3DestroyWorld( b3WorldId worldId )
{
b3AtomicFetchAddInt( &b3_worldCount, -1 );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
world->locked = true;
b3StopRecordingInternal( world );
if ( world->scheduler != NULL )
{
b3DestroyScheduler( world->scheduler );
world->scheduler = NULL;
}
b3DestroyBitSet( &world->debugBodySet );
b3DestroyBitSet( &world->debugJointSet );
b3DestroyBitSet( &world->debugContactSet );
b3DestroyBitSet( &world->debugIslandSet );
b3DestroyWorkerContexts( world );
b3Array_Destroy( world->bodyMoveEvents );
b3Array_Destroy( world->sensorBeginEvents );
b3Array_Destroy( world->sensorEndEvents[0] );
b3Array_Destroy( world->sensorEndEvents[1] );
b3Array_Destroy( world->contactBeginEvents );
b3Array_Destroy( world->contactEndEvents[0] );
b3Array_Destroy( world->contactEndEvents[1] );
b3Array_Destroy( world->contactHitEvents );
b3Array_Destroy( world->jointEvents );
int sensorCount = world->sensors.count;
for ( int i = 0; i < sensorCount; ++i )
{
b3Array_Destroy( world->sensors.data[i].hits );
b3Array_Destroy( world->sensors.data[i].overlaps1 );
b3Array_Destroy( world->sensors.data[i].overlaps2 );
}
b3Array_Destroy( world->sensors );
b3Array_Destroy( world->bodies );
int shapeCapacity = world->shapes.count;
b3Shape* shapes = world->shapes.data;
for ( int i = 0; i < shapeCapacity; ++i )
{
b3Shape* shape = shapes + i;
if ( shape->id != B3_NULL_INDEX )
{
b3DestroyShapeAllocations( world, shapes + i );
}
}
int contactCapacity = world->contacts.count;
b3Contact* contacts = world->contacts.data;
for ( int i = 0; i < contactCapacity; ++i )
{
b3Contact* contact = contacts + i;
if ( contact->contactId != B3_NULL_INDEX )
{
if ( contact->flags & b3_simMeshContact )
{
b3Array_Destroy( contact->meshContact.triangleCache );
}
}
}
B3_ASSERT( b3HullMap_size( (b3HullMap*)world->hullDatabase ) == 0 );
b3HullMap_cleanup( world->hullDatabase );
b3Free( world->hullDatabase, sizeof( b3HullMap ) );
world->hullDatabase = NULL;
b3Array_Destroy( world->shapes );
b3Array_Destroy( world->contacts );
b3Array_Destroy( world->joints );
for ( int i = 0; i < world->islands.count; ++i )
{
b3Array_Destroy( world->islands.data[i].bodies );
b3Array_Destroy( world->islands.data[i].contacts );
b3Array_Destroy( world->islands.data[i].joints );
}
b3Array_Destroy( world->islands );
int setCapacity = world->solverSets.count;
for ( int i = 0; i < setCapacity; ++i )
{
b3SolverSet* set = world->solverSets.data + i;
if ( set->setIndex != B3_NULL_INDEX )
{
b3DestroySolverSet( world, i );
}
}
b3Array_Destroy( world->solverSets );
b3DestroyGraph( &world->constraintGraph );
b3DestroyBroadPhase( &world->broadPhase );
b3DestroyIdPool( &world->bodyIdPool );
b3DestroyIdPool( &world->shapeIdPool );
b3DestroyIdPool( &world->contactIdPool );
b3DestroyIdPool( &world->jointIdPool );
b3DestroyIdPool( &world->islandIdPool );
b3DestroyIdPool( &world->solverSetIdPool );
for ( int i = 0; i < world->manifoldAllocators.count; ++i )
{
b3DestroyBlockAllocator( world->manifoldAllocators.data + i );
}
b3Array_Destroy( world->manifoldAllocators );
b3DestroyMutex( world->manifoldAllocatorMutex );
b3DestroyStack( &world->stack );
uint16_t generation = world->generation;
memset( world, 0, sizeof( b3World ) );
world->generation = generation + 1;
}
int b3GetWorldCount( void )
{
return b3AtomicLoadInt( &b3_worldCount );
}
int b3GetMaxWorldCount( void )
{
return b3_maxWorldCount;
}
static inline void b3PrefetchContact( const b3Contact* contact )
{
const char* p = (const char*)contact;
b3Prefetch( p );
b3Prefetch( p + 64 );
b3Prefetch( p + 128 );
b3Prefetch( p + 192 );
}
static void b3CollideTask( int startIndex, int endIndex, int workerIndex, void* context )
{
b3TracyCZoneNC( collide_task, "Collide Task", b3_colorDodgerBlue, true );
b3StepContext* stepContext = (b3StepContext*)context;
b3World* world = stepContext->world;
b3ConstraintGraph* graph = &world->constraintGraph;
b3TaskContext* taskContext = world->taskContexts.data + workerIndex;
int* contactIndices = stepContext->awakeContactIndices;
b3Contact* contacts = world->contacts.data;
b3Shape* shapes = world->shapes.data;
b3Body* bodies = world->bodies.data;
b3BodySim* awakeSims = world->solverSets.data[b3_awakeSet].bodySims.data;
b3BodySim* staticSims = world->solverSets.data[b3_staticSet].bodySims.data;
B3_ASSERT( startIndex < endIndex );
float recycleDistance = world->contactRecycleDistance;
float speculativeDistance = B3_SPECULATIVE_DISTANCE;
float recycleDistanceNonTouching = b3MinFloat( recycleDistance, speculativeDistance );
const int contactPrefetchDistance = 4;
int prefetchEnd = endIndex - contactPrefetchDistance;
for ( int i = startIndex; i < endIndex; ++i )
{
if ( i < prefetchEnd )
{
b3PrefetchContact( contacts + contactIndices[i + contactPrefetchDistance] );
}
int contactIndex = contactIndices[i];
B3_ASSERT( contactIndex < world->contacts.count );
b3Contact* contact = contacts + contactIndex;
B3_VALIDATE( contact->contactId == contactIndex );
b3Shape* shapeA = shapes + contact->shapeIdA;
b3Shape* shapeB = shapes + contact->shapeIdB;
bool overlap = b3AABB_Overlaps( shapeA->fatAABB, shapeB->fatAABB );
if ( overlap == false )
{
contact->flags |= b3_simDisjoint;
contact->flags &= ~b3_simTouchingFlag;
b3SetBit( &taskContext->contactStateBitSet, contactIndex );
continue;
}
b3Body* bodyA = bodies + shapeA->bodyId;
b3Body* bodyB = bodies + shapeB->bodyId;
bool isStaticA = bodyA->type == b3_staticBody;
bool isStaticB = bodyB->type == b3_staticBody;
bool wasTouching = ( contact->flags & b3_simTouchingFlag );
bool isMeshContact = ( contact->flags & b3_simMeshContact );
b3BodySim* bodySimA;
b3BodySim* bodySimB;
if ( wasTouching )
{
B3_ASSERT( bodyA->setIndex == b3_awakeSet || bodyA->setIndex == b3_staticSet );
B3_ASSERT( bodyB->setIndex == b3_awakeSet || bodyB->setIndex == b3_staticSet );
bodySimA = ( isStaticA ? staticSims : awakeSims ) + bodyA->localIndex;
bodySimB = ( isStaticB ? staticSims : awakeSims ) + bodyB->localIndex;
}
else
{
{
b3SolverSet* set = b3Array_Get( world->solverSets, bodyA->setIndex );
bodySimA = b3Array_Get( set->bodySims, bodyA->localIndex );
}
{
b3SolverSet* set = b3Array_Get( world->solverSets, bodyB->setIndex );
bodySimB = b3Array_Get( set->bodySims, bodyB->localIndex );
}
}
b3WorldTransform transformA = bodySimA->transform;
b3WorldTransform transformB = bodySimB->transform;
bool isFast = ( bodySimA->flags & b3_isFast ) || ( bodySimB->flags & b3_isFast );
contact->bodySimIndexA = isStaticA ? B3_NULL_INDEX : bodyA->localIndex;
contact->bodySimIndexB = isStaticB ? B3_NULL_INDEX : bodyB->localIndex;
float recycleTolerance = wasTouching ? recycleDistance : recycleDistanceNonTouching;
if ( ( isFast == false || isMeshContact == false ) && recycleDistance > 0.0f &&
( contact->flags & b3_relativeTransformValid ) && ( contact->flags & b3_contactRecycleFlag ) )
{
float angleA = b3DotQuat( transformA.q, contact->cachedRotationA );
float angleB = b3DotQuat( transformB.q, contact->cachedRotationB );
float angularDistance = b3MinFloat( angleA * angleA, angleB * angleB );
b3Transform xf = b3InvMulWorldTransforms( transformA, transformB );
b3Transform xfc = contact->cachedRelativePose;
b3Vec3 maxExtentA = isStaticA ? b3Vec3_zero : bodySimA->maxExtent;
b3Vec3 maxExtentB = isStaticB ? b3Vec3_zero : bodySimB->maxExtent;
b3Vec3 maxExtent = b3Max( maxExtentA, maxExtentB );
float distSquared = b3DistanceSquared( xf.p, xfc.p );
if ( angularDistance > B3_CONTACT_RECYCLE_ANGULAR_DISTANCE && distSquared < recycleTolerance * recycleTolerance )
{
float distance = sqrtf( distSquared );
float slack = recycleTolerance - distance;
b3Quat qr = b3InvMulQuat( xfc.q, xf.q );
b3Vec3 arc = b3ModifiedCross( b3Abs( qr.v ), maxExtent );
float arcSq = 4.0f * b3LengthSquared( arc );
if ( arcSq < slack * slack )
{
b3Quat dqA = b3MulQuat( transformA.q, b3Conjugate( contact->cachedRotationA ) );
b3Quat dqB = b3MulQuat( transformB.q, b3Conjugate( contact->cachedRotationB ) );
b3Matrix3 matrixA = b3MakeMatrixFromQuat( dqA );
b3Matrix3 matrixB = b3MakeMatrixFromQuat( dqB );
b3Vec3 dc = b3SubPos( bodySimB->center, bodySimA->center );
int manifoldCount = contact->manifoldCount;
for ( int manifoldIndex = 0; manifoldIndex < manifoldCount; ++manifoldIndex )
{
b3Manifold* manifold = contact->manifolds + manifoldIndex;
b3Vec3 normal = manifold->normal;
int pointCount = manifold->pointCount;
for ( int pointIndex = 0; pointIndex < pointCount; ++pointIndex )
{
b3ManifoldPoint* mp = manifold->points + pointIndex;
b3Vec3 rA = b3MulMV( matrixA, mp->anchorA );
b3Vec3 rB = b3MulMV( matrixB, mp->anchorB );
b3Vec3 dp = b3Add( dc, b3Sub( rB, rA ) );
mp->separation = mp->baseSeparation + b3Dot( dp, normal );
mp->persisted = true;
}
}
taskContext->recycledContactCount += 1;
int bucketIndex = b3MinInt( manifoldCount, B3_CONTACT_MANIFOLD_COUNT_BUCKETS - 1 );
if ( bucketIndex > 0 )
{
taskContext->manifoldCounts[bucketIndex - 1] += 1;
}
continue;
}
}
}
contact->cachedRotationA = transformA.q;
contact->cachedRotationB = transformB.q;
contact->cachedRelativePose = b3InvMulWorldTransforms( transformA, transformB );
contact->flags |= b3_relativeTransformValid;
bool touching = b3UpdateContact( world, workerIndex, contact, shapeA, bodySimA->localCenter, transformA, shapeB,
bodySimB->localCenter, transformB, isFast, taskContext->arena );
int bucketIndex = b3MinInt( contact->manifoldCount, B3_CONTACT_MANIFOLD_COUNT_BUCKETS - 1 );
if ( bucketIndex > 0 )
{
taskContext->manifoldCounts[bucketIndex - 1] += 1;
}
if ( touching == true && wasTouching == true && ( contact->flags & b3_simMeshContact ) )
{
B3_ASSERT( contact->colorIndex != B3_NULL_INDEX );
B3_ASSERT( 0 <= contact->colorIndex && contact->colorIndex < B3_GRAPH_COLOR_COUNT );
b3GraphColor* color = graph->colors + contact->colorIndex;
b3ContactSpec* spec = b3Array_Get( color->contacts, contact->localIndex );
spec->manifoldCount = (uint16_t)contact->manifoldCount;
}
if ( touching == true && wasTouching == false )
{
contact->flags |= b3_simStartedTouching;
b3SetBit( &taskContext->contactStateBitSet, contactIndex );
}
else if ( touching == false && wasTouching == true )
{
contact->flags |= b3_simStoppedTouching;
b3SetBit( &taskContext->contactStateBitSet, contactIndex );
}
for ( int manifoldIndex = 0; manifoldIndex < contact->manifoldCount; ++manifoldIndex )
{
b3Manifold* manifold = contact->manifolds + manifoldIndex;
for ( int pointIndex = 0; pointIndex < manifold->pointCount; ++pointIndex )
{
b3ManifoldPoint* mp = manifold->points + pointIndex;
mp->baseSeparation = mp->separation;
}
}
}
b3TracyCZoneEnd( collide_task );
}
static void b3AddNonTouchingContact( b3World* world, b3Contact* contact )
{
B3_ASSERT( contact->setIndex == b3_awakeSet );
b3SolverSet* set = b3Array_Get( world->solverSets, b3_awakeSet );
contact->colorIndex = B3_NULL_INDEX;
contact->localIndex = set->contactIndices.count;
contact->bodySimIndexA = B3_NULL_INDEX;
contact->bodySimIndexB = B3_NULL_INDEX;
b3Array_Push( set->contactIndices, contact->contactId );
}
static void b3RemoveNonTouchingContact( b3World* world, int setIndex, int localIndex )
{
b3SolverSet* set = b3Array_Get( world->solverSets, setIndex );
int movedIndex = b3Array_RemoveSwap( set->contactIndices, localIndex );
if ( movedIndex != B3_NULL_INDEX )
{
int movedContactIndex = set->contactIndices.data[localIndex];
b3Contact* movedContact = b3Array_Get( world->contacts, movedContactIndex );
B3_ASSERT( movedContact->setIndex == setIndex );
B3_ASSERT( movedContact->colorIndex == B3_NULL_INDEX );
B3_ASSERT( movedContact->localIndex == movedIndex );
movedContact->localIndex = localIndex;
}
}
static void b3Collide( b3StepContext* context )
{
b3World* world = context->world;
B3_ASSERT( world->workerCount > 0 );
b3TracyCZoneNC( collide, "Collide", b3_colorDarkOrchid, true );
int touchingCount = 0;
b3GraphColor* graphColors = world->constraintGraph.colors;
for ( int i = 0; i < B3_GRAPH_COLOR_COUNT; ++i )
{
touchingCount += graphColors[i].convexContacts.count + graphColors[i].contacts.count;
}
b3SolverSet* awakeSet = b3Array_Get( world->solverSets, b3_awakeSet );
int nonTouchingCount = awakeSet->contactIndices.count;
int contactCount = touchingCount + nonTouchingCount;
if ( contactCount == 0 )
{
b3TracyCZoneEnd( collide );
return;
}
int* contactIndices = (int*)b3StackAlloc( &world->stack, contactCount * sizeof( int ), "contact indices" );
int contactIndex = 0;
for ( int i = 0; i < B3_GRAPH_COLOR_COUNT; ++i )
{
b3GraphColor* color = graphColors + i;
int count = color->convexContacts.count;
for ( int j = 0; j < count; ++j )
{
contactIndices[contactIndex] = color->convexContacts.data[j];
contactIndex += 1;
}
count = color->contacts.count;
for ( int j = 0; j < count; ++j )
{
contactIndices[contactIndex] = color->contacts.data[j].contactId;
contactIndex += 1;
}
}
B3_ASSERT( contactIndex == touchingCount );
if ( nonTouchingCount > 0 )
{
int* nonTouchingIndices = awakeSet->contactIndices.data;
memcpy( contactIndices + touchingCount, nonTouchingIndices, nonTouchingCount * sizeof( int ) );
}
context->awakeContactIndices = contactIndices;
int contactIdCapacity = b3GetIdCapacity( &world->contactIdPool );
for ( int i = 0; i < world->workerCount; ++i )
{
b3TaskContext* taskContext = world->taskContexts.data + i;
b3SetBitCountAndClear( &taskContext->contactStateBitSet, contactIdCapacity );
taskContext->satCallCount = 0;
taskContext->satCacheHitCount = 0;
taskContext->recycledContactCount = 0;
memset( taskContext->manifoldCounts, 0, sizeof( taskContext->manifoldCounts ) );
}
int minRange = 20;
b3ParallelFor( world, b3CollideTask, contactCount, minRange, context, "collide" );
b3StackFree( &world->stack, contactIndices );
context->awakeContactIndices = NULL;
contactIndices = NULL;
b3TracyCZoneNC( contact_state, "Contact State", b3_colorLightSlateGray, true );
int satMultiplier = context->dt > 0.0f ? 1 : 0;
b3BitSet* bitSet = &world->taskContexts.data[0].contactStateBitSet;
world->satCallCount = satMultiplier * world->taskContexts.data[0].satCallCount;
world->satCacheHitCount = satMultiplier * world->taskContexts.data[0].satCacheHitCount;
memcpy( world->manifoldCounts, world->taskContexts.data[0].manifoldCounts,
B3_CONTACT_MANIFOLD_COUNT_BUCKETS * sizeof( int ) );
for ( int i = 1; i < world->workerCount; ++i )
{
b3InPlaceUnion( bitSet, &world->taskContexts.data[i].contactStateBitSet );
world->satCallCount += world->taskContexts.data[i].satCallCount;
world->satCacheHitCount += world->taskContexts.data[i].satCacheHitCount;
for ( int j = 0; j < B3_CONTACT_MANIFOLD_COUNT_BUCKETS; ++j )
{
world->manifoldCounts[j] += world->taskContexts.data[i].manifoldCounts[j];
}
}
for ( int i = 0; i < world->workerCount; ++i )
{
b3ArenaSync( &world->taskContexts.data[i].arena );
}
int endEventArrayIndex = world->endEventArrayIndex;
const b3Shape* shapes = world->shapes.data;
uint16_t worldId = world->worldId;
for ( uint32_t k = 0; k < bitSet->blockCount; ++k )
{
uint64_t bits = bitSet->bits[k];
while ( bits != 0 )
{
uint32_t ctz = b3CTZ64( bits );
int contactId = (int)( 64 * k + ctz );
b3Contact* contact = b3Array_Get( world->contacts, contactId );
B3_ASSERT( contact->setIndex == b3_awakeSet );
const b3Shape* shapeA = shapes + contact->shapeIdA;
const b3Shape* shapeB = shapes + contact->shapeIdB;
b3ShapeId shapeIdA = { shapeA->id + 1, worldId, shapeA->generation };
b3ShapeId shapeIdB = { shapeB->id + 1, worldId, shapeB->generation };
b3ContactId contactFullId = {
.index1 = contactId + 1,
.world0 = worldId,
.padding = 0,
.generation = contact->generation,
};
uint32_t flags = contact->flags;
if ( flags & b3_simDisjoint )
{
b3DestroyContact( world, contact, false );
contact = NULL;
}
else if ( flags & b3_simStartedTouching )
{
B3_ASSERT( contact->islandId == B3_NULL_INDEX );
if ( flags & b3_contactEnableContactEvents )
{
b3ContactBeginTouchEvent event = { shapeIdA, shapeIdB, contactFullId };
b3Array_Push( world->contactBeginEvents, event );
}
B3_ASSERT( contact->manifoldCount > 0 );
B3_ASSERT( contact->setIndex == b3_awakeSet );
contact->flags &= ~b3_simStartedTouching;
contact->flags |= b3_contactTouchingFlag;
b3LinkContact( world, contact );
B3_ASSERT( contact->colorIndex == B3_NULL_INDEX );
int oldLocalIndex = contact->localIndex;
b3AddContactToGraph( world, contact );
b3RemoveNonTouchingContact( world, b3_awakeSet, oldLocalIndex );
}
else if ( flags & b3_simStoppedTouching )
{
contact->flags &= ~b3_simStoppedTouching;
contact->flags &= ~b3_contactTouchingFlag;
if ( contact->flags & b3_contactEnableContactEvents )
{
b3ContactEndTouchEvent event = { shapeIdA, shapeIdB, contactFullId };
b3Array_Push( world->contactEndEvents[endEventArrayIndex], event );
}
B3_ASSERT( contact->manifoldCount == 0 );
int colorIndex = contact->colorIndex;
int localIndex = contact->localIndex;
b3UnlinkContact( world, contact );
int bodyIdA = contact->edges[0].bodyId;
int bodyIdB = contact->edges[1].bodyId;
b3AddNonTouchingContact( world, contact );
bool isMeshContact = contact->flags & b3_simMeshContact;
b3RemoveContactFromGraph( world, bodyIdA, bodyIdB, colorIndex, localIndex, isMeshContact );
contact = NULL;
}
bits = bits & ( bits - 1 );
}
}
b3ValidateSolverSets( world );
b3ValidateContacts( world );
b3TracyCZoneEnd( contact_state );
b3TracyCZoneEnd( collide );
}
void b3World_Step( b3WorldId worldId, float timeStep, int subStepCount )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, Step, worldId, timeStep, subStepCount );
world->locked = true;
b3TracyCZoneNC( world_step, "Step", b3_colorBox2DGreen, true );
for ( int i = 0; i < world->workerCount; ++i )
{
world->taskContexts.data[i].pointCount = 0;
world->taskContexts.data[i].lineCount = 0;
}
b3Array_Clear( world->bodyMoveEvents );
b3Array_Clear( world->sensorBeginEvents );
b3Array_Clear( world->contactBeginEvents );
b3Array_Clear( world->contactHitEvents );
b3Array_Clear( world->jointEvents );
world->profile = (b3Profile){ 0 };
world->activeTaskCount = 0;
world->taskCount = 0;
if ( world->scheduler != NULL )
{
b3ResetScheduler( world->scheduler );
}
uint64_t stepTicks = b3GetTicks();
{
b3Capacity* c = &world->maxCapacity;
c->staticShapeCount = b3MaxInt( c->staticShapeCount, world->broadPhase.trees[b3_staticBody].proxyCount );
c->dynamicShapeCount = b3MaxInt( c->dynamicShapeCount, world->broadPhase.trees[b3_dynamicBody].proxyCount );
int staticBodyCount = world->solverSets.data[b3_staticSet].bodySims.count;
c->staticBodyCount = b3MaxInt( c->staticBodyCount, staticBodyCount );
int totalBodyCount = b3GetIdCount( &world->bodyIdPool );
c->dynamicBodyCount = b3MaxInt( c->dynamicBodyCount, totalBodyCount - staticBodyCount );
int totalContactCount = b3GetIdCount( &world->contactIdPool );
c->contactCount = b3MaxInt( c->contactCount, totalContactCount );
}
{
uint64_t pairTicks = b3GetTicks();
b3UpdateBroadPhasePairs( world );
world->profile.pairs = b3GetMilliseconds( pairTicks );
}
b3SolverSet* awakeSet = b3Array_Get( world->solverSets, b3_awakeSet );
b3StepContext context = { 0 };
context.world = world;
context.states = awakeSet->bodyStates.data;
context.dt = timeStep;
context.subStepCount = b3MaxInt( 1, subStepCount );
if ( timeStep > 0.0f )
{
context.inv_dt = 1.0f / timeStep;
context.h = timeStep / context.subStepCount;
context.inv_h = context.subStepCount * context.inv_dt;
}
else
{
context.inv_dt = 0.0f;
context.h = 0.0f;
context.inv_h = 0.0f;
}
world->inv_h = context.inv_h;
world->inv_dt = context.inv_dt;
float contactHertz = b3MinFloat( world->contactHertz, 0.125f * context.inv_h );
context.contactSoftness = b3MakeSoft( contactHertz, world->contactDampingRatio, context.h );
context.staticSoftness = b3MakeSoft( 2.0f * contactHertz, 0.5f * world->contactDampingRatio, context.h );
context.restitutionThreshold = world->restitutionThreshold;
context.maxLinearVelocity = world->maxLinearSpeed;
context.enableWarmStarting = world->enableWarmStarting;
{
uint64_t collideTicks = b3GetTicks();
b3Collide( &context );
world->profile.collide = b3GetMilliseconds( collideTicks );
}
if ( timeStep > 0.0f )
{
uint64_t solveTicks = b3GetTicks();
b3Solve( world, &context );
world->profile.solve = b3GetMilliseconds( solveTicks );
}
if ( world->userTreeTask )
{
world->finishTaskFcn( world->userTreeTask, world->userTaskContext );
world->userTreeTask = NULL;
world->activeTaskCount -= 1;
}
{
uint64_t sensorTicks = b3GetTicks();
b3OverlapSensors( world );
world->profile.sensors = b3GetMilliseconds( sensorTicks );
}
world->profile.step = b3GetMilliseconds( stepTicks );
B3_ASSERT( world->stack.allocation == 0 );
b3GrowStack( &world->stack );
B3_ASSERT( world->activeTaskCount == 0 );
world->endEventArrayIndex = 1 - world->endEventArrayIndex;
b3Array_Clear( world->sensorEndEvents[world->endEventArrayIndex] );
b3Array_Clear( world->contactEndEvents[world->endEventArrayIndex] );
world->locked = false;
if ( world->recording != NULL )
{
uint64_t hash = b3HashWorldState( world );
b3RecArgs_StateHash stateHash = { worldId, hash };
b3RecWrite_StateHash( world->recording, &stateHash );
b3AABB worldBounds = { 0 };
bool haveBounds = false;
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3DynamicTree* tree = world->broadPhase.trees + i;
if ( b3DynamicTree_GetProxyCount( tree ) == 0 )
{
continue;
}
b3AABB bounds = b3DynamicTree_GetRootBounds( tree );
worldBounds = haveBounds ? b3AABB_Union( worldBounds, bounds ) : bounds;
haveBounds = true;
}
if ( haveBounds )
{
b3RecAccumulateBounds( world->recording, worldBounds );
}
}
b3TracyCZoneEnd( world_step );
b3TracyCFrame;
}
typedef struct DrawContext
{
b3World* world;
b3DebugDraw* draw;
} DrawContext;
static bool DrawQueryCallback( int proxyId, uint64_t userData, void* context )
{
int shapeId = (int)userData;
B3_UNUSED( proxyId );
struct DrawContext* drawContext = (DrawContext*)context;
b3World* world = drawContext->world;
b3DebugDraw* draw = drawContext->draw;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
B3_ASSERT( shape->id == shapeId );
b3SetBit( &world->debugBodySet, shape->bodyId );
if ( draw->drawShapes )
{
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3BodySim* bodySim = b3GetBodySim( world, body );
b3HexColor color;
const b3SurfaceMaterial* surfaceMaterial = b3GetShapeMaterials( shape );
if ( surfaceMaterial[0].customColor != 0 )
{
color = (b3HexColor)surfaceMaterial[0].customColor;
}
else
{
b3HexColor rgb;
b3DebugMaterial material = b3_debugMaterialDefault;
if ( body->type == b3_dynamicBody && body->mass == 0.0f )
{
rgb = b3_colorRed;
}
else if ( body->setIndex == b3_disabledSet )
{
rgb = b3_colorSlateGray;
}
else if ( shape->sensorIndex != B3_NULL_INDEX )
{
rgb = b3_colorWheat;
}
else if ( body->flags & b3_hadTimeOfImpact )
{
rgb = b3_colorLime;
}
else if ( ( bodySim->flags & b3_isBullet ) && body->setIndex == b3_awakeSet )
{
rgb = b3_colorTurquoise;
}
else if ( body->flags & b3_isSpeedCapped )
{
rgb = b3_colorYellow;
}
else if ( bodySim->flags & b3_isFast )
{
rgb = b3_colorOrange;
material = b3_debugMaterialGlossy;
}
else if ( body->type == b3_staticBody )
{
rgb = b3_colorDarkGray;
material = b3_debugMaterialMatte;
}
else if ( body->type == b3_kinematicBody )
{
if ( body->setIndex == b3_awakeSet )
{
rgb = b3_colorSteelBlue;
material = b3_debugMaterialMetallic;
}
else
{
rgb = b3_colorLightSteelBlue;
material = b3_debugMaterialMatte;
}
}
else if ( body->setIndex == b3_awakeSet )
{
rgb = b3_colorTan;
material = b3_debugMaterialSoft;
}
else
{
rgb = b3_colorLightSlateGray;
material = b3_debugMaterialDead;
}
color = (b3HexColor)b3MakeDebugColor( rgb, material );
}
if ( shape->userShape == NULL && world->createDebugShape != NULL )
{
b3DebugShape debugShape = { 0 };
debugShape.shapeId = (b3ShapeId){
.world0 = world->worldId,
.index1 = shapeId + 1,
.generation = shape->generation,
};
debugShape.type = shape->type;
switch ( shape->type )
{
case b3_capsuleShape:
debugShape.capsule = &shape->capsule;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
case b3_compoundShape:
debugShape.compound = shape->compound;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
case b3_heightShape:
debugShape.heightField = shape->heightField;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
case b3_hullShape:
debugShape.hull = shape->hull;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
case b3_meshShape:
debugShape.mesh = &shape->mesh;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
case b3_sphereShape:
debugShape.sphere = &shape->sphere;
shape->userShape = world->createDebugShape( &debugShape, world->userDebugShapeContext );
break;
default:
B3_ASSERT( false );
break;
}
}
if ( shape->userShape != NULL )
{
draw->DrawShapeFcn( shape->userShape, bodySim->transform, color, draw->context );
}
}
if ( draw->drawBounds )
{
draw->DrawBoundsFcn( shape->fatAABB, b3_colorGold, draw->context );
}
return true;
}
void b3World_Draw( b3WorldId worldId, b3DebugDraw* draw, uint64_t maskBits )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_ASSERT( b3IsValidAABB( draw->drawingBounds ) );
float lengthScale = b3GetLengthUnitsPerMeter();
float axisScale = 0.3f * lengthScale;
b3HexColor farColor = b3_colorDarkBlue;
b3HexColor speculativeColor = b3_colorBlue;
b3HexColor addColor = b3_colorLimeGreen;
b3HexColor persistColor = b3_colorLightBlue;
b3HexColor impulseColor = b3_colorMagenta;
b3HexColor frictionColor = b3_colorYellow;
b3HexColor graphColors[B3_GRAPH_COLOR_COUNT] = {
b3_colorRed, b3_colorOrange, b3_colorYellow, b3_colorGreen, b3_colorCyan, b3_colorBlue,
b3_colorViolet, b3_colorPink, b3_colorChocolate, b3_colorGoldenRod, b3_colorCoral, b3_colorRosyBrown,
b3_colorAqua, b3_colorPeru, b3_colorLime, b3_colorGold, b3_colorPlum, b3_colorSnow,
b3_colorTeal, b3_colorKhaki, b3_colorSalmon, b3_colorPeachPuff, b3_colorHoneyDew, b3_colorBlack,
};
int bodyCapacity = b3GetIdCapacity( &world->bodyIdPool );
b3SetBitCountAndClear( &world->debugBodySet, bodyCapacity );
int jointCapacity = b3GetIdCapacity( &world->jointIdPool );
b3SetBitCountAndClear( &world->debugJointSet, jointCapacity );
int contactCapacity = b3GetIdCapacity( &world->contactIdPool );
b3SetBitCountAndClear( &world->debugContactSet, contactCapacity );
int islandCapacity = b3GetIdCapacity( &world->islandIdPool );
b3SetBitCountAndClear( &world->debugIslandSet, islandCapacity );
struct DrawContext drawContext = { world, draw };
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3DynamicTree_Query( world->broadPhase.trees + i, draw->drawingBounds, maskBits, false, DrawQueryCallback, &drawContext );
}
uint32_t wordCount = world->debugBodySet.blockCount;
uint64_t* bits = world->debugBodySet.bits;
for ( uint32_t wordIndex = 0; wordIndex < wordCount; ++wordIndex )
{
uint64_t word = bits[wordIndex];
while ( word != 0 )
{
uint32_t ctz = b3CTZ64( word );
int bodyId = (int)( 64 * wordIndex + ctz );
b3Body* body = b3Array_Get( world->bodies, bodyId );
b3BodySim* bodySim = b3GetBodySim( world, body );
if ( draw->drawBodyNames && body->name[0] != 0 )
{
b3Vec3 offset = { 0.05f, 0.05f, 0.05f };
b3WorldTransform transform = { bodySim->center, bodySim->transform.q };
b3Pos p = b3TransformWorldPoint( transform, offset );
draw->DrawStringFcn( p, body->name, b3_colorOrange, draw->context );
}
if ( draw->drawMass && body->type == b3_dynamicBody )
{
b3Vec3 offset = { 0.1f, 0.1f, 0.1f };
b3WorldTransform transform = { bodySim->center, bodySim->transform.q };
draw->DrawTransformFcn( transform, draw->context );
b3Pos p = b3TransformWorldPoint( transform, offset );
char buffer[32];
snprintf( buffer, 32, " %.2f", body->mass );
draw->DrawStringFcn( p, buffer, b3_colorWhite, draw->context );
}
if ( draw->drawJoints )
{
int jointKey = body->headJointKey;
while ( jointKey != B3_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b3Joint* joint = b3Array_Get( world->joints, jointId );
if ( b3GetBit( &world->debugJointSet, jointId ) == false )
{
b3DrawJoint( draw, world, joint );
b3SetBit( &world->debugJointSet, jointId );
}
jointKey = joint->edges[edgeIndex].nextKey;
}
}
const float speculativeDistance = B3_SPECULATIVE_DISTANCE;
if ( draw->drawContacts && body->type == b3_dynamicBody && body->setIndex == b3_awakeSet )
{
int contactKey = body->headContactKey;
while ( contactKey != B3_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
contactKey = contact->edges[edgeIndex].nextKey;
if ( contact->setIndex != b3_awakeSet || contact->colorIndex == B3_NULL_INDEX )
{
continue;
}
if ( b3GetBit( &world->debugContactSet, contactId ) == false )
{
b3Body* bodyA = b3Array_Get( world->bodies, contact->edges[0].bodyId );
b3BodySim* bodySimA = b3GetBodySim( world, bodyA );
b3Body* bodyB = b3Array_Get( world->bodies, contact->edges[1].bodyId );
b3BodySim* bodySimB = b3GetBodySim( world, bodyB );
for ( int manifoldIndex = 0; manifoldIndex < contact->manifoldCount; ++manifoldIndex )
{
const b3Manifold* manifold = contact->manifolds + manifoldIndex;
B3_ASSERT( manifold->pointCount > 0 );
b3Vec3 normal = manifold->normal;
b3Pos contactCenter = draw->drawAnchorA == 1 ? bodySimA->center : bodySimB->center;
b3Vec3 anchorSum = b3Vec3_zero;
const b3ManifoldPoint* points = manifold->points;
for ( int pointIndex = 0; pointIndex < manifold->pointCount; ++pointIndex )
{
const b3ManifoldPoint* mp = points + pointIndex;
char buffer[32];
b3Vec3 anchor = draw->drawAnchorA == 1 ? mp->anchorA : mp->anchorB;
b3Pos p = b3OffsetPos( contactCenter, anchor );
anchorSum = b3Add( anchorSum, anchor );
if ( draw->drawContactNormals )
{
b3Pos p1 = p;
b3Pos p2 = b3OffsetPos( p1, b3MulSV( axisScale, normal ) );
draw->DrawSegmentFcn( p1, p2, b3_colorLightGray, draw->context );
snprintf( buffer, B3_ARRAY_COUNT( buffer ), " %.2f", 100.0f * mp->separation );
draw->DrawStringFcn( p, buffer, b3_colorWhite, draw->context );
}
else if ( draw->drawContactForces )
{
float inv_dt = world->inv_dt > 0.0f ? world->inv_dt : 60.0f;
float force = 0.5f * mp->totalNormalImpulse * inv_dt;
b3Pos p1 = p;
b3Pos p2 = b3OffsetPos( p1, b3MulSV( draw->forceScale * force, normal ) );
draw->DrawSegmentFcn( p1, p2, impulseColor, draw->context );
snprintf( buffer, B3_ARRAY_COUNT( buffer ), " %.1f", force );
draw->DrawStringFcn( p1, buffer, b3_colorWhite, draw->context );
}
else if ( draw->drawContactFeatures )
{
snprintf( buffer, B3_ARRAY_COUNT( buffer ), " %#X", mp->featureId );
draw->DrawStringFcn( p, buffer, b3_colorWhite, draw->context );
}
if ( draw->drawGraphColors )
{
float pointSize = contact->colorIndex == B3_OVERFLOW_INDEX ? 15.0f : 10.0f;
draw->DrawPointFcn( p, pointSize, graphColors[contact->colorIndex], draw->context );
}
else if ( mp->persisted == false )
{
draw->DrawPointFcn( p, 20.0f, addColor, draw->context );
}
else if ( mp->separation > speculativeDistance )
{
draw->DrawPointFcn( p, 10.0f, farColor, draw->context );
}
else if ( mp->separation > 0.0f )
{
draw->DrawPointFcn( p, 10.0f, speculativeColor, draw->context );
}
else
{
draw->DrawPointFcn( p, 10.0f, persistColor, draw->context );
}
}
if ( draw->drawContactForces )
{
float inv_dt = world->inv_dt > 0.0f ? world->inv_dt : 60.0f;
b3Vec3 avgAnchor = b3MulSV( 1.0f / manifold->pointCount, anchorSum );
b3Pos p1 = b3OffsetPos( contactCenter, avgAnchor );
b3Vec3 frictionForce = b3MulSV( 0.5f * inv_dt, manifold->frictionImpulse );
b3Pos p2 = b3OffsetPos( p1, b3MulSV( draw->forceScale, frictionForce ) );
draw->DrawSegmentFcn( p1, p2, frictionColor, draw->context );
draw->DrawPointFcn( p1, 5.0f, frictionColor, draw->context );
p1 = b3OffsetPos( p1, b3MulSV(0.05f * lengthScale, normal) );
char buffer[32];
snprintf( buffer, B3_ARRAY_COUNT( buffer ), "%.2f", b3Length( frictionForce ) );
draw->DrawStringFcn( p1, buffer, b3_colorWhite, draw->context );
}
}
b3SetBit( &world->debugContactSet, contactId );
}
contactKey = contact->edges[edgeIndex].nextKey;
}
}
if ( draw->drawIslands )
{
int islandId = body->islandId;
if ( islandId != B3_NULL_INDEX && b3GetBit( &world->debugIslandSet, islandId ) == false )
{
b3Island* island = world->islands.data + islandId;
if ( island->setIndex == B3_NULL_INDEX )
{
continue;
}
int shapeCount = 0;
b3AABB aabb = {
.lowerBound = { FLT_MAX, FLT_MAX, FLT_MAX },
.upperBound = { -FLT_MAX, -FLT_MAX, -FLT_MAX },
};
for ( int b = 0; b < island->bodies.count; ++b )
{
int islandBodyId = island->bodies.data[b];
b3Body* islandBody = b3Array_Get( world->bodies, islandBodyId );
int shapeId = islandBody->headShapeId;
while ( shapeId != B3_NULL_INDEX )
{
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
aabb = b3AABB_Union( aabb, shape->fatAABB );
shapeCount += 1;
shapeId = shape->nextShapeId;
}
}
if ( shapeCount > 0 )
{
draw->DrawBoundsFcn( aabb, b3_colorOrangeRed, draw->context );
}
b3SetBit( &world->debugIslandSet, islandId );
}
}
word = word & ( word - 1 );
}
}
char buffer[32] = { 0 };
float lengthUnits = b3GetLengthUnitsPerMeter();
b3Vec3 offset = { 0.002f * lengthUnits, 0.002f * lengthUnits, 0.002f * lengthUnits };
for ( int i = 0; i < world->workerCount; ++i )
{
int pointCount = world->taskContexts.data[i].pointCount;
b3DebugPoint* points = world->taskContexts.data[i].points;
for ( int j = 0; j < pointCount; ++j )
{
b3DebugPoint* point = points + j;
b3Pos p = point->p;
draw->DrawPointFcn( p, 5.0f, point->color, draw->context );
snprintf( buffer, 32, " %d, %.2f", point->label, point->value );
b3Pos ps = b3OffsetPos( p, offset );
draw->DrawStringFcn( ps, buffer, point->color, draw->context );
}
int lineCount = world->taskContexts.data[i].lineCount;
b3DebugLine* lines = world->taskContexts.data[i].lines;
for ( int j = 0; j < lineCount; ++j )
{
b3DebugLine* line = lines + j;
b3Pos p1 = line->p1;
b3Pos p2 = line->p2;
draw->DrawSegmentFcn( p1, p2, line->color, draw->context );
draw->DrawPointFcn( p1, 10.0f, line->color, draw->context );
snprintf( buffer, 32, "%d", line->label );
b3Pos ps = b3OffsetPos( p1, offset );
draw->DrawStringFcn( ps, buffer, line->color, draw->context );
}
}
}
b3AABB b3World_GetBounds( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3AABB){ 0 };
}
b3AABB worldBounds = { 0 };
bool haveBounds = false;
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3DynamicTree* tree = world->broadPhase.trees + i;
if ( b3DynamicTree_GetProxyCount( tree ) == 0 )
{
continue;
}
b3AABB bounds = b3DynamicTree_GetRootBounds( world->broadPhase.trees + i );
if ( haveBounds )
{
worldBounds = b3AABB_Union( worldBounds, bounds );
}
else
{
worldBounds = bounds;
haveBounds = true;
}
}
return worldBounds;
}
b3BodyEvents b3World_GetBodyEvents( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3BodyEvents){ 0 };
}
int count = world->bodyMoveEvents.count;
b3BodyEvents events = { world->bodyMoveEvents.data, count };
return events;
}
b3SensorEvents b3World_GetSensorEvents( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3SensorEvents){ 0 };
}
int endEventArrayIndex = 1 - world->endEventArrayIndex;
int beginCount = world->sensorBeginEvents.count;
int endCount = world->sensorEndEvents[endEventArrayIndex].count;
b3SensorEvents events = {
.beginEvents = world->sensorBeginEvents.data,
.endEvents = world->sensorEndEvents[endEventArrayIndex].data,
.beginCount = beginCount,
.endCount = endCount,
};
return events;
}
b3ContactEvents b3World_GetContactEvents( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3ContactEvents){ 0 };
}
int endEventArrayIndex = 1 - world->endEventArrayIndex;
int beginCount = world->contactBeginEvents.count;
int endCount = world->contactEndEvents[endEventArrayIndex].count;
int hitCount = world->contactHitEvents.count;
b3ContactEvents events = {
.beginEvents = world->contactBeginEvents.data,
.endEvents = world->contactEndEvents[endEventArrayIndex].data,
.hitEvents = world->contactHitEvents.data,
.beginCount = beginCount,
.endCount = endCount,
.hitCount = hitCount,
};
return events;
}
b3JointEvents b3World_GetJointEvents( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3JointEvents){ 0 };
}
int count = world->jointEvents.count;
b3JointEvents events = { world->jointEvents.data, count };
return events;
}
bool b3World_IsValid( b3WorldId id )
{
if ( id.index1 < 1 || B3_MAX_WORLDS < id.index1 )
{
return false;
}
b3World* world = b3_worlds + ( id.index1 - 1 );
if ( world->worldId != id.index1 - 1 )
{
return false;
}
return id.generation == world->generation;
}
bool b3Body_IsValid( b3BodyId id )
{
if ( B3_MAX_WORLDS <= id.world0 )
{
return false;
}
b3World* world = b3_worlds + id.world0;
if ( world->worldId != id.world0 )
{
return false;
}
if ( id.index1 < 1 || world->bodies.count < id.index1 )
{
return false;
}
b3Body* body = world->bodies.data + ( id.index1 - 1 );
if ( body->setIndex == B3_NULL_INDEX )
{
return false;
}
B3_ASSERT( body->localIndex != B3_NULL_INDEX );
if ( body->generation != id.generation )
{
return false;
}
return true;
}
bool b3Shape_IsValid( b3ShapeId id )
{
if ( B3_MAX_WORLDS <= id.world0 )
{
return false;
}
b3World* world = b3_worlds + id.world0;
if ( world->worldId != id.world0 )
{
return false;
}
int shapeId = id.index1 - 1;
if ( shapeId < 0 || world->shapes.count <= shapeId )
{
return false;
}
b3Shape* shape = world->shapes.data + shapeId;
if ( shape->id == B3_NULL_INDEX )
{
return false;
}
B3_ASSERT( shape->id == shapeId );
return id.generation == shape->generation;
}
bool b3Joint_IsValid( b3JointId id )
{
if ( B3_MAX_WORLDS <= id.world0 )
{
return false;
}
b3World* world = b3_worlds + id.world0;
if ( world->worldId != id.world0 )
{
return false;
}
int jointId = id.index1 - 1;
if ( jointId < 0 || world->joints.count <= jointId )
{
return false;
}
b3Joint* joint = world->joints.data + jointId;
if ( joint->jointId == B3_NULL_INDEX )
{
return false;
}
B3_ASSERT( joint->jointId == jointId );
return id.generation == joint->generation;
}
bool b3Contact_IsValid( b3ContactId id )
{
if ( B3_MAX_WORLDS <= id.world0 )
{
return false;
}
b3World* world = b3_worlds + id.world0;
if ( world->worldId != id.world0 )
{
return false;
}
int contactId = id.index1 - 1;
if ( contactId < 0 || world->contacts.count <= contactId )
{
return false;
}
b3Contact* contact = world->contacts.data + contactId;
if ( contact->contactId == B3_NULL_INDEX )
{
return false;
}
B3_ASSERT( contact->contactId == contactId );
return id.generation == contact->generation;
}
void b3World_EnableSleeping( b3WorldId worldId, bool flag )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
if ( flag == world->enableSleep )
{
return;
}
B3_REC( world, WorldEnableSleeping, worldId, flag );
world->enableSleep = flag;
if ( flag == false )
{
int setCount = world->solverSets.count;
for ( int i = b3_firstSleepingSet; i < setCount; ++i )
{
b3SolverSet* set = b3Array_Get( world->solverSets, i );
if ( set->bodySims.count > 0 )
{
b3WakeSolverSet( world, i );
}
}
}
}
bool b3World_IsSleepingEnabled( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->enableSleep;
}
void b3World_EnableWarmStarting( b3WorldId worldId, bool flag )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldEnableWarmStarting, worldId, flag );
world->enableWarmStarting = flag;
}
bool b3World_IsWarmStartingEnabled( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->enableWarmStarting;
}
int b3World_GetAwakeBodyCount( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return 0;
}
b3SolverSet* awakeSet = b3Array_Get( world->solverSets, b3_awakeSet );
return awakeSet->bodySims.count;
}
void b3World_EnableContinuous( b3WorldId worldId, bool flag )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldEnableContinuous, worldId, flag );
world->enableContinuous = flag;
}
bool b3World_IsContinuousEnabled( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->enableContinuous;
}
void b3World_SetRestitutionThreshold( b3WorldId worldId, float value )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldSetRestitutionThreshold, worldId, value );
world->restitutionThreshold = b3ClampFloat( value, 0.0f, FLT_MAX );
}
float b3World_GetRestitutionThreshold( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->restitutionThreshold;
}
void b3World_SetHitEventThreshold( b3WorldId worldId, float value )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldSetHitEventThreshold, worldId, value );
world->hitEventThreshold = b3ClampFloat( value, 0.0f, FLT_MAX );
}
float b3World_GetHitEventThreshold( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->hitEventThreshold;
}
void b3World_SetContactTuning( b3WorldId worldId, float hertz, float dampingRatio, float contactSpeed )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldSetContactTuning, worldId, hertz, dampingRatio, contactSpeed );
world->contactHertz = b3ClampFloat( hertz, 0.0f, FLT_MAX );
world->contactDampingRatio = b3ClampFloat( dampingRatio, 0.0f, FLT_MAX );
world->contactSpeed = b3ClampFloat( contactSpeed, 0.0f, FLT_MAX );
}
void b3World_SetContactRecycleDistance( b3WorldId worldId, float recycleDistance )
{
b3World* world = b3GetWorldFromId( worldId );
B3_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B3_REC( world, WorldSetContactRecycleDistance, worldId, recycleDistance );
world->contactRecycleDistance = b3ClampFloat( recycleDistance, 0.0f, FLT_MAX );
}
float b3World_GetContactRecycleDistance( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->contactRecycleDistance;
}
void b3World_SetMaximumLinearSpeed( b3WorldId worldId, float maximumLinearSpeed )
{
B3_ASSERT( b3IsValidFloat( maximumLinearSpeed ) && maximumLinearSpeed > 0.0f );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldSetMaximumLinearSpeed, worldId, maximumLinearSpeed );
world->maxLinearSpeed = maximumLinearSpeed;
}
float b3World_GetMaximumLinearSpeed( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->maxLinearSpeed;
}
b3Profile b3World_GetProfile( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3Profile){ 0 };
}
return world->profile;
}
b3Counters b3World_GetCounters( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3Counters){ 0 };
}
b3Counters s = { 0 };
s.bodyCount = b3GetIdCount( &world->bodyIdPool );
s.shapeCount = b3GetIdCount( &world->shapeIdPool );
s.contactCount = b3GetIdCount( &world->contactIdPool );
s.jointCount = b3GetIdCount( &world->jointIdPool );
s.islandCount = b3GetIdCount( &world->islandIdPool );
b3DynamicTree* staticTree = world->broadPhase.trees + b3_staticBody;
s.staticTreeHeight = b3DynamicTree_GetHeight( staticTree );
b3DynamicTree* dynamicTree = world->broadPhase.trees + b3_dynamicBody;
b3DynamicTree* kinematicTree = world->broadPhase.trees + b3_kinematicBody;
s.treeHeight = b3MaxInt( b3DynamicTree_GetHeight( dynamicTree ), b3DynamicTree_GetHeight( kinematicTree ) );
s.satCallCount = world->satCallCount;
s.satCacheHitCount = world->satCacheHitCount;
memcpy( s.manifoldCounts, world->manifoldCounts, B3_CONTACT_MANIFOLD_COUNT_BUCKETS * sizeof( int ) );
s.stackUsed = world->stack.maxAllocation;
s.byteCount = b3GetByteCount();
s.taskCount = world->taskCount;
_Static_assert( B3_GRAPH_COLOR_COUNT == sizeof( s.colorCounts ) / sizeof( s.colorCounts[0] ), "colorCounts size mismatch" );
s.awakeContactCount = 0;
for ( int i = 0; i < B3_GRAPH_COLOR_COUNT; ++i )
{
b3GraphColor* color = world->constraintGraph.colors + i;
int colorContactCount = color->convexContacts.count + color->contacts.count;
s.colorCounts[i] = colorContactCount + color->jointSims.count;
s.awakeContactCount += colorContactCount;
}
s.awakeContactCount += world->solverSets.data[b3_awakeSet].contactIndices.count;
s.recycledContactCount = 0;
s.arenaCapacity = 0;
s.distanceIterations = 0;
s.pushBackIterations = 0;
s.rootIterations = 0;
for ( int i = 0; i < world->workerCount; ++i )
{
s.recycledContactCount += world->taskContexts.data[i].recycledContactCount;
s.distanceIterations = b3MaxInt( s.distanceIterations, world->taskContexts.data[i].distanceIterations );
s.pushBackIterations = b3MaxInt( s.pushBackIterations, world->taskContexts.data[i].pushBackIterations );
s.rootIterations = b3MaxInt( s.rootIterations, world->taskContexts.data[i].rootIterations );
int peak = world->taskContexts.data[i].arena.shared->peakDemand;
if ( peak > s.arenaCapacity )
{
s.arenaCapacity = peak;
}
}
return s;
}
b3Capacity b3World_GetMaxCapacity( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b3Capacity){ 0 };
}
return world->maxCapacity;
}
void b3World_SetUserData( b3WorldId worldId, void* userData )
{
b3World* world = b3GetWorldFromId( worldId );
world->userData = userData;
}
void* b3World_GetUserData( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->userData;
}
void b3World_SetFrictionCallback( b3WorldId worldId, b3FrictionCallback* callback )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
world->frictionCallback = callback != NULL ? callback : b3DefaultFrictionCallback;
}
void b3World_SetRestitutionCallback( b3WorldId worldId, b3RestitutionCallback* callback )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
world->restitutionCallback = callback != NULL ? callback : b3DefaultRestitutionCallback;
}
void b3World_SetWorkerCount( b3WorldId worldId, int count )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
if ( count == world->workerCount )
{
return;
}
b3DestroyWorkerContexts( world );
world->workerCount = b3ClampInt( count, 1, B3_MAX_WORKERS );
b3CreateWorkerContexts( world );
}
int b3World_GetWorkerCount( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return 0;
}
return world->workerCount;
}
void b3World_StartRecording( b3WorldId worldId, b3Recording* recording )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL || recording == NULL || world->recording != NULL )
{
return;
}
b3StartRecordingIntoBuffer( world, recording );
}
void b3World_StopRecording( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
b3StopRecordingInternal( world );
}
static FILE* b3OpenFile( const char* fileName )
{
FILE* file = NULL;
#if defined( _MSC_VER )
errno_t e = fopen_s( &file, fileName, "w" );
if ( e != 0 )
{
return NULL;
}
#else
file = fopen( fileName, "w" );
#endif
return file;
}
void b3World_DumpMemoryStats( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
uint64_t total = 0;
int bodyIdBytes = b3GetIdBytes( &world->bodyIdPool );
int solverSetIdBytes = b3GetIdBytes( &world->solverSetIdPool );
int jointIdBytes = b3GetIdBytes( &world->jointIdPool );
int contactIdBytes = b3GetIdBytes( &world->contactIdPool );
int islandIdBytes = b3GetIdBytes( &world->islandIdPool );
int shapeIdBytes = b3GetIdBytes( &world->shapeIdPool );
total += (uint64_t)bodyIdBytes + solverSetIdBytes + jointIdBytes + contactIdBytes + islandIdBytes + shapeIdBytes;
b3Log( "id pools" );
b3Log( "body ids: %d", bodyIdBytes );
b3Log( "solver set ids: %d", solverSetIdBytes );
b3Log( "joint ids: %d", jointIdBytes );
b3Log( "contact ids: %d", contactIdBytes );
b3Log( "island ids: %d", islandIdBytes );
b3Log( "shape ids: %d", shapeIdBytes );
int islandLinkBytes = 0;
for ( int i = 0; i < world->islands.count; ++i )
{
b3Island* island = world->islands.data + i;
islandLinkBytes += b3Array_ByteCount( island->bodies );
islandLinkBytes += b3Array_ByteCount( island->contacts );
islandLinkBytes += b3Array_ByteCount( island->joints );
}
int bodyArrayBytes = b3Array_ByteCount( world->bodies );
int solverSetArrayBytes = b3Array_ByteCount( world->solverSets );
int jointArrayBytes = b3Array_ByteCount( world->joints );
int contactArrayBytes = b3Array_ByteCount( world->contacts );
int islandArrayBytes = b3Array_ByteCount( world->islands );
int shapeArrayBytes = b3Array_ByteCount( world->shapes );
int sensorArrayBytes = b3Array_ByteCount( world->sensors );
total += (uint64_t)bodyArrayBytes + solverSetArrayBytes + jointArrayBytes + contactArrayBytes + islandArrayBytes +
islandLinkBytes + shapeArrayBytes + sensorArrayBytes;
b3Log( "world arrays" );
b3Log( "bodies: %d", bodyArrayBytes );
b3Log( "solver sets: %d", solverSetArrayBytes );
b3Log( "joints: %d", jointArrayBytes );
b3Log( "contacts: %d", contactArrayBytes );
b3Log( "islands: %d", islandArrayBytes );
b3Log( "island links: %d", islandLinkBytes );
b3Log( "shapes: %d", shapeArrayBytes );
b3Log( "sensors: %d", sensorArrayBytes );
int sensorOverlapBytes = 0;
for ( int i = 0; i < world->sensors.count; ++i )
{
b3Sensor* sensor = world->sensors.data + i;
sensorOverlapBytes += b3Array_ByteCount( sensor->hits );
sensorOverlapBytes += b3Array_ByteCount( sensor->overlaps1 );
sensorOverlapBytes += b3Array_ByteCount( sensor->overlaps2 );
}
total += sensorOverlapBytes;
b3Log( "owned arrays" );
b3Log( "sensor overlaps: %d", sensorOverlapBytes );
b3HullMap* hullDatabase = world->hullDatabase;
int hullCount = (int)b3HullMap_size( hullDatabase );
int hullBucketCount = (int)b3HullMap_bucket_count( hullDatabase );
uint64_t hullMapBytes = b3HullMapByteCount( hullDatabase );
uint64_t hullDataBytes = 0;
for ( b3HullMap_itr itr = b3HullMap_first( hullDatabase ); b3HullMap_is_end( itr ) == false; itr = b3HullMap_next( itr ) )
{
hullDataBytes += itr.data->key->byteCount;
}
total += hullMapBytes + hullDataBytes;
b3Log( "hulls" );
b3Log( "database: %llu (%d, %d)", (unsigned long long)hullMapBytes, hullCount, hullBucketCount );
b3Log( "hull data: %llu", (unsigned long long)hullDataBytes );
int staticTreeBytes = b3DynamicTree_GetByteCount( world->broadPhase.trees + b3_staticBody );
int kinematicTreeBytes = b3DynamicTree_GetByteCount( world->broadPhase.trees + b3_kinematicBody );
int dynamicTreeBytes = b3DynamicTree_GetByteCount( world->broadPhase.trees + b3_dynamicBody );
int movedBytes = 0;
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
movedBytes += b3GetBitSetBytes( &world->broadPhase.movedProxies[i] );
}
int moveArrayBytes = b3Array_ByteCount( world->broadPhase.moveArray );
b3HashSet* pairSet = &world->broadPhase.pairSet;
int pairSetBytes = b3GetHashSetBytes( pairSet );
total += (uint64_t)staticTreeBytes + kinematicTreeBytes + dynamicTreeBytes + movedBytes + moveArrayBytes + pairSetBytes;
b3Log( "broad-phase" );
b3Log( "static tree: %d", staticTreeBytes );
b3Log( "kinematic tree: %d", kinematicTreeBytes );
b3Log( "dynamic tree: %d", dynamicTreeBytes );
b3Log( "movedProxies: %d", movedBytes );
b3Log( "moveArray: %d", moveArrayBytes );
b3Log( "pairSet: %d (%d, %d)", pairSetBytes, pairSet->count, pairSet->capacity );
int manifoldArrayBytes = b3Array_ByteCount( world->manifoldAllocators );
int manifoldBlockBytes = 0;
for ( int i = 0; i < world->manifoldAllocators.count; ++i )
{
b3BlockAllocator* allocator = world->manifoldAllocators.data + i;
manifoldBlockBytes += b3Array_ByteCount( allocator->blocks );
manifoldBlockBytes += allocator->blocks.count * B3_BLOCK_SIZE * allocator->elementSize;
}
total += (uint64_t)manifoldArrayBytes + manifoldBlockBytes;
b3Log( "manifold allocators" );
b3Log( "allocator array: %d", manifoldArrayBytes );
b3Log( "blocks: %d", manifoldBlockBytes );
int bodySimCapacity = 0;
int bodyStateCapacity = 0;
int jointSimCapacity = 0;
int contactIndexCapacity = 0;
int islandSimCapacity = 0;
int solverSetCapacity = world->solverSets.count;
for ( int i = 0; i < solverSetCapacity; ++i )
{
b3SolverSet* set = world->solverSets.data + i;
if ( set->setIndex == B3_NULL_INDEX )
{
continue;
}
bodySimCapacity += set->bodySims.capacity;
bodyStateCapacity += set->bodyStates.capacity;
jointSimCapacity += set->jointSims.capacity;
contactIndexCapacity += set->contactIndices.capacity;
islandSimCapacity += set->islandSims.capacity;
}
int setBodySimBytes = bodySimCapacity * (int)sizeof( b3BodySim );
int setBodyStateBytes = bodyStateCapacity * (int)sizeof( b3BodyState );
int setJointSimBytes = jointSimCapacity * (int)sizeof( b3JointSim );
int setContactSimBytes = contactIndexCapacity * (int)sizeof( int );
int setIslandSimBytes = islandSimCapacity * (int)sizeof( b3IslandSim );
total += (uint64_t)setBodySimBytes + setBodyStateBytes + setJointSimBytes + setContactSimBytes + setIslandSimBytes;
b3Log( "solver sets" );
b3Log( "body sim: %d", setBodySimBytes );
b3Log( "body state: %d", setBodyStateBytes );
b3Log( "joint sim: %d", setJointSimBytes );
b3Log( "contact sim: %d", setContactSimBytes );
b3Log( "island sim: %d", setIslandSimBytes );
int bodyBitSetBytes = 0;
int graphContactBytes = 0;
int graphJointSimBytes = 0;
for ( int i = 0; i < B3_GRAPH_COLOR_COUNT; ++i )
{
b3GraphColor* c = world->constraintGraph.colors + i;
bodyBitSetBytes += b3GetBitSetBytes( &c->bodySet );
graphContactBytes += b3Array_ByteCount( c->convexContacts ) + b3Array_ByteCount( c->contacts );
graphJointSimBytes += b3Array_ByteCount( c->jointSims );
}
total += (uint64_t)bodyBitSetBytes + graphJointSimBytes + graphContactBytes;
b3Log( "constraint graph" );
b3Log( "body bit sets: %d", bodyBitSetBytes );
b3Log( "joint sim: %d", graphJointSimBytes );
b3Log( "contact sim: %d", graphContactBytes );
int taskContextBytes = b3Array_ByteCount( world->taskContexts );
for ( int i = 0; i < world->taskContexts.count; ++i )
{
b3TaskContext* taskContext = world->taskContexts.data + i;
taskContextBytes += b3Array_ByteCount( taskContext->sensorHits );
taskContextBytes += b3GetBitSetBytes( &taskContext->contactStateBitSet );
taskContextBytes += b3GetBitSetBytes( &taskContext->jointStateBitSet );
taskContextBytes += b3GetBitSetBytes( &taskContext->hitEventBitSet );
taskContextBytes += b3GetBitSetBytes( &taskContext->enlargedSimBitSet );
taskContextBytes += b3GetBitSetBytes( &taskContext->awakeIslandBitSet );
}
int sensorTaskContextBytes = b3Array_ByteCount( world->sensorTaskContexts );
for ( int i = 0; i < world->sensorTaskContexts.count; ++i )
{
b3SensorTaskContext* taskContext = world->sensorTaskContexts.data + i;
sensorTaskContextBytes += b3GetBitSetBytes( &taskContext->eventBits );
}
total += (uint64_t)taskContextBytes + sensorTaskContextBytes;
b3Log( "task contexts" );
b3Log( "worker: %d", taskContextBytes );
b3Log( "sensor: %d", sensorTaskContextBytes );
int eventBytes = 0;
eventBytes += b3Array_ByteCount( world->bodyMoveEvents );
eventBytes += b3Array_ByteCount( world->sensorBeginEvents );
eventBytes += b3Array_ByteCount( world->contactBeginEvents );
eventBytes += b3Array_ByteCount( world->sensorEndEvents[0] );
eventBytes += b3Array_ByteCount( world->sensorEndEvents[1] );
eventBytes += b3Array_ByteCount( world->contactEndEvents[0] );
eventBytes += b3Array_ByteCount( world->contactEndEvents[1] );
eventBytes += b3Array_ByteCount( world->contactHitEvents );
eventBytes += b3Array_ByteCount( world->jointEvents );
total += eventBytes;
b3Log( "events: %d", eventBytes );
int debugBytes = 0;
debugBytes += b3GetBitSetBytes( &world->debugBodySet );
debugBytes += b3GetBitSetBytes( &world->debugJointSet );
debugBytes += b3GetBitSetBytes( &world->debugContactSet );
debugBytes += b3GetBitSetBytes( &world->debugIslandSet );
total += debugBytes;
b3Log( "debug draw: %d", debugBytes );
total += world->stack.capacity;
b3Log( "stack allocator: %d", world->stack.capacity );
b3Log( "total: %llu", (unsigned long long)total );
}
void b3World_DumpShapeBounds( b3WorldId worldId, b3BodyType type )
{
B3_ASSERT( b3_staticBody <= type && type <= b3_dynamicBody );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
FILE* file = b3OpenFile( "box3d_bounds.txt" );
if ( file == NULL )
{
return;
}
b3DynamicTree* tree = world->broadPhase.trees + type;
b3TreeNode* nodes = tree->nodes;
uint16_t requiredFlags = b3_allocatedNode | b3_leafNode;
int capacity = tree->nodeCapacity;
for ( int i = 0; i < capacity; ++i )
{
b3TreeNode* node = nodes + i;
if ( ( node->flags & requiredFlags ) != requiredFlags )
{
continue;
}
b3Vec3 a = node->aabb.lowerBound;
b3Vec3 b = node->aabb.upperBound;
fprintf( file, "%.9f %.9f %.9f %.9f %.9f %.9f\n", a.x, a.y, a.z, b.x, b.y, b.z );
}
fclose( file );
}
typedef struct WorldQueryContext
{
b3World* world;
b3OverlapResultFcn* fcn;
b3QueryFilter filter;
void* userContext;
} WorldQueryContext;
static bool TreeQueryCallback( int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldQueryContext* worldContext = (WorldQueryContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return true;
}
b3ShapeId id = { shapeId + 1, world->worldId, shape->generation };
bool result = worldContext->fcn( id, worldContext->userContext );
return result;
}
b3TreeStats b3World_OverlapAABB( b3WorldId worldId, b3AABB aabb, b3QueryFilter filter, b3OverlapResultFcn* fcn, void* context )
{
b3TreeStats treeStats = { 0 };
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return treeStats;
}
B3_ASSERT( b3IsValidAABB( aabb ) );
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.overlapFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_AABB( &recWriter.buf, aabb );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecOverlapTrampoline;
context = &recWriter;
}
WorldQueryContext worldContext = { world, fcn, filter, context };
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3TreeStats treeResult =
b3DynamicTree_Query( world->broadPhase.trees + i, aabb, filter.maskBits, false, TreeQueryCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecW_TREESTATS( &recWriter.buf, treeStats );
b3RecQueryCommit( world->recording, b3_recOpQueryOverlapAABB, &recWriter );
}
return treeStats;
}
typedef struct WorldOverlapContext
{
b3World* world;
b3OverlapResultFcn* fcn;
b3QueryFilter filter;
b3ShapeProxy proxy;
b3Pos origin;
void* userContext;
} WorldOverlapContext;
static bool b3TreeOverlapCallback( int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldOverlapContext* worldContext = (WorldOverlapContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return true;
}
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3Transform transform = b3ToRelativeTransform( b3GetBodyTransformQuick( world, body ), worldContext->origin );
bool overlapping = b3OverlapShape( shape, transform, &worldContext->proxy );
if ( overlapping == false )
{
return true;
}
b3ShapeId id = { shape->id + 1, world->worldId, shape->generation };
bool result = worldContext->fcn( id, worldContext->userContext );
return result;
}
b3TreeStats b3World_OverlapShape( b3WorldId worldId, b3Pos origin, const b3ShapeProxy* proxy, b3QueryFilter filter,
b3OverlapResultFcn* fcn, void* context )
{
b3TreeStats treeStats = { 0 };
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return treeStats;
}
B3_ASSERT( b3IsValidPosition( origin ) );
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.overlapFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_SHAPEPROXY( &recWriter.buf, *proxy );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecOverlapTrampoline;
context = &recWriter;
}
b3AABB aabb = b3OffsetAABB( b3MakeAABB( proxy->points, proxy->count, proxy->radius ), origin );
WorldOverlapContext worldContext = {
world, fcn, filter, *proxy, origin, context,
};
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3TreeStats treeResult = b3DynamicTree_Query( world->broadPhase.trees + i, aabb, filter.maskBits, false,
b3TreeOverlapCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecW_TREESTATS( &recWriter.buf, treeStats );
b3RecQueryCommit( world->recording, b3_recOpQueryOverlapShape, &recWriter );
}
return treeStats;
}
typedef struct WorldMoverContext
{
b3World* world;
b3PlaneResultFcn* fcn;
b3QueryFilter filter;
b3Capsule mover;
b3Pos origin;
void* userContext;
} WorldMoverContext;
static bool TreeCollideCallback( int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldMoverContext* worldContext = (WorldMoverContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return true;
}
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3WorldTransform bodyTransform = b3GetBodyTransformQuick( world, body );
b3Transform transform = b3ToRelativeTransform( bodyTransform, worldContext->origin );
b3PlaneResult buffer[64];
int count = b3CollideMover( buffer, 64, shape, transform, &worldContext->mover );
if ( count > 0 )
{
b3ShapeId id = { shape->id + 1, world->worldId, shape->generation };
return worldContext->fcn( id, buffer, count, worldContext->userContext );
}
return true;
}
void b3World_CollideMover( b3WorldId worldId, b3Pos origin, const b3Capsule* mover, b3QueryFilter filter, b3PlaneResultFcn* fcn,
void* context )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_ASSERT( b3IsValidPosition( origin ) );
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.planeFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_CAPSULE( &recWriter.buf, *mover );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecPlaneTrampoline;
context = &recWriter;
}
b3Vec3 r = { mover->radius, mover->radius, mover->radius };
b3AABB relBox;
relBox.lowerBound = b3Sub( b3Min( mover->center1, mover->center2 ), r );
relBox.upperBound = b3Add( b3Max( mover->center1, mover->center2 ), r );
b3AABB aabb = b3OffsetAABB( relBox, origin );
WorldMoverContext worldContext = {
world, fcn, filter, *mover, origin, context,
};
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3DynamicTree_Query( world->broadPhase.trees + i, aabb, filter.maskBits, false, TreeCollideCallback, &worldContext );
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecQueryCommit( world->recording, b3_recOpQueryCollideMover, &recWriter );
}
}
typedef struct WorldRayCastContext
{
b3World* world;
b3CastResultFcn* fcn;
b3QueryFilter filter;
float fraction;
b3Pos origin;
void* userContext;
} WorldRayCastContext;
static float RayCastCallback( const b3RayCastInput* input, int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldRayCastContext* worldContext = (WorldRayCastContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return input->maxFraction;
}
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3WorldTransform bodyTransform = b3GetBodyTransformQuick( world, body );
b3Transform transform = b3ToRelativeTransform( bodyTransform, worldContext->origin );
b3RayCastInput localInput = *input;
localInput.origin = b3Vec3_zero;
b3CastOutput output = b3RayCastShape( shape, transform, &localInput );
if ( output.hit )
{
B3_ASSERT( output.fraction <= input->maxFraction );
b3ShapeId id = { shapeId + 1, world->worldId, shape->generation };
b3Pos point = b3OffsetPos( worldContext->origin, output.point );
int materialIndex = b3ClampInt( output.materialIndex, 0, shape->materialCount - 1 );
uint64_t userMaterialId = b3GetShapeMaterials( shape )[materialIndex].userMaterialId;
int triangleIndex = output.triangleIndex;
int childIndex = output.childIndex;
float fraction = worldContext->fcn( id, point, output.normal, output.fraction, userMaterialId, triangleIndex, childIndex,
worldContext->userContext );
if ( 0.0f <= fraction && fraction <= 1.0f )
{
worldContext->fraction = fraction;
}
return fraction;
}
return input->maxFraction;
}
b3TreeStats b3World_CastRay( b3WorldId worldId, b3Pos origin, b3Vec3 translation, b3QueryFilter filter, b3CastResultFcn* fcn,
void* context )
{
b3TreeStats treeStats = { 0 };
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return treeStats;
}
B3_ASSERT( b3IsValidPosition( origin ) );
B3_ASSERT( b3IsValidVec3( translation ) );
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.castFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_VEC3( &recWriter.buf, translation );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecCastTrampoline;
context = &recWriter;
}
b3RayCastInput input = { b3ToVec3( origin ), translation, 1.0f };
WorldRayCastContext worldContext = { world, fcn, filter, 1.0f, origin, context };
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3TreeStats treeResult =
b3DynamicTree_RayCast( world->broadPhase.trees + i, &input, filter.maskBits, false, RayCastCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
input.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecW_TREESTATS( &recWriter.buf, treeStats );
b3RecQueryCommit( world->recording, b3_recOpQueryCastRay, &recWriter );
}
return treeStats;
}
static float b3RayCastClosestFcn( b3ShapeId shapeId, b3Pos point, b3Vec3 normal, float fraction, uint64_t userMaterialId,
int triangleIndex, int childIndex, void* context )
{
if ( fraction == 0.0f )
{
return -1.0f;
}
b3RayResult* rayResult = (b3RayResult*)context;
rayResult->shapeId = shapeId;
rayResult->point = point;
rayResult->normal = normal;
rayResult->fraction = fraction;
rayResult->userMaterialId = userMaterialId;
rayResult->triangleIndex = triangleIndex;
rayResult->childIndex = childIndex;
rayResult->hit = true;
return fraction;
}
b3RayResult b3World_CastRayClosest( b3WorldId worldId, b3Pos origin, b3Vec3 translation, b3QueryFilter filter )
{
b3RayResult result = { 0 };
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return result;
}
B3_ASSERT( b3IsValidPosition( origin ) );
B3_ASSERT( b3IsValidVec3( translation ) );
b3RayCastInput input = { b3ToVec3( origin ), translation, 1.0f };
WorldRayCastContext worldContext = {
.world = world,
.fcn = b3RayCastClosestFcn,
.filter = filter,
.fraction = 1.0f,
.origin = origin,
.userContext = &result,
};
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3TreeStats treeResult =
b3DynamicTree_RayCast( world->broadPhase.trees + i, &input, filter.maskBits, false, RayCastCallback, &worldContext );
result.nodeVisits += treeResult.nodeVisits;
result.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
input.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b3RecQueryWriter recWriter = { 0 };
b3RecQueryBegin( &recWriter, NULL, filter.id, filter.name );
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_VEC3( &recWriter.buf, translation );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
b3RecW_RAYRESULT( &recWriter.buf, result );
b3RecQueryCommit( world->recording, b3_recOpQueryCastRayClosest, &recWriter );
}
return result;
}
typedef struct WorldShapeCastContext
{
b3World* world;
b3CastResultFcn* fcn;
b3QueryFilter filter;
float fraction;
b3Pos origin;
b3ShapeCastInput input;
void* userContext;
} WorldShapeCastContext;
static float b3ShapeCastCallback( const b3BoxCastInput* input, int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldShapeCastContext* worldContext = (WorldShapeCastContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return input->maxFraction;
}
b3ShapeCastInput localInput = worldContext->input;
localInput.maxFraction = input->maxFraction;
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3Transform transform = b3ToRelativeTransform( b3GetBodyTransformQuick( world, body ), worldContext->origin );
b3CastOutput output = b3ShapeCastShape( shape, transform, &localInput );
if ( output.hit )
{
b3ShapeId id = { shapeId + 1, world->worldId, shape->generation };
int materialIndex = b3ClampInt( output.materialIndex, 0, shape->materialCount - 1 );
uint64_t userMaterialId = b3GetShapeMaterials( shape )[materialIndex].userMaterialId;
int triangleIndex = output.triangleIndex;
int childIndex = output.childIndex;
float fraction = worldContext->fcn( id, b3OffsetPos( worldContext->origin, output.point ), output.normal, output.fraction,
userMaterialId, triangleIndex, childIndex, worldContext->userContext );
if ( 0.0f <= fraction && fraction <= 1.0f )
{
worldContext->fraction = fraction;
}
return fraction;
}
return input->maxFraction;
}
b3TreeStats b3World_CastShape( b3WorldId worldId, b3Pos origin, const b3ShapeProxy* proxy, b3Vec3 translation,
b3QueryFilter filter, b3CastResultFcn* fcn, void* context )
{
b3TreeStats treeStats = { 0 };
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return treeStats;
}
B3_ASSERT( b3IsValidPosition( origin ) );
B3_ASSERT( b3IsValidVec3( translation ) );
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.castFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_SHAPEPROXY( &recWriter.buf, *proxy );
b3RecW_VEC3( &recWriter.buf, translation );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecCastTrampoline;
context = &recWriter;
}
WorldShapeCastContext worldContext = { 0 };
worldContext.world = world;
worldContext.fcn = fcn;
worldContext.filter = filter;
worldContext.fraction = 1.0f;
worldContext.origin = origin;
worldContext.input.proxy = *proxy;
worldContext.input.translation = translation;
worldContext.input.maxFraction = 1.0f;
worldContext.input.canEncroach = false;
worldContext.userContext = context;
b3AABB localBox = b3MakeAABB( proxy->points, proxy->count, proxy->radius );
b3BoxCastInput treeInput = { b3OffsetAABB( localBox, origin ), translation, 1.0f };
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3TreeStats treeResult = b3DynamicTree_BoxCast( world->broadPhase.trees + i, &treeInput, filter.maskBits, false,
b3ShapeCastCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
treeInput.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecW_TREESTATS( &recWriter.buf, treeStats );
b3RecQueryCommit( world->recording, b3_recOpQueryCastShape, &recWriter );
}
return treeStats;
}
typedef struct WorldMoverCastContext
{
b3World* world;
b3MoverFilterFcn* fcn;
b3QueryFilter filter;
float fraction;
b3Pos origin;
b3ShapeCastInput input;
void* userContext;
} WorldMoverCastContext;
static float MoverCastCallback( const b3BoxCastInput* input, int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
WorldMoverCastContext* worldContext = (WorldMoverCastContext*)context;
b3World* world = worldContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
b3Filter shapeFilter = shape->filter;
b3QueryFilter queryFilter = worldContext->filter;
if ( b3ShouldQueryCollide( &shapeFilter, &queryFilter ) == false )
{
return worldContext->fraction;
}
if ( worldContext->fcn != NULL )
{
b3ShapeId id = { shapeId + 1, world->worldId, shape->generation };
bool shouldCollide = worldContext->fcn( id, worldContext->userContext );
if ( shouldCollide == false )
{
return worldContext->fraction;
}
}
b3ShapeCastInput localInput = worldContext->input;
localInput.maxFraction = input->maxFraction;
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
b3Transform transform = b3ToRelativeTransform( b3GetBodyTransformQuick( world, body ), worldContext->origin );
b3CastOutput output = b3ShapeCastShape( shape, transform, &localInput );
if ( output.fraction == 0.0f )
{
return worldContext->fraction;
}
worldContext->fraction = output.fraction;
return output.fraction;
}
float b3World_CastMover( b3WorldId worldId, b3Pos origin, const b3Capsule* mover, b3Vec3 translation, b3QueryFilter filter,
b3MoverFilterFcn* fcn, void* context )
{
B3_ASSERT( b3IsValidPosition( origin ) );
B3_ASSERT( b3IsValidVec3( translation ) );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return 1.0f;
}
b3RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b3RecQueryBegin( &recWriter, context, filter.id, filter.name );
recWriter.userFcn.moverFilterFcn = fcn;
b3RecW_WORLDID( &recWriter.buf, worldId );
b3RecW_POSITION( &recWriter.buf, origin );
b3RecW_CAPSULE( &recWriter.buf, *mover );
b3RecW_VEC3( &recWriter.buf, translation );
b3RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b3RecReserveU32( &recWriter.buf );
fcn = b3RecOverlapTrampoline;
context = &recWriter;
}
WorldMoverCastContext worldContext = {
.world = world,
.fcn = fcn,
.filter = filter,
.fraction = 1.0f,
.origin = origin,
.userContext = context,
};
worldContext.input.proxy = (b3ShapeProxy){ &mover->center1, 2, mover->radius };
worldContext.input.translation = translation;
worldContext.input.maxFraction = 1.0f;
worldContext.input.canEncroach = mover->radius > 0.0f;
b3Vec3 centers[2] = { mover->center1, mover->center2 };
b3BoxCastInput treeInput = { b3OffsetAABB( b3MakeAABB( centers, 2, mover->radius ), origin ), translation, 1.0f };
for ( int i = 0; i < b3_bodyTypeCount; ++i )
{
b3DynamicTree_BoxCast( world->broadPhase.trees + i, &treeInput, filter.maskBits, false, MoverCastCallback,
&worldContext );
if ( worldContext.fraction == 0.0f )
{
break;
}
treeInput.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b3RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b3RecW_F32( &recWriter.buf, worldContext.fraction );
b3RecQueryCommit( world->recording, b3_recOpQueryCastMover, &recWriter );
}
return worldContext.fraction;
}
void b3World_SetCustomFilterCallback( b3WorldId worldId, b3CustomFilterFcn* fcn, void* context )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
world->customFilterFcn = fcn;
world->customFilterContext = context;
}
void b3World_SetPreSolveCallback( b3WorldId worldId, b3PreSolveFcn* fcn, void* context )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
world->preSolveFcn = fcn;
world->preSolveContext = context;
}
void b3World_SetGravity( b3WorldId worldId, b3Vec3 gravity )
{
b3World* world = b3GetWorldFromId( worldId );
B3_REC( world, WorldSetGravity, worldId, gravity );
world->gravity = gravity;
}
b3Vec3 b3World_GetGravity( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
return world->gravity;
}
typedef struct ExplosionContext
{
b3World* world;
b3Pos position;
float radius;
float falloff;
float impulsePerArea;
} ExplosionContext;
static bool ExplosionCallback( int proxyId, uint64_t userData, void* context )
{
B3_UNUSED( proxyId );
int shapeId = (int)userData;
ExplosionContext* explosionContext = (ExplosionContext*)context;
b3World* world = explosionContext->world;
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
if ( shape->explosionScale == 0.0f )
{
return true;
}
b3Body* body = b3Array_Get( world->bodies, shape->bodyId );
B3_ASSERT( body->type == b3_dynamicBody );
b3WorldTransform xf = b3GetBodyTransformQuick( world, body );
b3Vec3 localPosition = b3InvTransformWorldPoint( xf, explosionContext->position );
b3DistanceInput input;
input.proxyA = b3MakeShapeProxy( shape );
input.proxyB = (b3ShapeProxy){ &localPosition, 1, 0.0f };
input.transform = b3Transform_identity;
input.useRadii = true;
b3SimplexCache cache = { 0 };
b3DistanceOutput output = b3ShapeDistance( &input, &cache, NULL, 0 );
float radius = explosionContext->radius;
float falloff = explosionContext->falloff;
if ( output.distance > radius + falloff )
{
return true;
}
b3WakeBody( world, body );
if ( body->setIndex != b3_awakeSet )
{
return true;
}
b3Vec3 closestPoint = output.pointA;
if ( output.distance == 0.0f )
{
closestPoint = b3GetShapeCentroid( shape );
}
b3Vec3 direction = b3Sub( closestPoint, localPosition );
if ( b3LengthSquared( direction ) > 100.0f * FLT_EPSILON * FLT_EPSILON )
{
direction = b3Normalize( direction );
}
else
{
direction = (b3Vec3){ 1.0f, 0.0f, 0.0f };
}
float area = b3GetShapeProjectedArea( shape, direction );
float scale = 1.0f;
if ( output.distance > radius && falloff > 0.0f )
{
scale = b3ClampFloat( ( radius + falloff - output.distance ) / falloff, 0.0f, 1.0f );
}
float magnitude = explosionContext->impulsePerArea * area * scale * shape->explosionScale;
b3Vec3 impulse = b3MulSV( magnitude, b3RotateVector( xf.q, direction ) );
int localIndex = body->localIndex;
b3SolverSet* set = b3Array_Get( world->solverSets, b3_awakeSet );
b3BodyState* state = b3Array_Get( set->bodyStates, localIndex );
b3BodySim* bodySim = b3Array_Get( set->bodySims, localIndex );
state->linearVelocity = b3MulAdd( state->linearVelocity, bodySim->invMass, impulse );
b3Vec3 r = b3RotateVector( xf.q, b3Sub( closestPoint, bodySim->localCenter ) );
state->angularVelocity = b3Add( state->angularVelocity, b3MulMV( bodySim->invInertiaWorld, b3Cross( r, impulse ) ) );
return true;
}
void b3World_Explode( b3WorldId worldId, const b3ExplosionDef* explosionDef )
{
uint64_t maskBits = explosionDef->maskBits;
b3Pos position = explosionDef->position;
float radius = explosionDef->radius;
float falloff = explosionDef->falloff;
float impulsePerArea = explosionDef->impulsePerArea;
B3_ASSERT( b3IsValidPosition( position ) );
B3_ASSERT( b3IsValidFloat( radius ) && radius >= 0.0f );
B3_ASSERT( b3IsValidFloat( falloff ) && falloff >= 0.0f );
B3_ASSERT( b3IsValidFloat( impulsePerArea ) );
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldExplode, worldId, *explosionDef );
world->locked = true;
struct ExplosionContext explosionContext = { world, position, radius, falloff, impulsePerArea };
float extent = radius + falloff;
b3AABB localBox = { { -extent, -extent, -extent }, { extent, extent, extent } };
b3AABB aabb = b3OffsetAABB( localBox, position );
b3DynamicTree_Query( world->broadPhase.trees + b3_dynamicBody, aabb, maskBits, false, ExplosionCallback, &explosionContext );
world->locked = false;
}
void b3World_RebuildStaticTree( b3WorldId worldId )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldRebuildStaticTree, worldId );
b3DynamicTree* staticTree = world->broadPhase.trees + b3_staticBody;
b3DynamicTree_Rebuild( staticTree, true );
}
void b3World_EnableSpeculative( b3WorldId worldId, bool flag )
{
b3World* world = b3GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
B3_REC( world, WorldEnableSpeculative, worldId, flag );
world->enableSpeculative = flag;
}
#if B3_ENABLE_VALIDATION
void b3ValidateConnectivity( b3World* world )
{
b3Body* bodies = world->bodies.data;
int bodyCapacity = world->bodies.count;
for ( int bodyIndex = 0; bodyIndex < bodyCapacity; ++bodyIndex )
{
b3Body* body = bodies + bodyIndex;
if ( body->id == B3_NULL_INDEX )
{
b3ValidateFreeId( &world->bodyIdPool, bodyIndex );
continue;
}
B3_ASSERT( bodyIndex == body->id );
int bodyIslandId = body->islandId;
int bodySetIndex = body->setIndex;
int contactKey = body->headContactKey;
while ( contactKey != B3_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
bool touching = ( contact->flags & b3_contactTouchingFlag ) != 0;
if ( touching )
{
if ( bodySetIndex != b3_staticSet )
{
int contactIslandId = contact->islandId;
B3_ASSERT( contactIslandId == bodyIslandId );
}
}
else
{
B3_ASSERT( contact->islandId == B3_NULL_INDEX );
}
contactKey = contact->edges[edgeIndex].nextKey;
}
int jointKey = body->headJointKey;
while ( jointKey != B3_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b3Joint* joint = b3Array_Get( world->joints, jointId );
int otherEdgeIndex = edgeIndex ^ 1;
b3Body* otherBody = b3Array_Get( world->bodies, joint->edges[otherEdgeIndex].bodyId );
if ( bodySetIndex == b3_disabledSet || otherBody->setIndex == b3_disabledSet )
{
B3_ASSERT( joint->islandId == B3_NULL_INDEX );
}
else if ( bodySetIndex == b3_staticSet )
{
if ( otherBody->setIndex == b3_staticSet )
{
B3_ASSERT( joint->islandId == B3_NULL_INDEX );
}
}
else if ( body->type != b3_dynamicBody && otherBody->type != b3_dynamicBody )
{
B3_ASSERT( joint->islandId == B3_NULL_INDEX );
}
else
{
int jointIslandId = joint->islandId;
B3_ASSERT( jointIslandId == bodyIslandId );
}
jointKey = joint->edges[edgeIndex].nextKey;
}
}
}
void b3ValidateSolverSets( b3World* world )
{
B3_ASSERT( b3GetIdCapacity( &world->bodyIdPool ) == world->bodies.count );
B3_ASSERT( b3GetIdCapacity( &world->contactIdPool ) == world->contacts.count );
B3_ASSERT( b3GetIdCapacity( &world->jointIdPool ) == world->joints.count );
B3_ASSERT( b3GetIdCapacity( &world->islandIdPool ) == world->islands.count );
B3_ASSERT( b3GetIdCapacity( &world->solverSetIdPool ) == world->solverSets.count );
int activeSetCount = 0;
int totalBodyCount = 0;
int totalJointCount = 0;
int totalContactCount = 0;
int totalIslandCount = 0;
int setCount = world->solverSets.count;
for ( int setIndex = 0; setIndex < setCount; ++setIndex )
{
b3SolverSet* set = world->solverSets.data + setIndex;
if ( set->setIndex != B3_NULL_INDEX )
{
activeSetCount += 1;
if ( setIndex == b3_staticSet )
{
B3_ASSERT( set->contactIndices.count == 0 );
B3_ASSERT( set->islandSims.count == 0 );
B3_ASSERT( set->bodyStates.count == 0 );
}
else if ( setIndex == b3_disabledSet )
{
B3_ASSERT( set->islandSims.count == 0 );
B3_ASSERT( set->bodyStates.count == 0 );
}
else if ( setIndex == b3_awakeSet )
{
B3_ASSERT( set->bodySims.count == set->bodyStates.count );
B3_ASSERT( set->jointSims.count == 0 );
}
else
{
B3_ASSERT( set->bodyStates.count == 0 );
}
{
b3Body* bodies = world->bodies.data;
B3_ASSERT( set->bodySims.count >= 0 );
totalBodyCount += set->bodySims.count;
for ( int i = 0; i < set->bodySims.count; ++i )
{
b3BodySim* bodySim = set->bodySims.data + i;
int bodyId = bodySim->bodyId;
B3_ASSERT( 0 <= bodyId && bodyId < world->bodies.count );
b3Body* body = bodies + bodyId;
B3_ASSERT( body->setIndex == setIndex );
B3_ASSERT( body->localIndex == i );
uint32_t syncedFlags = body->flags & ~b3_bodyTransientFlags;
B3_ASSERT( ( bodySim->flags & syncedFlags ) == syncedFlags );
b3BodyState* bodyState = b3GetBodyState( world, body );
if ( bodyState != NULL )
{
B3_ASSERT( ( bodyState->flags & syncedFlags ) == syncedFlags );
}
if ( body->type == b3_dynamicBody )
{
B3_ASSERT( body->flags & b3_dynamicFlag );
}
if ( setIndex == b3_disabledSet )
{
B3_ASSERT( body->headContactKey == B3_NULL_INDEX );
}
int prevShapeId = B3_NULL_INDEX;
int shapeId = body->headShapeId;
while ( shapeId != B3_NULL_INDEX )
{
b3Shape* shape = b3Array_Get( world->shapes, shapeId );
B3_ASSERT( shape->id == shapeId );
B3_ASSERT( shape->prevShapeId == prevShapeId );
if ( setIndex == b3_disabledSet )
{
B3_ASSERT( shape->proxyKey == B3_NULL_INDEX );
}
else if ( setIndex == b3_staticSet )
{
B3_ASSERT( B3_PROXY_TYPE( shape->proxyKey ) == b3_staticBody );
}
else
{
b3BodyType proxyType = B3_PROXY_TYPE( shape->proxyKey );
B3_ASSERT( proxyType == b3_kinematicBody || proxyType == b3_dynamicBody );
}
prevShapeId = shapeId;
shapeId = shape->nextShapeId;
}
int contactKey = body->headContactKey;
while ( contactKey != B3_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
B3_ASSERT( contact->setIndex != b3_staticSet );
B3_ASSERT( contact->edges[0].bodyId == bodyId || contact->edges[1].bodyId == bodyId );
contactKey = contact->edges[edgeIndex].nextKey;
}
int jointKey = body->headJointKey;
while ( jointKey != B3_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b3Joint* joint = b3Array_Get( world->joints, jointId );
int otherEdgeIndex = edgeIndex ^ 1;
b3Body* otherBody = b3Array_Get( world->bodies, joint->edges[otherEdgeIndex].bodyId );
if ( setIndex == b3_disabledSet || otherBody->setIndex == b3_disabledSet )
{
B3_ASSERT( joint->setIndex == b3_disabledSet );
}
else if ( setIndex == b3_staticSet && otherBody->setIndex == b3_staticSet )
{
B3_ASSERT( joint->setIndex == b3_staticSet );
}
else if ( body->type != b3_dynamicBody && otherBody->type != b3_dynamicBody )
{
B3_ASSERT( joint->setIndex == b3_staticSet );
}
else if ( setIndex == b3_awakeSet )
{
B3_ASSERT( joint->setIndex == b3_awakeSet );
}
else if ( setIndex >= b3_firstSleepingSet )
{
B3_ASSERT( joint->setIndex == setIndex );
}
b3JointSim* jointSim = b3GetJointSim( world, joint );
B3_ASSERT( jointSim->jointId == jointId );
B3_ASSERT( jointSim->bodyIdA == joint->edges[0].bodyId );
B3_ASSERT( jointSim->bodyIdB == joint->edges[1].bodyId );
jointKey = joint->edges[edgeIndex].nextKey;
}
}
}
{
B3_ASSERT( set->contactIndices.count >= 0 );
totalContactCount += set->contactIndices.count;
for ( int i = 0; i < set->contactIndices.count; ++i )
{
int contactIndex = set->contactIndices.data[i];
b3Contact* contact = b3Array_Get( world->contacts, contactIndex );
if ( setIndex == b3_awakeSet )
{
B3_ASSERT( contact->manifoldCount == 0 || ( contact->flags & b3_simStartedTouching ) != 0 );
}
B3_ASSERT( contact->setIndex == setIndex );
B3_ASSERT( contact->colorIndex == B3_NULL_INDEX );
B3_ASSERT( contact->localIndex == i );
}
}
{
B3_ASSERT( set->jointSims.count >= 0 );
totalJointCount += set->jointSims.count;
for ( int i = 0; i < set->jointSims.count; ++i )
{
b3JointSim* jointSim = set->jointSims.data + i;
b3Joint* joint = b3Array_Get( world->joints, jointSim->jointId );
B3_ASSERT( joint->setIndex == setIndex );
B3_ASSERT( joint->colorIndex == B3_NULL_INDEX );
B3_ASSERT( joint->localIndex == i );
}
}
{
B3_ASSERT( set->islandSims.count >= 0 );
totalIslandCount += set->islandSims.count;
for ( int i = 0; i < set->islandSims.count; ++i )
{
b3IslandSim* islandSim = set->islandSims.data + i;
b3Island* island = b3Array_Get( world->islands, islandSim->islandId );
B3_ASSERT( island->setIndex == setIndex );
B3_ASSERT( island->localIndex == i );
}
}
}
else
{
B3_ASSERT( set->bodySims.count == 0 );
B3_ASSERT( set->contactIndices.count == 0 );
B3_ASSERT( set->jointSims.count == 0 );
B3_ASSERT( set->islandSims.count == 0 );
B3_ASSERT( set->bodyStates.count == 0 );
}
}
int setIdCount = b3GetIdCount( &world->solverSetIdPool );
B3_ASSERT( activeSetCount == setIdCount );
int bodyIdCount = b3GetIdCount( &world->bodyIdPool );
B3_ASSERT( totalBodyCount == bodyIdCount );
int islandIdCount = b3GetIdCount( &world->islandIdPool );
B3_ASSERT( totalIslandCount == islandIdCount );
for ( int colorIndex = 0; colorIndex < B3_GRAPH_COLOR_COUNT; ++colorIndex )
{
b3GraphColor* color = world->constraintGraph.colors + colorIndex;
int bitCount = 0;
B3_ASSERT( color->convexContacts.count >= 0 );
totalContactCount += color->convexContacts.count;
for ( int i = 0; i < color->convexContacts.count; ++i )
{
int contactId = color->convexContacts.data[i];
b3Contact* contact = b3Array_Get( world->contacts, contactId );
B3_ASSERT( contact->manifoldCount > 0 || ( contact->flags & ( b3_simStoppedTouching | b3_simDisjoint ) ) != 0 );
B3_ASSERT( contact->setIndex == b3_awakeSet );
B3_ASSERT( contact->colorIndex == colorIndex );
B3_ASSERT( contact->localIndex == i );
int bodyIdA = contact->edges[0].bodyId;
int bodyIdB = contact->edges[1].bodyId;
if ( colorIndex < B3_OVERFLOW_INDEX )
{
b3Body* bodyA = b3Array_Get( world->bodies, bodyIdA );
b3Body* bodyB = b3Array_Get( world->bodies, bodyIdB );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdA ) == ( bodyA->type == b3_dynamicBody ) );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdB ) == ( bodyB->type == b3_dynamicBody ) );
bitCount += bodyA->type == b3_dynamicBody ? 1 : 0;
bitCount += bodyB->type == b3_dynamicBody ? 1 : 0;
}
}
totalContactCount += color->contacts.count;
for ( int i = 0; i < color->contacts.count; ++i )
{
int contactId = color->contacts.data[i].contactId;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
B3_ASSERT( contact->manifoldCount > 0 || ( contact->flags & ( b3_simStoppedTouching | b3_simDisjoint ) ) != 0 );
B3_ASSERT( contact->setIndex == b3_awakeSet );
B3_ASSERT( contact->colorIndex == colorIndex );
B3_ASSERT( contact->localIndex == i );
int bodyIdA = contact->edges[0].bodyId;
int bodyIdB = contact->edges[1].bodyId;
if ( colorIndex < B3_OVERFLOW_INDEX )
{
b3Body* bodyA = b3Array_Get( world->bodies, bodyIdA );
b3Body* bodyB = b3Array_Get( world->bodies, bodyIdB );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdA ) == ( bodyA->type == b3_dynamicBody ) );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdB ) == ( bodyB->type == b3_dynamicBody ) );
bitCount += bodyA->type == b3_dynamicBody ? 1 : 0;
bitCount += bodyB->type == b3_dynamicBody ? 1 : 0;
}
}
B3_ASSERT( color->jointSims.count >= 0 );
totalJointCount += color->jointSims.count;
for ( int i = 0; i < color->jointSims.count; ++i )
{
b3JointSim* jointSim = color->jointSims.data + i;
b3Joint* joint = b3Array_Get( world->joints, jointSim->jointId );
B3_ASSERT( joint->setIndex == b3_awakeSet );
B3_ASSERT( joint->colorIndex == colorIndex );
B3_ASSERT( joint->localIndex == i );
int bodyIdA = joint->edges[0].bodyId;
int bodyIdB = joint->edges[1].bodyId;
if ( colorIndex < B3_OVERFLOW_INDEX )
{
b3Body* bodyA = b3Array_Get( world->bodies, bodyIdA );
b3Body* bodyB = b3Array_Get( world->bodies, bodyIdB );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdA ) == ( bodyA->type == b3_dynamicBody ) );
B3_ASSERT( b3GetBit( &color->bodySet, bodyIdB ) == ( bodyB->type == b3_dynamicBody ) );
bitCount += bodyA->type == b3_dynamicBody ? 1 : 0;
bitCount += bodyB->type == b3_dynamicBody ? 1 : 0;
}
}
B3_ASSERT( bitCount == b3CountSetBits( &color->bodySet ) );
}
int contactIdCount = b3GetIdCount( &world->contactIdPool );
B3_ASSERT( totalContactCount == contactIdCount );
B3_ASSERT( totalContactCount == (int)world->broadPhase.pairSet.count );
int jointIdCount = b3GetIdCount( &world->jointIdPool );
B3_ASSERT( totalJointCount == jointIdCount );
#if 0#endif
}
void b3ValidateContacts( b3World* world )
{
b3ConstraintGraph* graph = &world->constraintGraph;
int contactCount = world->contacts.count;
B3_ASSERT( contactCount == b3GetIdCapacity( &world->contactIdPool ) );
int allocatedContactCount = 0;
for ( int contactIndex = 0; contactIndex < contactCount; ++contactIndex )
{
b3Contact* contact = b3Array_Get( world->contacts, contactIndex );
if ( contact->contactId == B3_NULL_INDEX )
{
continue;
}
B3_ASSERT( contact->contactId == contactIndex );
allocatedContactCount += 1;
bool touching = ( contact->flags & b3_contactTouchingFlag ) != 0;
int setId = contact->setIndex;
b3SolverSet* set = b3Array_Get( world->solverSets, setId );
if ( setId == b3_awakeSet )
{
if ( touching )
{
B3_ASSERT( 0 <= contact->colorIndex && contact->colorIndex < B3_GRAPH_COLOR_COUNT );
b3Shape* shapeA = b3Array_Get( world->shapes, contact->shapeIdA );
b3Shape* shapeB = b3Array_Get( world->shapes, contact->shapeIdB );
b3Body* bodyA = b3Array_Get( world->bodies, shapeA->bodyId );
b3Body* bodyB = b3Array_Get( world->bodies, shapeB->bodyId );
if ( bodyA->type == b3_staticBody )
{
B3_ASSERT( contact->bodySimIndexA == B3_NULL_INDEX );
}
else
{
B3_ASSERT( contact->bodySimIndexA == bodyA->localIndex );
}
if ( bodyB->type == b3_staticBody )
{
B3_ASSERT( contact->bodySimIndexB == B3_NULL_INDEX );
}
else
{
B3_ASSERT( contact->bodySimIndexB == bodyB->localIndex );
}
if ( ( contact->flags & b3_simMeshContact ) != 0 || contact->colorIndex == B3_OVERFLOW_INDEX )
{
b3GraphColor* color = graph->colors + contact->colorIndex;
int contactId = b3Array_Get( color->contacts, contact->localIndex )->contactId;
B3_ASSERT( contactId == contactIndex );
}
else
{
b3GraphColor* color = graph->colors + contact->colorIndex;
int contactId = *b3Array_Get( color->convexContacts, contact->localIndex );
B3_ASSERT( contactId == contactIndex );
}
}
else
{
B3_ASSERT( contact->colorIndex == B3_NULL_INDEX );
B3_ASSERT( contact->manifolds == NULL );
B3_ASSERT( contact->manifoldCount == 0 );
int* index = b3Array_Get( set->contactIndices, contact->localIndex );
B3_ASSERT( *index == contactIndex );
}
}
else if ( setId >= b3_firstSleepingSet )
{
B3_ASSERT( touching == true );
B3_ASSERT( contact->manifolds != NULL );
B3_ASSERT( contact->manifoldCount > 0 );
int* index = b3Array_Get( set->contactIndices, contact->localIndex );
B3_ASSERT( *index == contactIndex );
}
else
{
B3_ASSERT( touching == false && setId == b3_disabledSet );
B3_ASSERT( contact->manifolds == NULL );
B3_ASSERT( contact->manifoldCount == 0 );
int* index = b3Array_Get( set->contactIndices, contact->localIndex );
B3_ASSERT( *index == contactIndex );
}
if ( contact->flags & b3_simMeshContact )
{
int cacheCount = contact->meshContact.triangleCache.count;
if ( cacheCount > 0 )
{
B3_ASSERT( contact->meshContact.triangleCache.data != NULL );
B3_ASSERT( contact->meshContact.triangleCache.capacity >= cacheCount );
b3Shape* shapeA = b3Array_Get( world->shapes, contact->shapeIdA );
if ( shapeA->type == b3_meshShape )
{
int triangleCount = shapeA->mesh.data->triangleCount;
for ( int i = 0; i < cacheCount; ++i )
{
int triangleIndex = contact->meshContact.triangleCache.data[i].triangleIndex;
B3_ASSERT( 0 <= triangleIndex && triangleIndex < triangleCount );
}
}
else if ( shapeA->type == b3_heightShape )
{
int triangleCount = b3GetHeightFieldTriangleCount( shapeA->heightField );
for ( int i = 0; i < cacheCount; ++i )
{
int triangleIndex = contact->meshContact.triangleCache.data[i].triangleIndex;
B3_ASSERT( 0 <= triangleIndex && triangleIndex < triangleCount );
}
}
else
{
B3_ASSERT( shapeA->type == b3_compoundShape );
b3ChildShape child = b3GetCompoundChild( shapeA->compound, contact->childIndex );
B3_ASSERT( child.type == b3_meshShape );
int triangleCount = child.mesh.data->triangleCount;
for ( int i = 0; i < cacheCount; ++i )
{
int triangleIndex = contact->meshContact.triangleCache.data[i].triangleIndex;
B3_ASSERT( 0 <= triangleIndex && triangleIndex < triangleCount );
}
}
}
}
}
int contactIdCount = b3GetIdCount( &world->contactIdPool );
B3_ASSERT( allocatedContactCount == contactIdCount );
}
#else
void b3ValidateConnectivity( b3World* world )
{
B3_UNUSED( world );
}
void b3ValidateSolverSets( b3World* world )
{
B3_UNUSED( world );
}
void b3ValidateContacts( b3World* world )
{
B3_UNUSED( world );
}
#endif
#define NAME int_set
#define KEY_TY int
#define MALLOC_FN b3Alloc
#define FREE_FN b3Free
#define HASH_FN vt_hash_integer
#define CMPR_FN vt_cmpr_integer
#include "verstable.h"
void b3World_DumpAwake( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
if ( world->locked == true )
{
return;
}
b3OpenDump( "box3d_dump.inl" );
b3Vec3 g = world->gravity;
b3Dump( "b3Vec3 gravity = {%.9g, %.9g, %.9g};\n", g.x, g.y, g.z );
b3Dump( "b3World_SetGravity(m_worldId, gravity);\n" );
b3Dump( "std::vector<b3BodyId> bodies;\n" );
b3Dump( "std::vector<b3JointId> joints;\n\n" );
int_set staticBodies;
int_set_init( &staticBodies );
b3Body* bodies = world->bodies.data;
for ( int i = 0; i < world->bodies.count; ++i )
{
b3Body* body = bodies + i;
if ( body->id == B3_NULL_INDEX )
{
continue;
}
if ( body->setIndex != b3_awakeSet )
{
continue;
}
b3DumpBody( world, body );
int edgeKey = body->headContactKey;
while ( edgeKey != B3_NULL_INDEX )
{
int contactId = edgeKey >> 1;
int edgeIndex = edgeKey & 1;
b3Contact* contact = b3Array_Get( world->contacts, contactId );
edgeKey = contact->edges[edgeIndex].nextKey;
if ( ( contact->flags & b3_contactTouchingFlag ) == 0 )
{
continue;
}
int otherIndex = 1 - edgeIndex;
b3Body* otherBody = b3Array_Get( world->bodies, contact->edges[otherIndex].bodyId );
if ( otherBody->setIndex == b3_staticSet )
{
(void)int_set_insert( &staticBodies, otherBody->id );
}
}
}
for ( int_set_itr itr = int_set_first( &staticBodies ); int_set_is_end( itr ) == false; itr = int_set_next( itr ) )
{
b3Body* body = b3Array_Get( world->bodies, itr.data->key );
b3DumpBody( world, body );
}
int_set_cleanup( &staticBodies );
b3CloseDump();
}
void b3World_Dump( b3WorldId worldId )
{
b3World* world = b3GetWorldFromId( worldId );
if ( world->locked == true )
{
return;
}
b3OpenDump( "box3d_dump.inl" );
b3Vec3 g = world->gravity;
b3Dump( "b3Vec3 gravity = {%.9g, %.9g, %.9g};\n", g.x, g.y, g.z );
b3Dump( "b3World_SetGravity(m_worldId, gravity);\n" );
b3Dump( "std::vector<b3BodyId> bodies;\n" );
b3Dump( "std::vector<b3JointId> joints;\n\n" );
b3Body* bodies = world->bodies.data;
for ( int i = 0; i < world->bodies.count; ++i )
{
b3Body* body = bodies + i;
if ( body->id == B3_NULL_INDEX )
{
continue;
}
if ( body->setIndex != b3_awakeSet )
{
continue;
}
b3DumpBody( world, body );
}
b3CloseDump();
}