Jolt Physics
A multi core friendly Game Physics Engine
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PhysicsSystem.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
16
18
19class JobSystem;
20class StateRecorder;
21class TempAllocator;
24
29{
30public:
32
34 PhysicsSystem() : mContactManager(mPhysicsSettings) JPH_IF_ENABLE_ASSERTS(, mConstraintManager(&mBodyManager)) { }
36
45 void Init(uint inMaxBodies, uint inNumBodyMutexes, uint inMaxBodyPairs, uint inMaxContactConstraints, const BroadPhaseLayerInterface &inBroadPhaseLayerInterface, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter);
46
48 void SetBodyActivationListener(BodyActivationListener *inListener) { mBodyManager.SetBodyActivationListener(inListener); }
49 BodyActivationListener * GetBodyActivationListener() const { return mBodyManager.GetBodyActivationListener(); }
50
53 void SetContactListener(ContactListener *inListener) { mContactManager.SetContactListener(inListener); }
54 ContactListener * GetContactListener() const { return mContactManager.GetContactListener(); }
55
57 void SetSoftBodyContactListener(SoftBodyContactListener *inListener) { mSoftBodyContactListener = inListener; }
58 SoftBodyContactListener * GetSoftBodyContactListener() const { return mSoftBodyContactListener; }
59
62 void SetCombineFriction(ContactConstraintManager::CombineFunction inCombineFriction) { mContactManager.SetCombineFriction(inCombineFriction); }
63 ContactConstraintManager::CombineFunction GetCombineFriction() const { return mContactManager.GetCombineFriction(); }
64
67 void SetCombineRestitution(ContactConstraintManager::CombineFunction inCombineRestition) { mContactManager.SetCombineRestitution(inCombineRestition); }
68 ContactConstraintManager::CombineFunction GetCombineRestitution() const { return mContactManager.GetCombineRestitution(); }
69
71 void SetPhysicsSettings(const PhysicsSettings &inSettings) { mPhysicsSettings = inSettings; }
72 const PhysicsSettings & GetPhysicsSettings() const { return mPhysicsSettings; }
73
75 const BodyInterface & GetBodyInterface() const { return mBodyInterfaceLocking; }
76 BodyInterface & GetBodyInterface() { return mBodyInterfaceLocking; }
77 const BodyInterface & GetBodyInterfaceNoLock() const { return mBodyInterfaceNoLock; }
78 BodyInterface & GetBodyInterfaceNoLock() { return mBodyInterfaceNoLock; }
79
81 const BroadPhaseQuery & GetBroadPhaseQuery() const { return *mBroadPhase; }
82
84 const NarrowPhaseQuery & GetNarrowPhaseQuery() const { return mNarrowPhaseQueryLocking; }
85 const NarrowPhaseQuery & GetNarrowPhaseQueryNoLock() const { return mNarrowPhaseQueryNoLock; }
86
88 void AddConstraint(Constraint *inConstraint) { mConstraintManager.Add(&inConstraint, 1); }
89
91 void RemoveConstraint(Constraint *inConstraint) { mConstraintManager.Remove(&inConstraint, 1); }
92
94 void AddConstraints(Constraint **inConstraints, int inNumber) { mConstraintManager.Add(inConstraints, inNumber); }
95
97 void RemoveConstraints(Constraint **inConstraints, int inNumber) { mConstraintManager.Remove(inConstraints, inNumber); }
98
100 Constraints GetConstraints() const { return mConstraintManager.GetConstraints(); }
101
108 void OptimizeBroadPhase();
109
111 void AddStepListener(PhysicsStepListener *inListener);
112
114 void RemoveStepListener(PhysicsStepListener *inListener);
115
120 EPhysicsUpdateError Update(float inDeltaTime, int inCollisionSteps, TempAllocator *inTempAllocator, JobSystem *inJobSystem);
121
123 void SaveState(StateRecorder &inStream, EStateRecorderState inState = EStateRecorderState::All, const StateRecorderFilter *inFilter = nullptr) const;
124
126 bool RestoreState(StateRecorder &inStream, const StateRecorderFilter *inFilter = nullptr);
127
129 void SaveBodyState(const Body &inBody, StateRecorder &inStream) const;
130
132 void RestoreBodyState(Body &ioBody, StateRecorder &inStream);
133
134#ifdef JPH_DEBUG_RENDERER
135 // Drawing properties
137
139 void DrawBodies(const BodyManager::DrawSettings &inSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter = nullptr) { mBodyManager.Draw(inSettings, mPhysicsSettings, inRenderer, inBodyFilter); }
140
142 void DrawConstraints(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraints(inRenderer); }
143
145 void DrawConstraintLimits(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraintLimits(inRenderer); }
146
148 void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraintReferenceFrame(inRenderer); }
149#endif // JPH_DEBUG_RENDERER
150
152 void SetGravity(Vec3Arg inGravity) { mGravity = inGravity; }
153 Vec3 GetGravity() const { return mGravity; }
154
156 inline const BodyLockInterfaceNoLock & GetBodyLockInterfaceNoLock() const { return mBodyLockInterfaceNoLock; }
157
159 inline const BodyLockInterfaceLocking & GetBodyLockInterface() const { return mBodyLockInterfaceLocking; }
160
162 DefaultBroadPhaseLayerFilter GetDefaultBroadPhaseLayerFilter(ObjectLayer inLayer) const { return DefaultBroadPhaseLayerFilter(*mObjectVsBroadPhaseLayerFilter, inLayer); }
163
165 DefaultObjectLayerFilter GetDefaultLayerFilter(ObjectLayer inLayer) const { return DefaultObjectLayerFilter(*mObjectLayerPairFilter, inLayer); }
166
168 uint GetNumBodies() const { return mBodyManager.GetNumBodies(); }
169
171 uint32 GetNumActiveBodies(EBodyType inType) const { return mBodyManager.GetNumActiveBodies(inType); }
172
174 uint GetMaxBodies() const { return mBodyManager.GetMaxBodies(); }
175
178
180 BodyStats GetBodyStats() const { return mBodyManager.GetBodyStats(); }
181
184 void GetBodies(BodyIDVector &outBodyIDs) const { return mBodyManager.GetBodyIDs(outBodyIDs); }
185
189 void GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) const { return mBodyManager.GetActiveBodies(inType, outBodyIDs); }
190
193 const BodyID * GetActiveBodiesUnsafe(EBodyType inType) const { return mBodyManager.GetActiveBodiesUnsafe(inType); }
194
200 bool WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) const { return mContactManager.WereBodiesInContact(inBody1ID, inBody2ID); }
201
203 AABox GetBounds() const { return mBroadPhase->GetBounds(); }
204
205#ifdef JPH_TRACK_BROADPHASE_STATS
207 void ReportBroadphaseStats() { mBroadPhase->ReportStats(); }
208#endif // JPH_TRACK_BROADPHASE_STATS
209
210private:
212
213 // Various job entry points
214 void JobStepListeners(PhysicsUpdateContext::Step *ioStep);
215 void JobDetermineActiveConstraints(PhysicsUpdateContext::Step *ioStep) const;
216 void JobApplyGravity(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
217 void JobSetupVelocityConstraints(float inDeltaTime, PhysicsUpdateContext::Step *ioStep) const;
218 void JobBuildIslandsFromConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
219 void JobFindCollisions(PhysicsUpdateContext::Step *ioStep, int inJobIndex);
220 void JobFinalizeIslands(PhysicsUpdateContext *ioContext);
221 void JobBodySetIslandIndex();
222 void JobSolveVelocityConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
223 void JobPreIntegrateVelocity(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
224 void JobIntegrateVelocity(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
225 void JobPostIntegrateVelocity(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep) const;
226 void JobFindCCDContacts(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
227 void JobResolveCCDContacts(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
228 void JobContactRemovedCallbacks(const PhysicsUpdateContext::Step *ioStep);
229 void JobSolvePositionConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
230 void JobSoftBodyPrepare(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
231 void JobSoftBodyCollide(PhysicsUpdateContext *ioContext) const;
232 void JobSoftBodySimulate(PhysicsUpdateContext *ioContext, uint inThreadIndex) const;
233 void JobSoftBodyFinalize(PhysicsUpdateContext *ioContext);
234
236 void TrySpawnJobFindCollisions(PhysicsUpdateContext::Step *ioStep) const;
237
238 using ContactAllocator = ContactConstraintManager::ContactAllocator;
239
241 void ProcessBodyPair(ContactAllocator &ioContactAllocator, const BodyPair &inBodyPair);
242
244 class BodiesToSleep;
245
247 void CheckSleepAndUpdateBounds(uint32 inIslandIndex, const PhysicsUpdateContext *ioContext, const PhysicsUpdateContext::Step *ioStep, BodiesToSleep &ioBodiesToSleep);
248
250 static constexpr int cDetermineActiveConstraintsBatchSize = 64;
251
253 static constexpr int cSetupVelocityConstraintsBatchSize = 256;
254
256 static constexpr int cApplyGravityBatchSize = 64;
257
259 static constexpr int cActiveBodiesBatchSize = 16;
260
262 static constexpr int cIntegrateVelocityBatchSize = 64;
263
265 static constexpr int cNarrowPhaseBatchSize = 16;
266
268 static constexpr int cNumCCDBodiesPerJob = 4;
269
271 const ObjectVsBroadPhaseLayerFilter *mObjectVsBroadPhaseLayerFilter = nullptr;
272
274 const ObjectLayerPairFilter *mObjectLayerPairFilter = nullptr;
275
277 BodyManager mBodyManager;
278
280 BodyLockInterfaceNoLock mBodyLockInterfaceNoLock { mBodyManager };
281 BodyLockInterfaceLocking mBodyLockInterfaceLocking { mBodyManager };
282
284 BodyInterface mBodyInterfaceNoLock;
285 BodyInterface mBodyInterfaceLocking;
286
288 NarrowPhaseQuery mNarrowPhaseQueryNoLock;
289 NarrowPhaseQuery mNarrowPhaseQueryLocking;
290
292 BroadPhase * mBroadPhase = nullptr;
293
295 SoftBodyContactListener * mSoftBodyContactListener = nullptr;
296
298 PhysicsSettings mPhysicsSettings;
299
301 ContactConstraintManager mContactManager;
302
304 ConstraintManager mConstraintManager;
305
307 IslandBuilder mIslandBuilder;
308
310 LargeIslandSplitter mLargeIslandSplitter;
311
313 Mutex mStepListenersMutex;
314
316 using StepListeners = Array<PhysicsStepListener *>;
317 StepListeners mStepListeners;
318
320 Vec3 mGravity = Vec3(0, -9.81f, 0);
321
323 float mPreviousStepDeltaTime = 0.0f;
324};
325
EBodyType
Type of body.
Definition: BodyType.h:11
#define JPH_EXPORT
Definition: Core.h:236
unsigned int uint
Definition: Core.h:452
#define JPH_NAMESPACE_END
Definition: Core.h:378
std::uint32_t uint32
Definition: Core.h:455
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
EPhysicsUpdateError
Enum used by PhysicsSystem to report error conditions during the PhysicsSystem::Update call....
Definition: EPhysicsUpdateError.h:11
#define JPH_IF_ENABLE_ASSERTS(...)
Definition: IssueReporting.h:35
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:31
uint16 ObjectLayer
Definition: ObjectLayer.h:16
EStateRecorderState
A bit field that determines which aspects of the simulation to save.
Definition: StateRecorder.h:18
Axis aligned box.
Definition: AABox.h:16
Definition: BodyActivationListener.h:14
Class function to filter out bodies for debug rendering, returns true if body should be rendered.
Definition: BodyFilter.h:117
Definition: Body.h:35
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition: BodyID.h:13
Definition: BodyInterface.h:35
Implementation that uses the body manager to lock the correct mutex for a body.
Definition: BodyLockInterface.h:78
Implementation that performs no locking (assumes the lock has already been taken)
Definition: BodyLockInterface.h:58
Class that contains all bodies.
Definition: BodyManager.h:44
Used to do coarse collision detection operations to quickly prune out bodies that will not collide.
Definition: BroadPhase.h:26
Interface that the application should implement to allow mapping object layers to broadphase layers.
Definition: BroadPhaseLayer.h:61
Definition: BroadPhaseQuery.h:29
Base class for all physics constraints. A constraint removes one or more degrees of freedom for a rig...
Definition: Constraint.h:103
A constraint manager manages all constraints of the same type.
Definition: ConstraintManager.h:25
Contacts are allocated in a lock free hash map.
Definition: ContactConstraintManager.h:80
Definition: ContactConstraintManager.h:28
float(*)(const Body &inBody1, const SubShapeID &inSubShapeID1, const Body &inBody2, const SubShapeID &inSubShapeID2) CombineFunction
Definition: ContactConstraintManager.h:48
Definition: ContactListener.h:69
Definition: DebugRenderer.h:47
Default filter class that uses the pair filter in combination with a specified layer to filter layers...
Definition: BroadPhaseLayer.h:108
Default filter class that uses the pair filter in combination with a specified layer to filter layers...
Definition: ObjectLayer.h:64
Keeps track of connected bodies and builds islands for multithreaded velocity/position update.
Definition: IslandBuilder.h:19
Definition: JobSystem.h:70
Definition: LargeIslandSplitter.h:25
Definition: Mutex.h:122
Definition: NarrowPhaseQuery.h:23
Class that makes another class non-copyable. Usage: Inherit from NonCopyable.
Definition: NonCopyable.h:11
Filter class to test if two objects can collide based on their object layer. Used while finding colli...
Definition: ObjectLayer.h:50
Class to test if an object can collide with a broadphase layer. Used while finding collision pairs.
Definition: BroadPhaseLayer.h:80
A listener class that receives a callback before every physics simulation step.
Definition: PhysicsStepListener.h:23
Definition: PhysicsSystem.h:29
void GetBodies(BodyIDVector &outBodyIDs) const
Definition: PhysicsSystem.h:184
void DrawConstraintReferenceFrame(DebugRenderer *inRenderer)
Draw the constraint reference frames only (debugging purposes)
Definition: PhysicsSystem.h:148
const NarrowPhaseQuery & GetNarrowPhaseQuery() const
Interface that allows fine collision queries against first the broad phase and then the narrow phase.
Definition: PhysicsSystem.h:84
void RemoveConstraints(Constraint **inConstraints, int inNumber)
Batch remove constraints.
Definition: PhysicsSystem.h:97
uint GetNumBodies() const
Gets the current amount of bodies that are in the body manager.
Definition: PhysicsSystem.h:168
uint32 GetNumActiveBodies(EBodyType inType) const
Gets the current amount of active bodies that are in the body manager.
Definition: PhysicsSystem.h:171
void SetPhysicsSettings(const PhysicsSettings &inSettings)
Control the main constants of the physics simulation.
Definition: PhysicsSystem.h:71
void SetSoftBodyContactListener(SoftBodyContactListener *inListener)
Listener that is notified whenever a contact point between a soft body and another body.
Definition: PhysicsSystem.h:57
const BodyInterface & GetBodyInterface() const
Access to the body interface. This interface allows to to create / remove bodies and to change their ...
Definition: PhysicsSystem.h:75
const BroadPhaseQuery & GetBroadPhaseQuery() const
Access to the broadphase interface that allows coarse collision queries.
Definition: PhysicsSystem.h:81
const BodyLockInterfaceLocking & GetBodyLockInterface() const
Returns a locking interface that locks the body so other threads cannot modify it.
Definition: PhysicsSystem.h:159
const NarrowPhaseQuery & GetNarrowPhaseQueryNoLock() const
Version that does not lock the bodies, use with great care!
Definition: PhysicsSystem.h:85
void DrawConstraints(DebugRenderer *inRenderer)
Draw the constraints only (debugging purposes)
Definition: PhysicsSystem.h:142
const PhysicsSettings & GetPhysicsSettings() const
Definition: PhysicsSystem.h:72
const BodyInterface & GetBodyInterfaceNoLock() const
Version that does not lock the bodies, use with great care!
Definition: PhysicsSystem.h:77
BodyInterface & GetBodyInterface()
Definition: PhysicsSystem.h:76
void DrawConstraintLimits(DebugRenderer *inRenderer)
Draw the constraint limits only (debugging purposes)
Definition: PhysicsSystem.h:145
Constraints GetConstraints() const
Get a list of all constraints.
Definition: PhysicsSystem.h:100
void AddConstraint(Constraint *inConstraint)
Add constraint to the world.
Definition: PhysicsSystem.h:88
Vec3 GetGravity() const
Definition: PhysicsSystem.h:153
uint GetMaxBodies() const
Get the maximum amount of bodies that this physics system supports.
Definition: PhysicsSystem.h:174
void RemoveConstraint(Constraint *inConstraint)
Remove constraint from the world.
Definition: PhysicsSystem.h:91
AABox GetBounds() const
Get the bounding box of all bodies in the physics system.
Definition: PhysicsSystem.h:203
void DrawBodies(const BodyManager::DrawSettings &inSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter=nullptr)
Draw the state of the bodies (debugging purposes)
Definition: PhysicsSystem.h:139
BodyActivationListener * GetBodyActivationListener() const
Definition: PhysicsSystem.h:49
DefaultBroadPhaseLayerFilter GetDefaultBroadPhaseLayerFilter(ObjectLayer inLayer) const
Get an broadphase layer filter that uses the default pair filter and a specified object layer to dete...
Definition: PhysicsSystem.h:162
BodyInterface & GetBodyInterfaceNoLock()
Version that does not lock the bodies, use with great care!
Definition: PhysicsSystem.h:78
void GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) const
Definition: PhysicsSystem.h:189
ContactConstraintManager::CombineFunction GetCombineRestitution() const
Definition: PhysicsSystem.h:68
void SetCombineRestitution(ContactConstraintManager::CombineFunction inCombineRestition)
Definition: PhysicsSystem.h:67
JPH_OVERRIDE_NEW_DELETE PhysicsSystem()
Constructor / Destructor.
Definition: PhysicsSystem.h:34
static bool sDrawMotionQualityLinearCast
Draw debug info for objects that perform continuous collision detection through the linear cast motio...
Definition: PhysicsSystem.h:136
void SetGravity(Vec3Arg inGravity)
Set gravity value.
Definition: PhysicsSystem.h:152
const BodyLockInterfaceNoLock & GetBodyLockInterfaceNoLock() const
Returns a locking interface that won't actually lock the body. Use with great care!
Definition: PhysicsSystem.h:156
BodyStats GetBodyStats() const
Get stats about the bodies in the body manager (slow, iterates through all bodies)
Definition: PhysicsSystem.h:180
void AddConstraints(Constraint **inConstraints, int inNumber)
Batch add constraints.
Definition: PhysicsSystem.h:94
bool WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) const
Definition: PhysicsSystem.h:200
DefaultObjectLayerFilter GetDefaultLayerFilter(ObjectLayer inLayer) const
Get an object layer filter that uses the default pair filter and a specified layer to determine if la...
Definition: PhysicsSystem.h:165
void SetContactListener(ContactListener *inListener)
Definition: PhysicsSystem.h:53
SoftBodyContactListener * GetSoftBodyContactListener() const
Definition: PhysicsSystem.h:58
ContactConstraintManager::CombineFunction GetCombineFriction() const
Definition: PhysicsSystem.h:63
void SetCombineFriction(ContactConstraintManager::CombineFunction inCombineFriction)
Definition: PhysicsSystem.h:62
const BodyID * GetActiveBodiesUnsafe(EBodyType inType) const
Definition: PhysicsSystem.h:193
void SetBodyActivationListener(BodyActivationListener *inListener)
Listener that is notified whenever a body is activated/deactivated.
Definition: PhysicsSystem.h:48
ContactListener * GetContactListener() const
Definition: PhysicsSystem.h:54
Information used during the Update call.
Definition: PhysicsUpdateContext.h:24
Definition: SoftBodyContactListener.h:33
User callbacks that allow determining which parts of the simulation should be saved by a StateRecorde...
Definition: StateRecorder.h:74
Definition: StateRecorder.h:105
Definition: TempAllocator.h:16
Definition: Vec3.h:17
Helper struct that counts the number of bodies of each type.
Definition: BodyManager.h:62
Draw settings.
Definition: BodyManager.h:231
Structure that holds a body pair.
Definition: BodyPair.h:14
Definition: PhysicsSettings.h:28
Contains the information needed to cast a body through the scene to do continuous collision detection...
Definition: PhysicsUpdateContext.h:97
Structure that contains data needed for each collision step.
Definition: PhysicsUpdateContext.h:52