1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption};
use crate::dynamics::{
    JointSet, RigidBodyActivation, RigidBodyColliders, RigidBodyHandle, RigidBodyIds,
    RigidBodyType, RigidBodyVelocity,
};
use crate::geometry::{ColliderParent, NarrowPhase};
use crate::math::Real;

/// Structure responsible for maintaining the set of active rigid-bodies, and
/// putting non-moving rigid-bodies to sleep to save computation times.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct IslandManager {
    pub(crate) active_dynamic_set: Vec<RigidBodyHandle>,
    pub(crate) active_kinematic_set: Vec<RigidBodyHandle>,
    pub(crate) active_islands: Vec<usize>,
    active_set_timestamp: u32,
    #[cfg_attr(feature = "serde-serialize", serde(skip))]
    can_sleep: Vec<RigidBodyHandle>, // Workspace.
    #[cfg_attr(feature = "serde-serialize", serde(skip))]
    stack: Vec<RigidBodyHandle>, // Workspace.
}

impl IslandManager {
    /// Creates a new empty island manager.
    pub fn new() -> Self {
        Self {
            active_dynamic_set: vec![],
            active_kinematic_set: vec![],
            active_islands: vec![],
            active_set_timestamp: 0,
            can_sleep: vec![],
            stack: vec![],
        }
    }

    pub(crate) fn num_islands(&self) -> usize {
        self.active_islands.len() - 1
    }

    /// Update this data-structure after one or multiple rigid-bodies have been removed for `bodies`.
    pub fn cleanup_removed_rigid_bodies(
        &mut self,
        bodies: &mut impl ComponentSetMut<RigidBodyIds>,
    ) {
        let mut active_sets = [&mut self.active_kinematic_set, &mut self.active_dynamic_set];

        for active_set in &mut active_sets {
            let mut i = 0;

            while i < active_set.len() {
                let handle = active_set[i];
                if bodies.get(handle.0).is_none() {
                    // This rigid-body no longer exists, so we need to remove it from the active set.
                    active_set.swap_remove(i);

                    if i < active_set.len() {
                        bodies.map_mut_internal(active_set[i].0, |rb_ids| rb_ids.active_set_id = i);
                    }
                } else {
                    i += 1;
                }
            }
        }
    }

    pub(crate) fn rigid_body_removed(
        &mut self,
        removed_handle: RigidBodyHandle,
        removed_ids: &RigidBodyIds,
        bodies: &mut impl ComponentSetMut<RigidBodyIds>,
    ) {
        let mut active_sets = [&mut self.active_kinematic_set, &mut self.active_dynamic_set];

        for active_set in &mut active_sets {
            if active_set.get(removed_ids.active_set_id) == Some(&removed_handle) {
                active_set.swap_remove(removed_ids.active_set_id);

                if let Some(replacement) = active_set.get(removed_ids.active_set_id) {
                    bodies.map_mut_internal(replacement.0, |ids| {
                        ids.active_set_id = removed_ids.active_set_id;
                    });
                }
            }
        }
    }

    /// Forces the specified rigid-body to wake up if it is dynamic.
    ///
    /// If `strong` is `true` then it is assured that the rigid-body will
    /// remain awake during multiple subsequent timesteps.
    pub fn wake_up<Bodies>(&mut self, bodies: &mut Bodies, handle: RigidBodyHandle, strong: bool)
    where
        Bodies: ComponentSetMut<RigidBodyActivation>
            + ComponentSetOption<RigidBodyType>
            + ComponentSetMut<RigidBodyIds>,
    {
        // NOTE: the use an Option here because there are many legitimate cases (like when
        //       deleting a joint attached to an already-removed body) where we could be
        //       attempting to wake-up a rigid-body that has already been deleted.
        let rb_type: Option<RigidBodyType> = bodies.get(handle.0).copied();
        if rb_type == Some(RigidBodyType::Dynamic) {
            bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| {
                activation.wake_up(strong)
            });
            bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| {
                if self.active_dynamic_set.get(ids.active_set_id) != Some(&handle) {
                    ids.active_set_id = self.active_dynamic_set.len();
                    self.active_dynamic_set.push(handle);
                }
            });
        }
    }

    /// Iter through all the active kinematic rigid-bodies on this set.
    pub fn active_kinematic_bodies(&self) -> &[RigidBodyHandle] {
        &self.active_kinematic_set[..]
    }

    /// Iter through all the active dynamic rigid-bodies on this set.
    pub fn active_dynamic_bodies(&self) -> &[RigidBodyHandle] {
        &self.active_dynamic_set[..]
    }

    pub(crate) fn active_island(&self, island_id: usize) -> &[RigidBodyHandle] {
        let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1];
        &self.active_dynamic_set[island_range]
    }

    #[inline(always)]
    pub(crate) fn iter_active_bodies<'a>(&'a self) -> impl Iterator<Item = RigidBodyHandle> + 'a {
        self.active_dynamic_set
            .iter()
            .copied()
            .chain(self.active_kinematic_set.iter().copied())
    }

    /*
    #[cfg(feature = "parallel")]
    #[inline(always)]
    #[allow(dead_code)]
    pub(crate) fn foreach_active_island_body_mut_internal_parallel<Set>(
        &self,
        island_id: usize,
        bodies: &mut Set,
        f: impl Fn(RigidBodyHandle, &mut RigidBody) + Send + Sync,
    ) where
        Set: ComponentSet<T>,
    {
        use std::sync::atomic::Ordering;

        let island_range = self.active_islands[island_id]..self.active_islands[island_id + 1];
        let bodies = std::sync::atomic::AtomicPtr::new(&mut bodies as *mut _);
        self.active_dynamic_set[island_range]
            .par_iter()
            .for_each_init(
                || bodies.load(Ordering::Relaxed),
                |bodies, handle| {
                    let bodies: &mut Set = unsafe { std::mem::transmute(*bodies) };
                    if let Some(rb) = bodies.get_mut_internal(handle.0) {
                        f(*handle, rb)
                    }
                },
            );
    }
     */

    #[cfg(feature = "parallel")]
    pub(crate) fn active_island_range(&self, island_id: usize) -> std::ops::Range<usize> {
        self.active_islands[island_id]..self.active_islands[island_id + 1]
    }

    pub(crate) fn update_active_set_with_contacts<Bodies, Colliders>(
        &mut self,
        bodies: &mut Bodies,
        colliders: &Colliders,
        narrow_phase: &NarrowPhase,
        joints: &JointSet,
        min_island_size: usize,
    ) where
        Bodies: ComponentSetMut<RigidBodyIds>
            + ComponentSetMut<RigidBodyActivation>
            + ComponentSetMut<RigidBodyVelocity>
            + ComponentSet<RigidBodyColliders>
            + ComponentSet<RigidBodyType>,
        Colliders: ComponentSetOption<ColliderParent>,
    {
        assert!(
            min_island_size > 0,
            "The minimum island size must be at least 1."
        );

        // Update the energy of every rigid body and
        // keep only those that may not sleep.
        //        let t = instant::now();
        self.active_set_timestamp += 1;
        self.stack.clear();
        self.can_sleep.clear();

        // NOTE: the `.rev()` is here so that two successive timesteps preserve
        // the order of the bodies in the `active_dynamic_set` vec. This reversal
        // does not seem to affect performances nor stability. However it makes
        // debugging slightly nicer so we keep this rev.
        for h in self.active_dynamic_set.drain(..).rev() {
            let can_sleep = &mut self.can_sleep;
            let stack = &mut self.stack;

            let vels: &RigidBodyVelocity = bodies.index(h.0);
            let pseudo_kinetic_energy = vels.pseudo_kinetic_energy();

            bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| {
                update_energy(activation, pseudo_kinetic_energy);

                if activation.energy <= activation.threshold {
                    // Mark them as sleeping for now. This will
                    // be set to false during the graph traversal
                    // if it should not be put to sleep.
                    activation.sleeping = true;
                    can_sleep.push(h);
                } else {
                    stack.push(h);
                }
            });
        }

        // Read all the contacts and push objects touching touching this rigid-body.
        #[inline(always)]
        fn push_contacting_bodies(
            rb_colliders: &RigidBodyColliders,
            colliders: &impl ComponentSetOption<ColliderParent>,
            narrow_phase: &NarrowPhase,
            stack: &mut Vec<RigidBodyHandle>,
        ) {
            for collider_handle in &rb_colliders.0 {
                for inter in narrow_phase.contacts_with(*collider_handle) {
                    for manifold in &inter.manifolds {
                        if !manifold.data.solver_contacts.is_empty() {
                            let other = crate::utils::select_other(
                                (inter.collider1, inter.collider2),
                                *collider_handle,
                            );
                            if let Some(other_body) = colliders.get(other.0) {
                                stack.push(other_body.handle);
                            }
                            break;
                        }
                    }
                }
            }
        }

        // Now iterate on all active kinematic bodies and push all the bodies
        // touching them to the stack so they can be woken up.
        for h in self.active_kinematic_set.iter() {
            let (vels, rb_colliders): (&RigidBodyVelocity, _) = bodies.index_bundle(h.0);

            if vels.is_zero() {
                // If the kinematic body does not move, it does not have
                // to wake up any dynamic body.
                continue;
            }

            push_contacting_bodies(rb_colliders, colliders, narrow_phase, &mut self.stack);
        }

        //        println!("Selection: {}", instant::now() - t);

        //        let t = instant::now();
        // Propagation of awake state and awake island computation through the
        // traversal of the interaction graph.
        self.active_islands.clear();
        self.active_islands.push(0);

        // The max avoid underflow when the stack is empty.
        let mut island_marker = self.stack.len().max(1) - 1;

        while let Some(handle) = self.stack.pop() {
            let (rb_status, rb_ids, rb_colliders): (
                &RigidBodyType,
                &RigidBodyIds,
                &RigidBodyColliders,
            ) = bodies.index_bundle(handle.0);

            if rb_ids.active_set_timestamp == self.active_set_timestamp || !rb_status.is_dynamic() {
                // We already visited this body and its neighbors.
                // Also, we don't propagate awake state through static bodies.
                continue;
            }

            if self.stack.len() < island_marker {
                if self.active_dynamic_set.len() - *self.active_islands.last().unwrap()
                    >= min_island_size
                {
                    // We are starting a new island.
                    self.active_islands.push(self.active_dynamic_set.len());
                }

                island_marker = self.stack.len();
            }

            // Transmit the active state to all the rigid-bodies with colliders
            // in contact or joined with this collider.
            push_contacting_bodies(rb_colliders, colliders, narrow_phase, &mut self.stack);

            for inter in joints.joints_with(handle) {
                let other = crate::utils::select_other((inter.0, inter.1), handle);
                self.stack.push(other);
            }

            bodies.map_mut_internal(handle.0, |activation: &mut RigidBodyActivation| {
                activation.wake_up(false);
            });
            bodies.map_mut_internal(handle.0, |ids: &mut RigidBodyIds| {
                ids.active_island_id = self.active_islands.len() - 1;
                ids.active_set_id = self.active_dynamic_set.len();
                ids.active_set_offset =
                    ids.active_set_id - self.active_islands[ids.active_island_id];
                ids.active_set_timestamp = self.active_set_timestamp;
            });

            self.active_dynamic_set.push(handle);
        }

        self.active_islands.push(self.active_dynamic_set.len());
        //        println!(
        //            "Extraction: {}, num islands: {}",
        //            instant::now() - t,
        //            self.active_islands.len() - 1
        //        );

        // Actually put to sleep bodies which have not been detected as awake.
        for h in &self.can_sleep {
            let activation: &RigidBodyActivation = bodies.index(h.0);
            if activation.sleeping {
                bodies.set_internal(h.0, RigidBodyVelocity::zero());
                bodies.map_mut_internal(h.0, |activation: &mut RigidBodyActivation| {
                    activation.sleep()
                });
            }
        }
    }
}

fn update_energy(activation: &mut RigidBodyActivation, pseudo_kinetic_energy: Real) {
    let mix_factor = 0.01;
    let new_energy = (1.0 - mix_factor) * activation.energy + mix_factor * pseudo_kinetic_energy;
    activation.energy = new_energy.min(activation.threshold.abs() * 4.0);
}