// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "PxsIslandSim.h" #include "foundation/PxSort.h" #include "foundation/PxUtilities.h" #include "common/PxProfileZone.h" using namespace physx; using namespace IG; IslandSim::IslandSim(const CPUExternalData& cpuData, GPUExternalData* gpuData, PxU64 contextID) : mNodes ("IslandSim::mNodes"), mActiveNodeIndex ("IslandSim::mActiveNodeIndex"), mHopCounts ("IslandSim::mHopCounts"), mFastRoute ("IslandSim::mFastRoute"), mIslandIds ("IslandSim::mIslandIds"), mIslands ("IslandSim::mIslands"), mIslandStaticTouchCount ("IslandSim.activeStaticTouchCount"), mActiveKinematicNodes ("IslandSim::mActiveKinematicNodes"), mActiveIslands ("IslandSim::mActiveIslands"), #if IG_LIMIT_DIRTY_NODES mLastMapIndex (0), #endif mActivatingNodes ("IslandSim::mActivatingNodes"), mDestroyedEdges ("IslandSim::mDestroyedEdges"), mVisitedNodes ("IslandSim::mVisitedNodes"), mCpuData (cpuData), mGpuData (gpuData), mContextId (contextID) { for (PxU32 i = 0; i < Edge::eEDGE_TYPE_COUNT; ++i) { mInitialActiveNodeCount[i] = 0; mActiveEdgeCount[i] = 0; } } #if PX_ENABLE_ASSERTS template static bool contains(PxArray& arr, const Thing& thing) { for(PxU32 a = 0; a < arr.size(); ++a) { if(thing == arr[a]) return true; } return false; } #endif void IslandSim::addNode(bool isActive, bool isKinematic, Node::NodeType type, PxNodeIndex nodeIndex, void* object) { // PT: the nodeIndex is assigned by the SimpleIslandManager one level higher. const PxU32 handle = nodeIndex.index(); { if(handle == mNodes.capacity()) { const PxU32 newCapacity = PxMax(2*mNodes.capacity(), 256u); mNodes.reserve(newCapacity); mIslandIds.reserve(newCapacity); mFastRoute.reserve(newCapacity); mHopCounts.reserve(newCapacity); mActiveNodeIndex.reserve(newCapacity); } const PxU32 newSize = PxMax(handle+1, mNodes.size()); mNodes.resize(newSize); mIslandIds.resize(newSize); mFastRoute.resize(newSize); mHopCounts.resize(newSize); mActiveNodeIndex.resize(newSize); } mActiveNodeIndex[handle] = PX_INVALID_NODE; Node& node = mNodes[handle]; node.mType = PxTo8(type); //Ensure that the node is not currently being used. PX_ASSERT(node.isDeleted()); PxU8 flags = PxU8(isActive ? 0 : Node::eREADY_FOR_SLEEPING); if(isKinematic) flags |= Node::eKINEMATIC; node.mFlags = flags; mIslandIds[handle] = IG_INVALID_ISLAND; mFastRoute[handle].setIndices(PX_INVALID_NODE); mHopCounts[handle] = 0; if(!isKinematic) { const IslandId islandHandle = mIslandHandles.getHandle(); if(islandHandle == mIslands.capacity()) { const PxU32 newCapacity = PxMax(2*mIslands.capacity(), 256u); mIslands.reserve(newCapacity); mIslandAwake.resize(newCapacity); mIslandStaticTouchCount.reserve(newCapacity); } const PxU32 newSize = PxMax(islandHandle+1, mIslands.size()); mIslands.resize(newSize); mIslandStaticTouchCount.resize(newSize); mIslandAwake.growAndReset(newSize); Island& island = mIslands[islandHandle]; island.mLastNode = island.mRootNode = nodeIndex; island.mNodeCount[type] = 1; mIslandIds[handle] = islandHandle; mIslandStaticTouchCount[islandHandle] = 0; } if(isActive) activateNode(nodeIndex); node.mObject = object; } // PT: preallocateConnections() and addConnectionPreallocated() are used to replicate IslandSim::addConnection() multi-threaded void IslandSim::preallocateConnections(EdgeIndex handle) { if(handle >= mEdges.capacity()) { PX_PROFILE_ZONE("ReserveIslandEdges", mContextId); const PxU32 newSize = handle + 2048; mEdges.reserve(newSize); if(mGpuData) mGpuData->mActiveContactEdges.resize(mEdges.capacity()); } mEdges.resize(PxMax(mEdges.size(), handle+1)); if(mGpuData) mGpuData->mActiveContactEdges.reset(handle); } bool IslandSim::addConnectionPreallocated(PxNodeIndex nodeHandle1, PxNodeIndex nodeHandle2, Edge::EdgeType edgeType, EdgeIndex handle) { // PT: the EdgeIndex is assigned by the SimpleIslandManager one level higher. PX_UNUSED(nodeHandle1); PX_UNUSED(nodeHandle2); Edge& edge = mEdges[handle]; if(edge.isPendingDestroyed()) { //If it's in this state, then the edge has been tagged for destruction but actually is now not needed to be destroyed edge.clearPendingDestroyed(); return false; } if(edge.isInDirtyList()) { PX_ASSERT(mCpuData.mEdgeNodeIndices[handle * 2].index() == nodeHandle1.index()); PX_ASSERT(mCpuData.mEdgeNodeIndices[handle * 2 + 1].index() == nodeHandle2.index()); PX_ASSERT(edge.mEdgeType == edgeType); return false; } PX_ASSERT(!edge.isInserted()); PX_ASSERT(edge.isDestroyed()); edge.clearDestroyed(); PX_ASSERT(edge.mNextIslandEdge == IG_INVALID_ISLAND); PX_ASSERT(edge.mPrevIslandEdge == IG_INVALID_ISLAND); PX_ASSERT(mEdgeInstances.size() <= 2*handle || mEdgeInstances[2*handle].mNextEdge == IG_INVALID_EDGE); PX_ASSERT(mEdgeInstances.size() <= 2*handle || mEdgeInstances[2*handle+1].mNextEdge == IG_INVALID_EDGE); PX_ASSERT(mEdgeInstances.size() <= 2*handle || mEdgeInstances[2*handle].mPrevEdge == IG_INVALID_EDGE); PX_ASSERT(mEdgeInstances.size() <= 2*handle || mEdgeInstances[2*handle+1].mPrevEdge == IG_INVALID_EDGE); edge.mEdgeType = PxTo16(edgeType); PX_ASSERT(handle*2 >= mEdgeInstances.size() || mEdgeInstances[handle*2].mNextEdge == IG_INVALID_EDGE); PX_ASSERT(handle*2+1 >= mEdgeInstances.size() || mEdgeInstances[handle*2+1].mNextEdge == IG_INVALID_EDGE); PX_ASSERT(handle*2 >= mEdgeInstances.size() || mEdgeInstances[handle*2].mPrevEdge == IG_INVALID_EDGE); PX_ASSERT(handle*2+1 >= mEdgeInstances.size() || mEdgeInstances[handle*2+1].mPrevEdge == IG_INVALID_EDGE); //Add the new handle PX_ASSERT(!edge.isInDirtyList()); // PT: otherwise it should have exited the function above PX_ASSERT(!contains(mDirtyEdges[edgeType], handle)); // PT: TODO: we could push back to an array MT but that would break determinism //mDirtyEdges[edgeType].pushBack(handle); edge.markInDirtyList(); edge.mEdgeState &= ~(Edge::eACTIVATING); return true; } void IslandSim::addConnection(PxNodeIndex nodeHandle1, PxNodeIndex nodeHandle2, Edge::EdgeType edgeType, EdgeIndex handle) { // PT: the EdgeIndex is assigned by the SimpleIslandManager one level higher. preallocateConnections(handle); if(addConnectionPreallocated(nodeHandle1, nodeHandle2, edgeType, handle)) mDirtyEdges[edgeType].pushBack(handle); } // PT: last part of IslandSim::addConnection, not MT in IslandSim::addConnectionPreallocated void IslandSim::addDelayedDirtyEdges(PxU32 nbHandles, const EdgeIndex* handles) { // PT: TODO: better version while(nbHandles--) { const EdgeIndex h = *handles++; const Edge& edge = mEdges[h]; mDirtyEdges[edge.mEdgeType].pushBack(h); } } void IslandSim::addConnectionToGraph(EdgeIndex handle) { const EdgeInstanceIndex instanceHandle = 2*handle; PX_ASSERT(instanceHandle < mEdgeInstances.capacity()); /*if(instanceHandle == mEdgeInstances.capacity()) { mEdgeInstances.reserve(2*mEdgeInstances.capacity() + 2); }*/ mEdgeInstances.resize(PxMax(instanceHandle+2, mEdgeInstances.size())); Edge& edge = mEdges[handle]; // PT: TODO: int bools PxIntBool activeEdge = false; bool kinematicKinematicEdge = true; const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[instanceHandle]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[instanceHandle+1]; struct Local { static PX_FORCE_INLINE void connectEdge(Cm::BlockArray& edgeInstances, EdgeInstanceIndex edgeIndex, Node& source) { EdgeInstance& instance = edgeInstances[edgeIndex]; PX_ASSERT(instance.mNextEdge == IG_INVALID_EDGE); PX_ASSERT(instance.mPrevEdge == IG_INVALID_EDGE); instance.mNextEdge = source.mFirstEdgeIndex; if(source.mFirstEdgeIndex != IG_INVALID_EDGE) { EdgeInstance& firstEdge = edgeInstances[source.mFirstEdgeIndex]; firstEdge.mPrevEdge = edgeIndex; } source.mFirstEdgeIndex = edgeIndex; instance.mPrevEdge = IG_INVALID_EDGE; } }; const PxU32 index1 = nodeIndex1.index(); if(index1 != PX_INVALID_NODE) { Node& node = mNodes[index1]; Local::connectEdge(mEdgeInstances, instanceHandle, node); activeEdge = node.isActiveOrActivating(); kinematicKinematicEdge = node.isKinematic(); } const PxU32 index2 = nodeIndex2.index(); if(index1 != index2 && index2 != PX_INVALID_NODE) { Node& node = mNodes[index2]; Local::connectEdge(mEdgeInstances, instanceHandle + 1, node); activeEdge |= node.isActiveOrActivating(); kinematicKinematicEdge = kinematicKinematicEdge && node.isKinematic(); } if(activeEdge && (!kinematicKinematicEdge || edge.getEdgeType() == IG::Edge::eCONTACT_MANAGER)) { markEdgeActive(handle, nodeIndex1, nodeIndex2); edge.activateEdge(); } } void IslandSim::removeConnectionFromGraph(EdgeIndex edgeIndex) { const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[2 * edgeIndex]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[2 * edgeIndex + 1]; const PxU32 index1 = nodeIndex1.index(); const PxU32 index2 = nodeIndex2.index(); if (index1 != PX_INVALID_NODE) { Node& node = mNodes[index1]; if (index2 == mFastRoute[index1].index()) mFastRoute[index1].setIndices(PX_INVALID_NODE); if(!node.isDirty()) { //mDirtyNodes.pushBack(nodeIndex1); mDirtyMap.growAndSet(index1); node.markDirty(); } } if (index2 != PX_INVALID_NODE) { Node& node = mNodes[index2]; if (index1 == mFastRoute[index2].index()) mFastRoute[index2].setIndices(PX_INVALID_NODE); if(!node.isDirty()) { mDirtyMap.growAndSet(index2); node.markDirty(); } } } void IslandSim::removeConnection(EdgeIndex edgeIndex) { Edge& edge = mEdges[edgeIndex]; if(!edge.isPendingDestroyed())// && edge.isInserted()) { mDestroyedEdges.pushBack(edgeIndex); /*if(!edge.isInserted()) edge.setReportOnlyDestroy();*/ } edge.setPendingDestroyed(); } void IslandSim::removeConnectionInternal(EdgeIndex edgeIndex) { PX_ASSERT(edgeIndex != IG_INVALID_EDGE); const EdgeInstanceIndex edgeInstanceBase = edgeIndex*2; const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[edgeIndex * 2]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[edgeIndex * 2 + 1]; struct Local { static void disconnectEdge(Cm::BlockArray& edgeInstances, EdgeInstanceIndex edgeIndex, Node& node) { EdgeInstance& instance = edgeInstances[edgeIndex]; PX_ASSERT(instance.mNextEdge == IG_INVALID_EDGE || edgeInstances[instance.mNextEdge].mPrevEdge == edgeIndex); PX_ASSERT(instance.mPrevEdge == IG_INVALID_EDGE || edgeInstances[instance.mPrevEdge].mNextEdge == edgeIndex); if(node.mFirstEdgeIndex == edgeIndex) { PX_ASSERT(instance.mPrevEdge == IG_INVALID_EDGE); node.mFirstEdgeIndex = instance.mNextEdge; } else { EdgeInstance& prev = edgeInstances[instance.mPrevEdge]; PX_ASSERT(prev.mNextEdge == edgeIndex); prev.mNextEdge = instance.mNextEdge; } if(instance.mNextEdge != IG_INVALID_EDGE) { EdgeInstance& next = edgeInstances[instance.mNextEdge]; PX_ASSERT(next.mPrevEdge == edgeIndex); next.mPrevEdge = instance.mPrevEdge; } PX_ASSERT(instance.mNextEdge == IG_INVALID_EDGE || edgeInstances[instance.mNextEdge].mPrevEdge == instance.mPrevEdge); PX_ASSERT(instance.mPrevEdge == IG_INVALID_EDGE || edgeInstances[instance.mPrevEdge].mNextEdge == instance.mNextEdge); instance.mNextEdge = IG_INVALID_EDGE; instance.mPrevEdge = IG_INVALID_EDGE; } }; const PxU32 index1 = nodeIndex1.index(); const PxU32 index2 = nodeIndex2.index(); if (index1 != PX_INVALID_NODE) Local::disconnectEdge(mEdgeInstances, edgeInstanceBase, mNodes[index1]); if (index2 != PX_INVALID_NODE && index1 != index2) Local::disconnectEdge(mEdgeInstances, edgeInstanceBase + 1, mNodes[index2]); } void IslandSim::activateNode(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); if(index != PX_INVALID_NODE) { Node& node = mNodes[index]; if(!node.isActiveOrActivating()) { //If the node is kinematic and already in the active node list, then we need to remove it //from the active kinematic node list, then re-add it after the wake-up. It's a bit dumb //but it means that we don't need another index if(node.isKinematic() && mActiveNodeIndex[index] != PX_INVALID_NODE) { //node.setActive(); //node.clearIsReadyForSleeping(); //Clear the "isReadyForSleeping" flag. Just in case it was set //return; const PxU32 activeRefCount = node.mActiveRefCount; node.mActiveRefCount = 0; node.clearActive(); markKinematicInactive(nodeIndex); node.mActiveRefCount = activeRefCount; } node.setActivating(); //Tag it as activating PX_ASSERT(mActiveNodeIndex[index] == PX_INVALID_NODE); mActiveNodeIndex[index] = mActivatingNodes.size(); //Add to waking list mActivatingNodes.pushBack(nodeIndex); } node.clearIsReadyForSleeping(); //Clear the "isReadyForSleeping" flag. Just in case it was set } } void IslandSim::deactivateNode(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); if(index != PX_INVALID_NODE) { Node& node = mNodes[index]; //If the node is activating, clear its activating state and remove it from the activating list. //If it wasn't already activating, then it's probably already in the active list const PxIntBool wasActivating = node.isActivating(); if(wasActivating) { //Already activating, so remove it from the activating list node.clearActivating(); PX_ASSERT(mActivatingNodes[mActiveNodeIndex[index]].index() == index); const PxNodeIndex replaceIndex = mActivatingNodes[mActivatingNodes.size()-1]; mActiveNodeIndex[replaceIndex.index()] = mActiveNodeIndex[index]; mActivatingNodes[mActiveNodeIndex[index]] = replaceIndex; mActivatingNodes.forceSize_Unsafe(mActivatingNodes.size()-1); mActiveNodeIndex[index] = PX_INVALID_NODE; if(node.isKinematic()) { //If we were temporarily removed from the active kinematic list to be put in the waking kinematic list //then add the node back in before deactivating the node. This is a bit counter-intuitive but the active //kinematic list contains all active kinematics and all kinematics that are referenced by an active constraint PX_ASSERT(mActiveNodeIndex[index] == PX_INVALID_NODE); mActiveNodeIndex[index] = mActiveKinematicNodes.size(); mActiveKinematicNodes.pushBack(nodeIndex); } } //Raise the "ready for sleeping" flag so that island gen can put this node to sleep node.setIsReadyForSleeping(); } } void IslandSim::putNodeToSleep(PxNodeIndex nodeIndex) { if(nodeIndex.index() != PX_INVALID_NODE) deactivateNode(nodeIndex); } PX_FORCE_INLINE void IslandSim::makeEdgeActive(EdgeInstanceIndex index, bool testEdgeType) { const EdgeIndex idx = index / 2; Edge& edge = mEdges[idx]; if (!edge.isActive() && (!testEdgeType || (edge.getEdgeType() != IG::Edge::eCONSTRAINT))) { //Make the edge active... const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[idx * 2]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[idx * 2 + 1]; PX_ASSERT(nodeIndex1.index() == PX_INVALID_NODE || !mNodes[nodeIndex1.index()].isActive() || mNodes[nodeIndex1.index()].isKinematic()); PX_ASSERT(nodeIndex2.index() == PX_INVALID_NODE || !mNodes[nodeIndex2.index()].isActive() || mNodes[nodeIndex2.index()].isKinematic()); markEdgeActive(idx, nodeIndex1, nodeIndex2); edge.activateEdge(); } } void IslandSim::activateNodeInternal(PxNodeIndex nodeIndex) { //This method should activate the node, then activate all the connections involving this node Node& node = mNodes[nodeIndex.index()]; if(!node.isActive()) { PX_ASSERT(mActiveNodeIndex[nodeIndex.index()] == PX_INVALID_NODE); //Activate all the edges + nodes... EdgeInstanceIndex index = node.mFirstEdgeIndex; while(index != IG_INVALID_EDGE) { makeEdgeActive(index, false); index = mEdgeInstances[index].mNextEdge; } if(node.isKinematic()) markKinematicActive(nodeIndex); else markActive(nodeIndex); node.setActive(); } } void IslandSim::deactivateNodeInternal(PxNodeIndex nodeIndex) { //We deactivate a node, we need to loop through all the edges and deactivate them *if* both bodies are asleep Node& node = mNodes[nodeIndex.index()]; if(node.isActive()) { if(node.isKinematic()) markKinematicInactive(nodeIndex); else markInactive(nodeIndex); //Clear the active status flag node.clearActive(); node.clearActivating(); EdgeInstanceIndex index = node.mFirstEdgeIndex; while(index != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[index]; const PxNodeIndex outboundNode = mCpuData.mEdgeNodeIndices[index ^ 1]; if(outboundNode.index() == PX_INVALID_NODE || !mNodes[outboundNode.index()].isActive()) { const EdgeIndex idx = index/2; Edge& edge = mEdges[idx]; //InstanceIndex/2 = edgeIndex //PX_ASSERT(edge.isActive()); //The edge must currently be inactive because the node was active //Deactivate the edge if both nodes connected are inactive OR if one node is static/kinematic and the other is inactive... PX_ASSERT(mCpuData.mEdgeNodeIndices[index & (~1)].index() == PX_INVALID_NODE || !mNodes[mCpuData.mEdgeNodeIndices[index & (~1)].index()].isActive()); PX_ASSERT(mCpuData.mEdgeNodeIndices[index | 1].index() == PX_INVALID_NODE || !mNodes[mCpuData.mEdgeNodeIndices[index | 1].index()].isActive()); if(edge.isActive()) { edge.deactivateEdge(); mActiveEdgeCount[edge.mEdgeType]--; removeEdgeFromActivatingList(idx); mDeactivatingEdges[edge.mEdgeType].pushBack(idx); } } index = instance.mNextEdge; } } } #if IG_SANITY_CHECKS bool IslandSim::canFindRoot(PxNodeIndex startNode, PxNodeIndex targetNode, PxArray* visitedNodes) { if(visitedNodes) visitedNodes->pushBack(startNode); if(startNode.index() == targetNode.index()) return true; PxBitMap visitedState; visitedState.resizeAndClear(mNodes.size()); PxArray stack; stack.pushBack(startNode); visitedState.set(startNode.index()); do { const PxNodeIndex currentIndex = stack.popBack(); const Node& currentNode = mNodes[currentIndex.index()]; EdgeInstanceIndex currentEdge = currentNode.mFirstEdgeIndex; while(currentEdge != IG_INVALID_EDGE) { const EdgeInstance& edge = mEdgeInstances[currentEdge]; const PxNodeIndex outboundNode = mCpuData.mEdgeNodeIndices[currentEdge ^ 1]; if(outboundNode.index() != PX_INVALID_NODE && !mNodes[outboundNode.index()].isKinematic() && !visitedState.test(outboundNode.index())) { if(outboundNode.index() == targetNode.index()) return true; visitedState.set(outboundNode.index()); stack.pushBack(outboundNode); if(visitedNodes) visitedNodes->pushBack(outboundNode); } currentEdge = edge.mNextEdge; } } while(stack.size()); return false; } #endif void IslandSim::unwindRoute(PxU32 traversalIndex, PxNodeIndex lastNode, PxU32 hopCount, IslandId id) { //We have found either a witness *or* the root node with this traversal. In the event of finding the root node, hopCount will be 0. In the event of finding //a witness, hopCount will be the hopCount that witness reported as being the distance to the root. PxU32 currIndex = traversalIndex; PxU32 hc = hopCount+1; //Add on 1 for the hop to the witness/root node. do { TraversalState& state = mVisitedNodes[currIndex]; mHopCounts[state.mNodeIndex.index()] = hc++; mIslandIds[state.mNodeIndex.index()] = id; mFastRoute[state.mNodeIndex.index()] = lastNode; currIndex = state.mPrevIndex; lastNode = state.mNodeIndex; } while(currIndex != PX_INVALID_NODE); } void IslandSim::activateIslandInternal(const Island& island) { PxNodeIndex currentNode = island.mRootNode; while(currentNode.index() != PX_INVALID_NODE) { activateNodeInternal(currentNode); currentNode = mNodes[currentNode.index()].mNextNode; } } void IslandSim::activateIsland(IslandId islandId) { Island& island = mIslands[islandId]; PX_ASSERT(!mIslandAwake.test(islandId)); PX_ASSERT(island.mActiveIndex == IG_INVALID_ISLAND); activateIslandInternal(island); markIslandActive(islandId); } void IslandSim::deactivateIsland(IslandId islandId) { PX_ASSERT(mIslandAwake.test(islandId)); Island& island = mIslands[islandId]; PxNodeIndex currentNode = island.mRootNode; while(currentNode.index() != PX_INVALID_NODE) { const Node& node = mNodes[currentNode.index()]; //if(mActiveNodeIndex[currentNode.index()] < mInitialActiveNodeCount[node.mType]) mNodesToPutToSleep[node.mType].pushBack(currentNode); //If this node was previously active, then push it to the list of nodes to deactivate deactivateNodeInternal(currentNode); currentNode = node.mNextNode; } markIslandInactive(islandId); } void IslandSim::wakeIslandsInternal(bool flag) { //(1) Iterate over activating nodes and activate them const PxU32 originalActiveIslands = mActiveIslands.size(); if(flag) { for (PxU32 a = 0; a < Edge::eEDGE_TYPE_COUNT; ++a) { for (PxU32 i = 0, count = mActivatedEdges[a].size(); i < count; ++i) { IG::Edge& edge = mEdges[mActivatedEdges[a][i]]; edge.mEdgeState &= (~Edge::eACTIVATING); } mActivatedEdges[a].forceSize_Unsafe(0); } for (PxU32 a = 0; a < Edge::eEDGE_TYPE_COUNT; ++a) { mInitialActiveNodeCount[a] = mActiveNodes[a].size(); } } for(PxU32 a = 0; a < mActivatingNodes.size(); ++a) { const PxNodeIndex wakeNode = mActivatingNodes[a]; const IslandId islandId = mIslandIds[wakeNode.index()]; Node& node = mNodes[wakeNode.index()]; node.clearActivating(); if(islandId != IG_INVALID_ISLAND) { if(!mIslandAwake.test(islandId)) markIslandActive(islandId); mActiveNodeIndex[wakeNode.index()] = PX_INVALID_NODE; //Mark active node as invalid. activateNodeInternal(wakeNode); } else { PX_ASSERT(node.isKinematic()); node.setActive(); PX_ASSERT(mActiveNodeIndex[wakeNode.index()] == a); mActiveNodeIndex[wakeNode.index()] = mActiveKinematicNodes.size(); mActiveKinematicNodes.pushBack(wakeNode); //Wake up the islands connected to this waking kinematic! EdgeInstanceIndex index = node.mFirstEdgeIndex; while(index != IG_INVALID_EDGE) { const EdgeInstance& edgeInstance = mEdgeInstances[index]; const PxNodeIndex outboundNode = mCpuData.mEdgeNodeIndices[index ^ 1]; //Edge& edge = mEdges[index/2]; //if(edge.isConnected()) //Only wake up if the edge is not connected... const PxNodeIndex nodeIndex = outboundNode; if (nodeIndex.isStaticBody() || mIslandIds[nodeIndex.index()] == IG_INVALID_ISLAND) { //If the edge connects to a static body *or* it connects to a node which is not part of an island (i.e. a kinematic), then activate the edge makeEdgeActive(index, true); } else { const IslandId connectedIslandId = mIslandIds[nodeIndex.index()]; if(!mIslandAwake.test(connectedIslandId)) { //Wake up that island markIslandActive(connectedIslandId); } } index = edgeInstance.mNextEdge; } } } mActivatingNodes.forceSize_Unsafe(0); for(PxU32 a = originalActiveIslands; a < mActiveIslands.size(); ++a) activateIslandInternal(mIslands[mActiveIslands[a]]); } void IslandSim::wakeIslands() { PX_PROFILE_ZONE("Basic.wakeIslands", mContextId); wakeIslandsInternal(true); } void IslandSim::wakeIslands2() { PX_PROFILE_ZONE("Basic.wakeIslands2", mContextId); wakeIslandsInternal(false); } void IslandSim::insertNewEdges() { PX_PROFILE_ZONE("Basic.insertNewEdges", mContextId); mEdgeInstances.reserve(mEdges.capacity()*2); for(PxU32 i = 0; i < Edge::eEDGE_TYPE_COUNT; ++i) { for(PxU32 a = 0; a < mDirtyEdges[i].size(); ++a) { const EdgeIndex edgeIndex = mDirtyEdges[i][a]; Edge& edge = mEdges[edgeIndex]; if(!edge.isPendingDestroyed()) { //PX_ASSERT(!edge.isInserted()); if(!edge.isInserted()) { addConnectionToGraph(edgeIndex); edge.setInserted(); } } } } } void IslandSim::removeDestroyedEdges() { PX_PROFILE_ZONE("Basic.removeDestroyedEdges", mContextId); for(PxU32 a = 0; a < mDestroyedEdges.size(); ++a) { const EdgeIndex edgeIndex = mDestroyedEdges[a]; const Edge& edge = mEdges[edgeIndex]; if(edge.isPendingDestroyed()) { if(!edge.isInDirtyList() && edge.isInserted()) { removeConnectionInternal(edgeIndex); removeConnectionFromGraph(edgeIndex); //edge.clearInserted(); } //edge.clearDestroyed(); } } } IslandId IslandSim::addNodeToIsland(PxNodeIndex nodeIndex1, PxNodeIndex nodeIndex2, IslandId islandId2, bool active1, bool active2) { PX_ASSERT(islandId2 != IG_INVALID_ISLAND); if (nodeIndex1.index() != PX_INVALID_NODE) { if (!mNodes[nodeIndex1.index()].isKinematic()) { //We need to add node 1 to island2 PX_ASSERT(mNodes[nodeIndex1.index()].mNextNode.index() == PX_INVALID_NODE); //Ensure that this node is not in any other island PX_ASSERT(mNodes[nodeIndex1.index()].mPrevNode.index() == PX_INVALID_NODE); //Ensure that this node is not in any other island Island& island = mIslands[islandId2]; Node& lastNode = mNodes[island.mLastNode.index()]; PX_ASSERT(lastNode.mNextNode.index() == PX_INVALID_NODE); Node& node = mNodes[nodeIndex1.index()]; lastNode.mNextNode = nodeIndex1; node.mPrevNode = island.mLastNode; island.mLastNode = nodeIndex1; island.mNodeCount[node.mType]++; mIslandIds[nodeIndex1.index()] = islandId2; mHopCounts[nodeIndex1.index()] = mHopCounts[nodeIndex2.index()] + 1; mFastRoute[nodeIndex1.index()] = nodeIndex2; if(active1 || active2) { if(!mIslandAwake.test(islandId2)) { //This island wasn't already awake, so need to wake the whole island up activateIsland(islandId2); } if(!active1) { //Wake up this node... activateNodeInternal(nodeIndex1); } } } else if(active1 && !active2) { //Active kinematic object -> wake island! activateIsland(islandId2); } } else { //A new touch with a static body... Node& node = mNodes[nodeIndex2.index()]; node.mStaticTouchCount++; //Increment static touch counter on the body //Island& island = mIslands[islandId2]; //island.mStaticTouchCount++; //Increment static touch counter on the island mIslandStaticTouchCount[islandId2]++; } return islandId2; } void IslandSim::processNewEdges() { PX_PROFILE_ZONE("Basic.processNewEdges", mContextId); //Stage 1: we process the list of new pairs. To do this, we need to first sort them based on a predicate... insertNewEdges(); mHopCounts.resize(mNodes.size()); //Make sure we have enough space for hop counts for all nodes mFastRoute.resize(mNodes.size()); for(PxU32 i = 0; i < Edge::eEDGE_TYPE_COUNT; ++i) { for(PxU32 a = 0; a < mDirtyEdges[i].size(); ++a) { const EdgeIndex edgeIndex = mDirtyEdges[i][a]; const Edge& edge = mEdges[edgeIndex]; /*PX_ASSERT(edge.mState != Edge::eDESTROYED || ((edge.mNode1.index() == PX_INVALID_NODE || mNodes[edge.mNode1.index()].isKinematic() || mNodes[edge.mNode1.index()].isActive() == false) && (edge.mNode2.index() == PX_INVALID_NODE || mNodes[edge.mNode2.index()].isKinematic() || mNodes[edge.mNode2.index()].isActive() == false)));*/ //edge.clearInDirtyList(); //We do not process either destroyed or disconnected edges if(/*edge.isConnected() && */!edge.isPendingDestroyed()) { //Conditions: //(1) Neither body is in an island (static/kinematics are never in islands) so we need to create a new island containing these bodies // or just 1 body if the other is kinematic/static //(2) Both bodies are already in the same island. Update root node hop count estimates for the bodies if a route through the new connection // is shorter for either body //(3) One body is already in an island and the other isn't, so we just add the new body to the existing island. //(4) Both bodies are in different islands. In that case, we merge the islands const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[2 * edgeIndex]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[2 * edgeIndex+1]; const PxU32 index1 = nodeIndex1.index(); const PxU32 index2 = nodeIndex2.index(); const IslandId islandId1 = index1 == PX_INVALID_NODE ? IG_INVALID_ISLAND : mIslandIds[index1]; const IslandId islandId2 = index2 == PX_INVALID_NODE ? IG_INVALID_ISLAND : mIslandIds[index2]; //TODO - wake ups!!!! //If one of the nodes is awake and the other is asleep, we need to wake 'em up //When a node is activated, the island must also be activated... const bool active1 = index1 != PX_INVALID_NODE && mNodes[index1].isActive(); const bool active2 = index2 != PX_INVALID_NODE && mNodes[index2].isActive(); IslandId islandId = IG_INVALID_ISLAND; if(islandId1 == IG_INVALID_ISLAND && islandId2 == IG_INVALID_ISLAND) { //All nodes should be introduced in an island now unless they are static or kinematic. Therefore, if we get here, we have an edge //between 2 kinematic nodes or a kinematic and static node. These should not influence island management so we should just ignore //these edges. } else if(islandId1 == islandId2) { islandId = islandId1; if(active1 || active2) { PX_ASSERT(mIslandAwake.test(islandId1)); //If we got here, where the 2 were already in an island, if 1 node is awake, the whole island must be awake } //Both bodies in the same island. Nothing major to do already but we should see if this creates a shorter path to root for either node const PxU32 hopCount1 = mHopCounts[index1]; const PxU32 hopCount2 = mHopCounts[index2]; if((hopCount1+1) < hopCount2) { //It would be faster for node 2 to go through node 1 mHopCounts[index2] = hopCount1 + 1; mFastRoute[index2] = nodeIndex1; } else if((hopCount2+1) < hopCount1) { //It would be faster for node 1 to go through node 2 mHopCounts[index1] = hopCount2 + 1; mFastRoute[index1] = nodeIndex2; } //No need to activate/deactivate the island. Its state won't have changed } else if(islandId1 == IG_INVALID_ISLAND) { islandId = addNodeToIsland(nodeIndex1, nodeIndex2, islandId2, active1, active2); } else if (islandId2 == IG_INVALID_ISLAND) { islandId = addNodeToIsland(nodeIndex2, nodeIndex1, islandId1, active2, active1); } else { PX_ASSERT(islandId1 != islandId2); PX_ASSERT(islandId1 != IG_INVALID_ISLAND && islandId2 != IG_INVALID_ISLAND); if(active1 || active2) { //One of the 2 islands was awake, so need to wake the other one! We do this now, before we merge the islands, to ensure that all //the bodies are activated if(!mIslandAwake.test(islandId1)) { //This island wasn't already awake, so need to wake the whole island up activateIsland(islandId1); } if(!mIslandAwake.test(islandId2)) { //This island wasn't already awake, so need to wake the whole island up activateIsland(islandId2); } } //OK. We need to merge these islands together... islandId = mergeIslands(islandId1, islandId2, nodeIndex1, nodeIndex2); } if(islandId != IG_INVALID_ISLAND) { //Add new edge to existing island Island& island = mIslands[islandId]; addEdgeToIsland(island, edgeIndex); } } } } } #if PX_DEBUG bool IslandSim::isPathTo(PxNodeIndex startNode, PxNodeIndex targetNode) const { const Node& node = mNodes[startNode.index()]; EdgeInstanceIndex index = node.mFirstEdgeIndex; while(index != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[index]; if(/*mEdges[index/2].isConnected() &&*/ mCpuData.mEdgeNodeIndices[index^1].index() == targetNode.index()) return true; index = instance.mNextEdge; } return false; } #endif bool IslandSim::tryFastPath(PxNodeIndex startNode, PxNodeIndex targetNode, IslandId islandId) { PX_UNUSED(startNode); PX_UNUSED(targetNode); PxNodeIndex currentNode = startNode; const PxU32 currentVisitedNodes = mVisitedNodes.size(); PxU32 depth = 0; bool found = false; do { //Get the fast path from this node... if(mVisitedState.test(currentNode.index())) { found = mIslandIds[currentNode.index()] != IG_INVALID_ISLAND; //Already visited and not tagged with invalid island == a witness! break; } if( currentNode.index() == targetNode.index()) { found = true; break; } mVisitedNodes.pushBack(TraversalState(currentNode, mVisitedNodes.size(), mVisitedNodes.size()-1, depth++)); PX_ASSERT(mFastRoute[currentNode.index()].index() == PX_INVALID_NODE || isPathTo(currentNode, mFastRoute[currentNode.index()])); mIslandIds[currentNode.index()] = IG_INVALID_ISLAND; mVisitedState.set(currentNode.index()); currentNode = mFastRoute[currentNode.index()]; } while(currentNode.index() != PX_INVALID_NODE); for(PxU32 a = currentVisitedNodes; a < mVisitedNodes.size(); ++a) { const TraversalState& state = mVisitedNodes[a]; mIslandIds[state.mNodeIndex.index()] = islandId; } if(!found) { for(PxU32 a = currentVisitedNodes; a < mVisitedNodes.size(); ++a) { const TraversalState& state = mVisitedNodes[a]; mVisitedState.reset(state.mNodeIndex.index()); } mVisitedNodes.forceSize_Unsafe(currentVisitedNodes); } return found; } bool IslandSim::findRoute(PxNodeIndex startNode, PxNodeIndex targetNode, IslandId islandId) { //Firstly, traverse the fast path and tag up witnesses. TryFastPath can fail. In that case, no witnesses are left but this node is permitted to report //that it is still part of the island. Whichever node lost its fast path will be tagged as dirty and will be responsible for recovering the fast path //and tagging up the visited nodes if(mFastRoute[startNode.index()].index() != PX_INVALID_NODE) { if(tryFastPath(startNode, targetNode, islandId)) return true; //Try fast path can either be successful or not. If it was successful, then we had a valid fast path cached and all nodes on that fast path were tagged //as witness nodes (visited and with a valid island ID). If the fast path was not successful, then no nodes were tagged as witnesses. //Technically, we need to find a route to the root node but, as an optimization, we can simply return true from here with no witnesses added. //Whichever node actually broke the "fast path" will also be on the list of dirty nodes and will be processed later. //If that broken edge triggered an island separation, this node will be re-visited and added to that island, otherwise //the path to the root node will be re-established. The end result is the same - the island state is computed - this just saves us some work. //return true; } { //If we got here, there was no fast path. Therefore, we need to fall back on searching for the root node. This is optimized by using "hop counts". //These are per-node counts that indicate the expected number of hops from this node to the root node. These are lazily evaluated and updated //as new edges are formed or when traversals occur to re-establish islands. As a result, they may be inaccurate but they still serve the purpose //of guiding our search to minimize the chances of us doing an exhaustive search to find the root node. mIslandIds[startNode.index()] = IG_INVALID_ISLAND; TraversalState* startTraversal = &mVisitedNodes.pushBack(TraversalState(startNode, mVisitedNodes.size(), PX_INVALID_NODE, 0)); mVisitedState.set(startNode.index()); QueueElement element(startTraversal, mHopCounts[startNode.index()]); mPriorityQueue.push(element); do { const QueueElement currentQE = mPriorityQueue.pop(); const TraversalState& currentState = *currentQE.mState; const Node& currentNode = mNodes[currentState.mNodeIndex.index()]; EdgeInstanceIndex edge = currentNode.mFirstEdgeIndex; while(edge != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[edge]; { const PxNodeIndex nextIndex = mCpuData.mEdgeNodeIndices[edge ^ 1]; //Static or kinematic nodes don't connect islands. if(nextIndex.index() != PX_INVALID_NODE && !mNodes[nextIndex.index()].isKinematic()) { if(nextIndex.index() == targetNode.index()) { unwindRoute(currentState.mCurrentIndex, nextIndex, 0, islandId); return true; } if(mVisitedState.test(nextIndex.index())) { //We already visited this node. This means that it's either in the priority queue already or we //visited in on a previous pass. If it was visited on a previous pass, then it already knows what island it's in. //We now need to test the island id to find out if this node knows the root. //If it has a valid root id, that id *is* our new root. We can guesstimate our hop count based on the node's properties const IslandId visitedIslandId = mIslandIds[nextIndex.index()]; if(visitedIslandId != IG_INVALID_ISLAND) { //If we get here, we must have found a node that knows a route to our root node. It must not be a different island //because that would caused me to have been visited already because totally separate islands trigger a full traversal on //the orphaned side. PX_ASSERT(visitedIslandId == islandId); unwindRoute(currentState.mCurrentIndex, nextIndex, mHopCounts[nextIndex.index()], islandId); return true; } } else { //This node has not been visited yet, so we need to push it into the stack and continue traversing TraversalState* state = &mVisitedNodes.pushBack(TraversalState(nextIndex, mVisitedNodes.size(), currentState.mCurrentIndex, currentState.mDepth+1)); QueueElement qe(state, mHopCounts[nextIndex.index()]); mPriorityQueue.push(qe); mVisitedState.set(nextIndex.index()); PX_ASSERT(mIslandIds[nextIndex.index()] == islandId); mIslandIds[nextIndex.index()] = IG_INVALID_ISLAND; //Flag as invalid island until we know whether we can find root or an island id. } } } edge = instance.mNextEdge; } } while(mPriorityQueue.size()); return false; } } void IslandSim::processLostEdges(const PxArray& destroyedNodes, bool allowDeactivation, bool permitKinematicDeactivation, PxU32 dirtyNodeLimit) { PX_UNUSED(dirtyNodeLimit); PX_PROFILE_ZONE("Basic.processLostEdges", mContextId); //At this point, all nodes and edges are activated. //Bit map for visited mVisitedState.resizeAndClear(mNodes.size()); //Reserve space on priority queue for at least 1024 nodes. It will resize if more memory is required during traversal. mPriorityQueue.reserve(1024); for (PxU32 i = 0; i < Edge::eEDGE_TYPE_COUNT; ++i) mIslandSplitEdges[i].reserve(1024); mVisitedNodes.reserve(mNodes.size()); //Make sure we have enough space for all nodes! const PxU32 nbDestroyedEdges = mDestroyedEdges.size(); PX_UNUSED(nbDestroyedEdges); { PX_PROFILE_ZONE("Basic.removeEdgesFromIslands", mContextId); for (PxU32 a = 0; a < mDestroyedEdges.size(); ++a) { const EdgeIndex lostIndex = mDestroyedEdges[a]; Edge& lostEdge = mEdges[lostIndex]; if (lostEdge.isPendingDestroyed() && !lostEdge.isInDirtyList()) { //Process this edge... if (!lostEdge.isReportOnlyDestroy() && lostEdge.isInserted()) { const PxU32 index1 = mCpuData.mEdgeNodeIndices[mDestroyedEdges[a] * 2].index(); const PxU32 index2 = mCpuData.mEdgeNodeIndices[mDestroyedEdges[a] * 2 + 1].index(); IslandId islandId = IG_INVALID_ISLAND; if (index1 != PX_INVALID_NODE && index2 != PX_INVALID_NODE) { PX_ASSERT(mIslandIds[index1] == IG_INVALID_ISLAND || mIslandIds[index2] == IG_INVALID_ISLAND || mIslandIds[index1] == mIslandIds[index2]); islandId = mIslandIds[index1] != IG_INVALID_ISLAND ? mIslandIds[index1] : mIslandIds[index2]; } else if (index1 != PX_INVALID_NODE) { PX_ASSERT(index2 == PX_INVALID_NODE); Node& node = mNodes[index1]; if (!node.isKinematic()) { islandId = mIslandIds[index1]; node.mStaticTouchCount--; //Island& island = mIslands[islandId]; mIslandStaticTouchCount[islandId]--; //island.mStaticTouchCount--; } } else if (index2 != PX_INVALID_NODE) { PX_ASSERT(index1 == PX_INVALID_NODE); Node& node = mNodes[index2]; if (!node.isKinematic()) { islandId = mIslandIds[index2]; node.mStaticTouchCount--; //Island& island = mIslands[islandId]; mIslandStaticTouchCount[islandId]--; //island.mStaticTouchCount--; } } if (islandId != IG_INVALID_ISLAND) { //We need to remove this edge from the island Island& island = mIslands[islandId]; removeEdgeFromIsland(island, lostIndex); } } lostEdge.clearInserted(); } } } if (allowDeactivation) { PX_PROFILE_ZONE("Basic.findPathsAndBreakIslands", mContextId); //KS - process only this many dirty nodes, deferring future dirty nodes to subsequent frames. //This means that it may take several frames for broken edges to trigger islands to completely break but this is better //than triggering large performance spikes. #if IG_LIMIT_DIRTY_NODES PxBitMap::PxCircularIterator iter(mDirtyMap, mLastMapIndex); const PxU32 MaxCount = dirtyNodeLimit;// +10000000; PxU32 lastMapIndex = mLastMapIndex; PxU32 count = 0; #else PxBitMap::Iterator iter(mDirtyMap); #endif PxU32 dirtyIdx; #if IG_LIMIT_DIRTY_NODES while ((dirtyIdx = iter.getNext()) != PxBitMap::PxCircularIterator::DONE && (count++ < MaxCount) #else while ((dirtyIdx = iter.getNext()) != PxBitMap::Iterator::DONE #endif ) { #if IG_LIMIT_DIRTY_NODES lastMapIndex = dirtyIdx + 1; #endif //Process dirty nodes. Figure out if we can make our way from the dirty node to the root. mPriorityQueue.clear(); //Clear the queue used for traversal mVisitedNodes.forceSize_Unsafe(0); //Clear the list of nodes in this island const PxNodeIndex dirtyNodeIndex(dirtyIdx); Node& dirtyNode = mNodes[dirtyNodeIndex.index()]; //Check whether this node has already been touched. If it has been touched this frame, then its island state is reliable //and we can just unclear the dirty flag on the body. If we were already visited, then the state should have already been confirmed in a //previous pass. if (!dirtyNode.isKinematic() && !dirtyNode.isDeleted() && !mVisitedState.test(dirtyNodeIndex.index())) { //We haven't visited this node in our island repair passes yet, so we still need to process until we've hit a visited node or found //our root node. Note that, as soon as we hit a visited node that has already been processed in a previous pass, we know that we can rely //on its island information although the hop counts may not be optimal. It also indicates that this island was not broken immediately because //otherwise, the entire new sub-island would already have been visited and this node would have already had its new island state assigned. //Indicate that I've been visited const IslandId islandId = mIslandIds[dirtyNodeIndex.index()]; const Island& findIsland = mIslands[islandId]; const PxNodeIndex searchNode = findIsland.mRootNode;//The node that we're searching for! if (searchNode.index() != dirtyNodeIndex.index()) //If we are the root node, we don't need to do anything! { if (findRoute(dirtyNodeIndex, searchNode, islandId)) { //We found the root node so let's let every visited node know that we found its root //and we can also update our hop counts because we recorded how many hops it took to reach this //node //We already filled in the path to the root/witness with accurate hop counts. Now we just need to fill in the estimates //for the remaining nodes and re-define their islandIds. We approximate their path to the root by just routing them through //the route we already found. //This loop works because mVisitedNodes are recorded in the order they were visited and we already filled in the critical path //so the remainder of the paths will just fork from that path. //Verify state (that we can see the root from this node)... #if IG_SANITY_CHECKS PX_ASSERT(canFindRoot(dirtyNodeIndex, searchNode, NULL)); //Verify that we found the connection #endif for (PxU32 b = 0; b < mVisitedNodes.size(); ++b) { TraversalState& state = mVisitedNodes[b]; if (mIslandIds[state.mNodeIndex.index()] == IG_INVALID_ISLAND) { mHopCounts[state.mNodeIndex.index()] = mHopCounts[mVisitedNodes[state.mPrevIndex].mNodeIndex.index()] + 1; mFastRoute[state.mNodeIndex.index()] = mVisitedNodes[state.mPrevIndex].mNodeIndex; mIslandIds[state.mNodeIndex.index()] = islandId; } } } else { //If I traversed and could not find the root node, then I have established a new island. In this island, I am the root node //and I will point all my nodes towards me. Furthermore, I have established how many steps it took to reach all nodes in my island //OK. We need to separate the islands. We have a list of nodes that are part of the new island (mVisitedNodes) and we know that the //first node in that list is the root node. //OK, we need to remove all these actors from their current island, then add them to the new island... Island& oldIsland = mIslands[islandId]; //We can just unpick these nodes from the island because they do not contain the root node (if they did, then we wouldn't be //removing this node from the island at all). The only challenge is if we need to remove the last node. In that case //we need to re-establish the new last node in the island but perhaps the simplest way to do that would be to traverse //the island to establish the last node again #if IG_SANITY_CHECKS PX_ASSERT(!canFindRoot(dirtyNodeIndex, searchNode, NULL)); #endif PxU32 totalStaticTouchCount = 0; PxU32 nodeCount[Node::eTYPE_COUNT]; for (PxU32 t = 0; t < Node::eTYPE_COUNT; ++t) { nodeCount[t] = 0; } for (PxU32 t = 0; t < Edge::eEDGE_TYPE_COUNT; ++t) { mIslandSplitEdges[t].forceSize_Unsafe(0); } //NodeIndex lastIndex = oldIsland.mLastNode; //nodeCount[node.mType] = 1; for (PxU32 a = 0; a < mVisitedNodes.size(); ++a) { const PxNodeIndex index = mVisitedNodes[a].mNodeIndex; Node& node = mNodes[index.index()]; if (node.mNextNode.index() != PX_INVALID_NODE) mNodes[node.mNextNode.index()].mPrevNode = node.mPrevNode; else oldIsland.mLastNode = node.mPrevNode; if (node.mPrevNode.index() != PX_INVALID_NODE) mNodes[node.mPrevNode.index()].mNextNode = node.mNextNode; nodeCount[node.mType]++; node.mNextNode.setIndices(PX_INVALID_NODE); node.mPrevNode.setIndices(PX_INVALID_NODE); PX_ASSERT(mNodes[oldIsland.mLastNode.index()].mNextNode.index() == PX_INVALID_NODE); totalStaticTouchCount += node.mStaticTouchCount; EdgeInstanceIndex idx = node.mFirstEdgeIndex; while (idx != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[idx]; const EdgeIndex edgeIndex = idx / 2; const Edge& edge = mEdges[edgeIndex]; //Only split the island if we're processing the first node or if the first node is infinte-mass if (!(idx & 1) || (mCpuData.mEdgeNodeIndices[idx & (~1)].index() == PX_INVALID_NODE || mNodes[mCpuData.mEdgeNodeIndices[idx & (~1)].index()].isKinematic())) { //We will remove this edge from the island... mIslandSplitEdges[edge.mEdgeType].pushBack(edgeIndex); removeEdgeFromIsland(oldIsland, edgeIndex); } idx = instance.mNextEdge; } } //oldIsland.mStaticTouchCount -= totalStaticTouchCount; mIslandStaticTouchCount[islandId] -= totalStaticTouchCount; for (PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) { PX_ASSERT(nodeCount[i] <= oldIsland.mNodeCount[i]); oldIsland.mNodeCount[i] -= nodeCount[i]; } //Now add all these nodes to the new island //(1) Create the new island... const IslandId newIslandHandle = mIslandHandles.getHandle(); /*if(newIslandHandle == mIslands.capacity()) { mIslands.reserve(2*mIslands.capacity() + 1); }*/ mIslands.resize(PxMax(newIslandHandle + 1, mIslands.size())); mIslandStaticTouchCount.resize(PxMax(newIslandHandle + 1, mIslandStaticTouchCount.size())); Island& newIsland = mIslands[newIslandHandle]; if (mIslandAwake.test(islandId)) { newIsland.mActiveIndex = mActiveIslands.size(); mActiveIslands.pushBack(newIslandHandle); mIslandAwake.growAndSet(newIslandHandle); //Separated island, so it should be awake } else { mIslandAwake.growAndReset(newIslandHandle); } newIsland.mRootNode = dirtyNodeIndex; mHopCounts[dirtyNodeIndex.index()] = 0; mIslandIds[dirtyNodeIndex.index()] = newIslandHandle; //newIsland.mTotalSize = mVisitedNodes.size(); mNodes[dirtyNodeIndex.index()].mPrevNode.setIndices(PX_INVALID_NODE); //First node so doesn't have a preceding node mFastRoute[dirtyNodeIndex.index()].setIndices(PX_INVALID_NODE); for (PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) nodeCount[i] = 0; nodeCount[dirtyNode.mType] = 1; for (PxU32 a = 1; a < mVisitedNodes.size(); ++a) { const PxNodeIndex index = mVisitedNodes[a].mNodeIndex; Node& thisNode = mNodes[index.index()]; const PxNodeIndex prevNodeIndex = mVisitedNodes[a - 1].mNodeIndex; thisNode.mPrevNode = prevNodeIndex; mNodes[prevNodeIndex.index()].mNextNode = index; nodeCount[thisNode.mType]++; mIslandIds[index.index()] = newIslandHandle; mHopCounts[index.index()] = mVisitedNodes[a].mDepth; //How many hops to root mFastRoute[index.index()] = mVisitedNodes[mVisitedNodes[a].mPrevIndex].mNodeIndex; } for (PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) newIsland.mNodeCount[i] = nodeCount[i]; //Last node in the island const PxNodeIndex lastIndex = mVisitedNodes[mVisitedNodes.size() - 1].mNodeIndex; mNodes[lastIndex.index()].mNextNode.setIndices(PX_INVALID_NODE); newIsland.mLastNode = lastIndex; //newIsland.mStaticTouchCount = totalStaticTouchCount; mIslandStaticTouchCount[newIslandHandle] = totalStaticTouchCount; PX_ASSERT(mNodes[newIsland.mLastNode.index()].mNextNode.index() == PX_INVALID_NODE); for (PxU32 j = 0; j < IG::Edge::eEDGE_TYPE_COUNT; ++j) { PxArray& splitEdges = mIslandSplitEdges[j]; const PxU32 splitEdgeSize = splitEdges.size(); if (splitEdgeSize) { splitEdges.pushBack(IG_INVALID_EDGE); //Push in a dummy invalid edge to complete the connectivity mEdges[splitEdges[0]].mNextIslandEdge = splitEdges[1]; for (PxU32 a = 1; a < splitEdgeSize; ++a) { const EdgeIndex edgeIndex = splitEdges[a]; Edge& edge = mEdges[edgeIndex]; edge.mNextIslandEdge = splitEdges[a + 1]; edge.mPrevIslandEdge = splitEdges[a - 1]; } newIsland.mFirstEdge[j] = splitEdges[0]; newIsland.mLastEdge[j] = splitEdges[splitEdgeSize - 1]; newIsland.mEdgeCount[j] = splitEdgeSize; } } } } } dirtyNode.clearDirty(); #if IG_LIMIT_DIRTY_NODES mDirtyMap.reset(dirtyIdx); #endif } #if IG_LIMIT_DIRTY_NODES mLastMapIndex = lastMapIndex; if (count < MaxCount) mLastMapIndex = 0; #else mDirtyMap.clear(); #endif //mDirtyNodes.forceSize_Unsafe(0); } { PX_PROFILE_ZONE("Basic.clearDestroyedEdges", mContextId); //Now process the lost edges... for (PxU32 a = 0; a < mDestroyedEdges.size(); ++a) { //Process these destroyed edges. Recompute island information. Update the islands and hop counters accordingly const EdgeIndex index = mDestroyedEdges[a]; Edge& edge = mEdges[index]; if (edge.isPendingDestroyed()) { PartitionEdge* pEdge = mGpuData ? mGpuData->mFirstPartitionEdges[index] : NULL; if (pEdge) { mGpuData->mDestroyedPartitionEdges.pushBack(pEdge); mGpuData->mFirstPartitionEdges[index] = NULL; //Force first partition edge to NULL to ensure we don't have a clash } if (edge.isActive()) { removeEdgeFromActivatingList(index); //TODO - can we remove this call? Can we handle this elsewhere, e.g. when destroying the nodes... mActiveEdgeCount[edge.mEdgeType]--; } edge = Edge(); //Reset edge if(mGpuData) mGpuData->mActiveContactEdges.growAndReset(index); } } mDestroyedEdges.forceSize_Unsafe(0); } { PX_PROFILE_ZONE("Basic.clearDestroyedNodes", mContextId); for (PxU32 a = 0; a < destroyedNodes.size(); ++a) { const PxNodeIndex nodeIndex = destroyedNodes[a]; const IslandId islandId = mIslandIds[nodeIndex.index()]; Node& node = mNodes[nodeIndex.index()]; if (islandId != IG_INVALID_ISLAND) { Island& island = mIslands[islandId]; removeNodeFromIsland(island, nodeIndex); mIslandIds[nodeIndex.index()] = IG_INVALID_ISLAND; PxU32 nodeCountTotal = 0; for (PxU32 t = 0; t < Node::eTYPE_COUNT; ++t) { nodeCountTotal += island.mNodeCount[t]; } if (nodeCountTotal == 0) { mIslandHandles.freeHandle(islandId); if (island.mActiveIndex != IG_INVALID_ISLAND) { const IslandId replaceId = mActiveIslands[mActiveIslands.size() - 1]; Island& replaceIsland = mIslands[replaceId]; replaceIsland.mActiveIndex = island.mActiveIndex; mActiveIslands[island.mActiveIndex] = replaceId; mActiveIslands.forceSize_Unsafe(mActiveIslands.size() - 1); island.mActiveIndex = IG_INVALID_ISLAND; //island.mStaticTouchCount -= node.mStaticTouchCount; //Remove the static touch count from the island mIslandStaticTouchCount[islandId] -= node.mStaticTouchCount; } mIslandAwake.reset(islandId); island.mLastNode.setIndices(PX_INVALID_NODE); island.mRootNode.setIndices(PX_INVALID_NODE); island.mActiveIndex = IG_INVALID_ISLAND; } } if (node.isKinematic()) { if (mActiveNodeIndex[nodeIndex.index()] != PX_INVALID_NODE) { //Remove from the active kinematics list... markKinematicInactive(nodeIndex); } } else { if (mActiveNodeIndex[nodeIndex.index()] != PX_INVALID_NODE) { markInactive(nodeIndex); } } //node.reset(); node.mFlags |= Node::eDELETED; } } //Now we need to produce the list of active edges and nodes!!! //If we get here, we have a list of active islands. From this, we need to iterate over all active islands and establish if that island //can, in fact, go to sleep. In order to become deactivated, all nodes in the island must be ready for sleeping... if (allowDeactivation) { PX_PROFILE_ZONE("Basic.deactivation", mContextId); for (PxU32 a = 0; a < mActiveIslands.size(); a++) { const IslandId islandId = mActiveIslands[a]; mIslandAwake.reset(islandId); } //Loop over the active kinematic nodes and tag all islands touched by active kinematics as awake for (PxU32 a = mActiveKinematicNodes.size(); a > 0; --a) { const PxNodeIndex kinematicIndex = mActiveKinematicNodes[a - 1]; Node& kinematicNode = mNodes[kinematicIndex.index()]; if (kinematicNode.isReadyForSleeping()) { if (permitKinematicDeactivation) { kinematicNode.clearActive(); markKinematicInactive(kinematicIndex); } } else //if(!kinematicNode.isReadyForSleeping()) { //KS - if kinematic is active, then wake up all islands the kinematic is touching EdgeInstanceIndex edgeId = kinematicNode.mFirstEdgeIndex; while (edgeId != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[edgeId]; //Edge& edge = mEdges[edgeId/2]; //Only wake up islands if a connection was present //if(edge.isConnected()) { PxNodeIndex outNode = mCpuData.mEdgeNodeIndices[edgeId ^ 1]; if (outNode.index() != PX_INVALID_NODE) { IslandId islandId = mIslandIds[outNode.index()]; if (islandId != IG_INVALID_ISLAND) { mIslandAwake.set(islandId); PX_ASSERT(mIslands[islandId].mActiveIndex != IG_INVALID_ISLAND); } } } edgeId = instance.mNextEdge; } } } for (PxU32 a = mActiveIslands.size(); a > 0; --a) { const IslandId islandId = mActiveIslands[a - 1]; const Island& island = mIslands[islandId]; bool canDeactivate = !mIslandAwake.test(islandId); mIslandAwake.set(islandId); //If it was touched by an active kinematic in the above loop, we can't deactivate it. //Therefore, no point in testing the nodes in the island. They must remain awake if (canDeactivate) { PxNodeIndex nodeId = island.mRootNode; while (nodeId.index() != PX_INVALID_NODE) { Node& node = mNodes[nodeId.index()]; if (!node.isReadyForSleeping()) { canDeactivate = false; break; } nodeId = node.mNextNode; } if (canDeactivate) { //If all nodes in this island are ready for sleeping and there were no active //kinematics interacting with the any bodies in the island, we can deactivate the island. deactivateIsland(islandId); } } } } { PX_PROFILE_ZONE("Basic.resetDirtyEdges", mContextId); for (PxU32 i = 0; i < Edge::eEDGE_TYPE_COUNT; ++i) { for (PxU32 a = 0; a < mDirtyEdges[i].size(); ++a) { Edge& edge = mEdges[mDirtyEdges[i][a]]; edge.clearInDirtyList(); } mDirtyEdges[i].clear(); //All new edges processed } } } IslandId IslandSim::mergeIslands(IslandId island0, IslandId island1, PxNodeIndex node0, PxNodeIndex node1) { Island& is0 = mIslands[island0]; Island& is1 = mIslands[island1]; //We defer this process and do it later instead. That way, if we have some pathological //case where multiple islands get merged repeatedly, we don't end up repeatedly remapping all the nodes in those islands //to their new island. Instead, we just choose the largest island and remap the smaller island to that. PxU32 totalSize0 = 0; PxU32 totalSize1 = 0; for (PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) { totalSize0 += is0.mNodeCount[i]; totalSize1 += is1.mNodeCount[i]; } if(totalSize0 > totalSize1) { mergeIslandsInternal(is0, is1, island0, island1, node0, node1); mIslandAwake.reset(island1); mIslandHandles.freeHandle(island1); mFastRoute[node1.index()] = node0; return island0; } else { mergeIslandsInternal(is1, is0, island1, island0, node1, node0); mIslandAwake.reset(island0); mIslandHandles.freeHandle(island0); mFastRoute[node0.index()] = node1; return island1; } } bool IslandSim::checkInternalConsistency() const { //Loop over islands, confirming that the island data is consistent... //Really expensive. Turn off unless investigating some random issue... #if 0 for (PxU32 a = 0; a < mIslands.size(); ++a) { const Island& island = mIslands[a]; PxU32 expectedNodeCount = 0; for (PxU32 t = 0; t < Node::eTYPE_COUNT; ++t) { expectedNodeCount += island.mNodeCount[t]; } bool metLastNode = expectedNodeCount == 0; PxNodeIndex nodeId = island.mRootNode; while (nodeId.index() != PX_INVALID_NODE) { PX_ASSERT(mIslandIds[nodeId.index()] == a); if (nodeId.index() == island.mLastNode.index()) { metLastNode = true; PX_ASSERT(mNodes[nodeId.index()].mNextNode.index() == PX_INVALID_NODE); } --expectedNodeCount; nodeId = mNodes[nodeId.index()].mNextNode; } PX_ASSERT(expectedNodeCount == 0); PX_ASSERT(metLastNode); } #endif return true; } void IslandSim::mergeIslandsInternal(Island& island0, Island& island1, IslandId islandId0, IslandId islandId1, PxNodeIndex nodeIndex0, PxNodeIndex nodeIndex1) { #if PX_ENABLE_ASSERTS PxU32 island0Size = 0; PxU32 island1Size = 0; for(PxU32 nodeType = 0; nodeType < Node::eTYPE_COUNT; ++nodeType) { island0Size += island0.mNodeCount[nodeType]; island1Size += island1.mNodeCount[nodeType]; } #endif PX_ASSERT(island0Size >= island1Size); //We only ever merge the smaller island to the larger island //Stage 1 - we need to move all the nodes across to the new island ID (i.e. write all their new island indices, move them to the //island and then also update their estimated hop counts to the root. As we don't want to do a full traversal at this point, //instead, we estimate based on the route from the node to their previous root and then from that root to the new connection //between the 2 islands. This is probably a very indirect route but it will be refined later. //In this case, island1 is subsumed by island0 //It takes mHopCounts[nodeIndex1] to get from node1 to its old root. It takes mHopCounts[nodeIndex0] to get from nodeIndex0 to the new root //and it takes 1 extra hop to go from node1 to node0. Therefore, a sub-optimal route can be planned going via the old root node that should take //mHopCounts[nodeIndex0] + mHopCounts[nodeIndex1] + 1 + mHopCounts[nodeIndex] to travel from any arbitrary node (nodeIndex) in island1 to the root //of island2. const PxU32 extraPath = mHopCounts[nodeIndex0.index()] + mHopCounts[nodeIndex1.index()] + 1; PxNodeIndex islandNode = island1.mRootNode; while(islandNode.index() != PX_INVALID_NODE) { mHopCounts[islandNode.index()] += extraPath; mIslandIds[islandNode.index()] = islandId0; //mFastRoute[islandNode] = PX_INVALID_NODE; Node& node = mNodes[islandNode.index()]; islandNode = node.mNextNode; } //Now fill in the hop count for node1, which is directly connected to node0. mHopCounts[nodeIndex1.index()] = mHopCounts[nodeIndex0.index()] + 1; Node& lastNode = mNodes[island0.mLastNode.index()]; Node& firstNode = mNodes[island1.mRootNode.index()]; PX_ASSERT(lastNode.mNextNode.index() == PX_INVALID_NODE); PX_ASSERT(firstNode.mPrevNode.index() == PX_INVALID_NODE); PX_ASSERT(island1.mRootNode.index() != island0.mLastNode.index()); PX_ASSERT(mNodes[island0.mLastNode.index()].mNextNode.index() == PX_INVALID_NODE); PX_ASSERT(mNodes[island1.mLastNode.index()].mNextNode.index() == PX_INVALID_NODE); PX_ASSERT(mIslandIds[island0.mLastNode.index()] == islandId0); lastNode.mNextNode = island1.mRootNode; firstNode.mPrevNode = island0.mLastNode; island0.mLastNode = island1.mLastNode; //island0.mStaticTouchCount += island1.mStaticTouchCount; mIslandStaticTouchCount[islandId0] += mIslandStaticTouchCount[islandId1]; //Merge the edge list for the islands... for(PxU32 a = 0; a < IG::Edge::eEDGE_TYPE_COUNT; ++a) { if(island0.mLastEdge[a] != IG_INVALID_EDGE) { PX_ASSERT(mEdges[island0.mLastEdge[a]].mNextIslandEdge == IG_INVALID_EDGE); mEdges[island0.mLastEdge[a]].mNextIslandEdge = island1.mFirstEdge[a]; } else { PX_ASSERT(island0.mFirstEdge[a] == IG_INVALID_EDGE); island0.mFirstEdge[a] = island1.mFirstEdge[a]; } if(island1.mFirstEdge[a] != IG_INVALID_EDGE) { PX_ASSERT(mEdges[island1.mFirstEdge[a]].mPrevIslandEdge == IG_INVALID_EDGE); mEdges[island1.mFirstEdge[a]].mPrevIslandEdge = island0.mLastEdge[a]; island0.mLastEdge[a] = island1.mLastEdge[a]; } island0.mEdgeCount[a] += island1.mEdgeCount[a]; island1.mFirstEdge[a] = IG_INVALID_EDGE; island1.mLastEdge[a] = IG_INVALID_EDGE; island1.mEdgeCount[a] = 0; } for (PxU32 a = 0; a < IG::Node::eTYPE_COUNT; ++a) { island0.mNodeCount[a] += island1.mNodeCount[a]; island1.mNodeCount[a] = 0; } island1.mLastNode.setIndices(PX_INVALID_NODE); island1.mRootNode.setIndices(PX_INVALID_NODE); mIslandStaticTouchCount[islandId1] = 0; //island1.mStaticTouchCount = 0; //Remove from active island list if(island1.mActiveIndex != IG_INVALID_ISLAND) markIslandInactive(islandId1); } void IslandSim::removeEdgeFromActivatingList(EdgeIndex index) { Edge& edge = mEdges[index]; if (edge.mEdgeState & Edge::eACTIVATING) { for (PxU32 a = 0, count = mActivatedEdges[edge.mEdgeType].size(); a < count; a++) { if (mActivatedEdges[edge.mEdgeType][a] == index) { mActivatedEdges[edge.mEdgeType].replaceWithLast(a); break; } } edge.mEdgeState &= (~Edge::eACTIVATING); } const PxNodeIndex nodeIndex1 = mCpuData.mEdgeNodeIndices[index * 2]; const PxNodeIndex nodeIndex2 = mCpuData.mEdgeNodeIndices[index * 2 + 1]; if (nodeIndex1.isValid() && nodeIndex2.isValid()) { mNodes[nodeIndex1.index()].mActiveRefCount--; mNodes[nodeIndex2.index()].mActiveRefCount--; } if(mGpuData && edge.mEdgeType == Edge::eCONTACT_MANAGER) mGpuData->mActiveContactEdges.reset(index); } void IslandSim::setKinematic(PxNodeIndex nodeIndex) { Node& node = mNodes[nodeIndex.index()]; if(!node.isKinematic()) { //Transition from dynamic to kinematic: //(1) Remove this node from the island //(2) Remove this node from the active node list //(3) If active or referenced, add it to the active kinematic list //(4) Tag the node as kinematic //External code will re-filter interactions and lost touches will be reported const IslandId islandId = mIslandIds[nodeIndex.index()]; PX_ASSERT(islandId != IG_INVALID_ISLAND); Island& island = mIslands[islandId]; mIslandIds[nodeIndex.index()] = IG_INVALID_ISLAND; removeNodeFromIsland(island, nodeIndex); const bool isActive = node.isActive()!=0; if (isActive) { //Remove from active list... markInactive(nodeIndex); } else if (node.isActivating()) { //Remove from activating list... node.clearActivating(); PX_ASSERT(mActivatingNodes[mActiveNodeIndex[nodeIndex.index()]].index() == nodeIndex.index()); const PxNodeIndex replaceIndex = mActivatingNodes[mActivatingNodes.size() - 1]; mActiveNodeIndex[replaceIndex.index()] = mActiveNodeIndex[nodeIndex.index()]; mActivatingNodes[mActiveNodeIndex[nodeIndex.index()]] = replaceIndex; mActivatingNodes.forceSize_Unsafe(mActivatingNodes.size() - 1); mActiveNodeIndex[nodeIndex.index()] = PX_INVALID_NODE; } node.setKinematicFlag(); node.clearActive(); if (/*isActive || */node.mActiveRefCount != 0) { //Add to active kinematic list... PX_ASSERT(mActiveNodeIndex[nodeIndex.index()] == PX_INVALID_NODE); mActiveNodeIndex[nodeIndex.index()] = mActivatingNodes.size(); mActivatingNodes.pushBack(nodeIndex); node.setActivating(); } { //This node was potentially in an island with other bodies. We need to force an island recomputation in case the //islands became broken due to losing this connection. Same rules as losing a contact, we just //tag the nodes directly connected to the lost edge as "dirty" and force an island recomputation if //it resulted in lost connections EdgeInstanceIndex edgeId = node.mFirstEdgeIndex; while(edgeId != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[edgeId]; const EdgeInstanceIndex nextId = instance.mNextEdge; const PxU32 idx = edgeId/2; IG::Edge& edge = mEdges[edgeId/2]; removeEdgeFromIsland(island, idx); removeConnectionInternal(idx); removeConnectionFromGraph(idx); edge.clearInserted(); if (edge.isActive()) { removeEdgeFromActivatingList(idx); edge.deactivateEdge(); mActiveEdgeCount[edge.mEdgeType]--; mDeactivatingEdges[edge.mEdgeType].pushBack(idx); } if(!edge.isPendingDestroyed()) { if(!edge.isInDirtyList()) { PX_ASSERT(!contains(mDirtyEdges[edge.mEdgeType], idx)); mDirtyEdges[edge.mEdgeType].pushBack(idx); edge.markInDirtyList(); } } else { edge.setReportOnlyDestroy(); } edgeId = nextId; } } PxU32 newNodeCount = 0; for(PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) newNodeCount += island.mNodeCount[i]; if(newNodeCount == 0) { // If this island is empty after having removed the edges of the node we've just set to kinematic // we invalidate all edges and set the island to inactive for(PxU32 a = 0; a < Edge::eEDGE_TYPE_COUNT; ++a) { island.mFirstEdge[a] = island.mLastEdge[a] = IG_INVALID_EDGE; island.mEdgeCount[a] = 0; mIslandStaticTouchCount[islandId] = 0; //island.mStaticTouchCount = 0; } if(island.mActiveIndex != IG_INVALID_ISLAND) { markIslandInactive(islandId); } mIslandAwake.reset(islandId); mIslandHandles.freeHandle(islandId); } } } void IslandSim::setDynamic(PxNodeIndex nodeIndex) { //(1) Remove all edges involving this node from all islands they may be in //(2) Mark all edges as "new" edges - let island gen re-process them! //(3) Remove this node from the active kinematic list //(4) Add this node to the active dynamic list (if it is active) //(5) Mark node as dynamic Node& node = mNodes[nodeIndex.index()]; if(node.isKinematic()) { //EdgeInstanceIndex edgeIndex = node.mFirstEdgeIndex; EdgeInstanceIndex edgeId = node.mFirstEdgeIndex; while(edgeId != IG_INVALID_EDGE) { const EdgeInstance& instance = mEdgeInstances[edgeId]; const EdgeInstanceIndex nextId = instance.mNextEdge; const PxNodeIndex otherNode = mCpuData.mEdgeNodeIndices[edgeId^1]; const PxU32 idx = edgeId/2; IG::Edge& edge = mEdges[edgeId/2]; if(!otherNode.isStaticBody()) { const IslandId islandId = mIslandIds[otherNode.index()]; if(islandId != IG_INVALID_ISLAND) removeEdgeFromIsland(mIslands[islandId], idx); } removeConnectionInternal(idx); removeConnectionFromGraph(idx); edge.clearInserted(); if (edge.isActive()) { edge.deactivateEdge(); removeEdgeFromActivatingList(idx); mActiveEdgeCount[edge.mEdgeType]--; } if(!edge.isPendingDestroyed()) { if(!edge.isInDirtyList()) { PX_ASSERT(!contains(mDirtyEdges[edge.mEdgeType], idx)); mDirtyEdges[edge.mEdgeType].pushBack(idx); edge.markInDirtyList(); } } else { edge.setReportOnlyDestroy(); } edgeId = nextId; } if(!node.isActivating() && mActiveNodeIndex[nodeIndex.index()] != PX_INVALID_NODE) { //Remove from active kinematic list, add to active dynamic list const PxU32 oldRefCount = node.mActiveRefCount; node.mActiveRefCount = 0; markKinematicInactive(nodeIndex); node.mActiveRefCount = oldRefCount; } node.clearKinematicFlag(); //Create an island for this node. If there are any edges affecting this node, they will have been marked as //"new" and will be processed next island update. { const IslandId islandHandle = mIslandHandles.getHandle(); if(islandHandle == mIslands.capacity()) { const PxU32 newCapacity = 2*mIslands.capacity()+1; mIslands.reserve(newCapacity); mIslandAwake.resize(newCapacity); mIslandStaticTouchCount.resize(newCapacity); } mIslandAwake.reset(islandHandle); mIslands.resize(PxMax(islandHandle+1, mIslands.size())); mIslandStaticTouchCount.resize(PxMax(islandHandle + 1, mIslands.size())); Island& island = mIslands[islandHandle]; island.mLastNode = island.mRootNode = nodeIndex; PX_ASSERT(mNodes[nodeIndex.index()].mNextNode.index() == PX_INVALID_NODE); island.mNodeCount[node.mType] = 1; mIslandIds[nodeIndex.index()] = islandHandle; mIslandStaticTouchCount[islandHandle] = 0; if(node.isActive()) { node.clearActive(); activateNode(nodeIndex); } } } }