godot/servers/physics_3d/soft_body_3d_sw.h
PouleyKetchoupp 448c41a3e4 Godot Physics collisions and solver processed on threads
Use ThreadWorkPool to process physics step tasks in multiple threads. Collisions are all processed in parallel and solving impulses is
processed in parallel for rigid body islands.

Additional changes:
- Proper islands for soft bodies linked to active bodies
- All moving areas are on separate islands (can be parallelized)
- Fix inconsistencies with body islands (Kinematic bodies could link
bodies together or not depending on the processing order)
- Completely prevent static bodies to be active (it could cause islands
to be wrongly created and cause dangerous multi-threading operations as
well as inconsistencies in created islands)
- Apply impulses only on dynamic bodies to avoid unsafe multi-threaded
operations (static bodies can be on multiple islands)
- Removed inverted iterations when populating body islands, it's now
faster in regular order (maybe after fixing inconsistencies)
2021-04-26 18:26:00 -07:00

253 lines
9.7 KiB
C++

/*************************************************************************/
/* soft_body_3d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef SOFT_BODY_3D_SW_H
#define SOFT_BODY_3D_SW_H
#include "collision_object_3d_sw.h"
#include "core/math/aabb.h"
#include "core/math/dynamic_bvh.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
#include "core/templates/set.h"
#include "core/templates/vset.h"
#include "scene/resources/mesh.h"
class Constraint3DSW;
class SoftBody3DSW : public CollisionObject3DSW {
Ref<Mesh> soft_mesh;
struct Node {
Vector3 s; // Source position
Vector3 x; // Position
Vector3 q; // Previous step position/Test position
Vector3 f; // Force accumulator
Vector3 v; // Velocity
Vector3 bv; // Biased Velocity
Vector3 n; // Normal
real_t area = 0.0; // Area
real_t im = 0.0; // 1/mass
DynamicBVH::ID leaf; // Leaf data
uint32_t index = 0;
};
struct Link {
Vector3 c3; // gradient
Node *n[2] = { nullptr, nullptr }; // Node pointers
real_t rl = 0.0; // Rest length
real_t c0 = 0.0; // (ima+imb)*kLST
real_t c1 = 0.0; // rl^2
real_t c2 = 0.0; // |gradient|^2/c0
};
struct Face {
Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
Vector3 normal; // Normal
real_t ra = 0.0; // Rest area
DynamicBVH::ID leaf; // Leaf data
uint32_t index = 0;
};
LocalVector<Node> nodes;
LocalVector<Link> links;
LocalVector<Face> faces;
DynamicBVH node_tree;
DynamicBVH face_tree;
LocalVector<uint32_t> map_visual_to_physics;
AABB bounds;
real_t collision_margin = 0.05;
real_t total_mass = 1.0;
real_t inv_total_mass = 1.0;
int iteration_count = 5;
real_t linear_stiffness = 0.5; // [0,1]
real_t pressure_coefficient = 0.0; // [-inf,+inf]
real_t damping_coefficient = 0.01; // [0,1]
real_t drag_coefficient = 0.0; // [0,1]
LocalVector<int> pinned_vertices;
SelfList<SoftBody3DSW> active_list;
Set<Constraint3DSW *> constraints;
VSet<RID> exceptions;
uint64_t island_step = 0;
public:
SoftBody3DSW();
const AABB &get_bounds() const { return bounds; }
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
Variant get_state(PhysicsServer3D::BodyState p_state) const;
_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
virtual void set_space(Space3DSW *p_space);
void set_mesh(const Ref<Mesh> &p_mesh);
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
Vector3 get_vertex_position(int p_index) const;
void set_vertex_position(int p_index, const Vector3 &p_position);
void pin_vertex(int p_index);
void unpin_vertex(int p_index);
void unpin_all_vertices();
bool is_vertex_pinned(int p_index) const;
uint32_t get_node_count() const;
real_t get_node_inv_mass(uint32_t p_node_index) const;
Vector3 get_node_position(uint32_t p_node_index) const;
Vector3 get_node_velocity(uint32_t p_node_index) const;
Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
uint32_t get_face_count() const;
void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
Vector3 get_face_normal(uint32_t p_face_index) const;
void set_iteration_count(int p_val);
_FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
void set_total_mass(real_t p_val);
_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
_FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
void set_collision_margin(real_t p_val);
_FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
void set_linear_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
void set_pressure_coefficient(real_t p_val);
_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
void set_damping_coefficient(real_t p_val);
_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
void set_drag_coefficient(real_t p_val);
_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
void predict_motion(real_t p_delta);
void solve_constraints(real_t p_delta);
_FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
_FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }
// Return true to stop the query.
// p_index is the node index for AABB query, face index for Ray query.
typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
protected:
virtual void _shapes_changed();
private:
void update_normals();
void update_bounds();
void update_constants();
void update_area();
void reset_link_rest_lengths();
void update_link_constants();
void apply_nodes_transform(const Transform &p_transform);
void add_velocity(const Vector3 &p_velocity);
void apply_forces();
bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
void generate_bending_constraints(int p_distance);
void reoptimize_link_order();
void append_link(uint32_t p_node1, uint32_t p_node2);
void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
void solve_links(real_t kst, real_t ti);
void initialize_face_tree();
void update_face_tree(real_t p_delta);
void initialize_shape(bool p_force_move = true);
void deinitialize_shape();
void destroy();
};
class SoftBodyShape3DSW : public Shape3DSW {
SoftBody3DSW *soft_body = nullptr;
public:
SoftBody3DSW *get_soft_body() const { return soft_body; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
virtual bool intersect_point(const Vector3 &p_point) const;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
virtual void set_data(const Variant &p_data) {}
virtual Variant get_data() const { return Variant(); }
void update_bounds();
SoftBodyShape3DSW(SoftBody3DSW *p_soft_body);
~SoftBodyShape3DSW() {}
};
#endif // SOFT_BODY_3D_SW_H