@group(0) @binding(0) var<uniform> params: StepParams;
@group(0) @binding(1) var<storage, read_write> body_states: array<BodyState>;
@group(0) @binding(2) var<storage, read> body_descs: array<BodyDescriptor>;
@group(0) @binding(3) var<storage, read_write> island_parents: array<atomic<u32>>;
@group(0) @binding(4) var<storage, read_write> island_state: array<atomic<u32>>;
@group(0) @binding(5) var<storage, read_write> wake_flags: array<atomic<u32>>;
@group(0) @binding(6) var<storage, read_write> slept_count: array<atomic<u32>>;
@group(0) @binding(7) var<storage, read_write> woke_count: array<atomic<u32>>;
@group(0) @binding(8) var<storage, read_write> deferred_woke_count: array<atomic<u32>>;
@compute @workgroup_size(WORKGROUP_SIZE)
fn main(@builtin(global_invocation_id) gid: vec3u) {
let index = gid.y * (WORKGROUPS_PER_ROW * WORKGROUP_SIZE) + gid.x;
if (index >= params.dynamic_count) {
return;
}
var state = body_states[index];
let root = atomicLoad(&island_parents[index]);
let island = atomicLoad(&island_state[root]);
if ((island & ISLAND_WAKE) != 0u) {
if (state.sleeping != 0u) {
atomicAdd(&woke_count[0], 1u);
atomicAdd(&deferred_woke_count[0], 1u);
}
state.sleeping = 0u;
state.sleep_timer = 0.0;
} else if (state.sleeping == 0u && body_is_dynamic(Body(state, body_descs[index]))) {
if ((island & ISLAND_ACTIVE) != 0u) {
state.sleep_timer = 0.0;
} else {
state.sleep_timer = state.sleep_timer + params.dt;
if (state.sleep_timer >= params.sleep_time) {
state.sleeping = 1u;
state.velocity = vec3f(0.0);
state.angular_velocity = vec3f(0.0);
atomicAdd(&slept_count[0], 1u);
}
}
}
atomicStore(&wake_flags[index], 0u);
body_states[index] = state;
}