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XCEngine/engine/third_party/physx/source/lowlevel/software/src/PxsIslandSim.cpp

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// 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
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// 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 <typename Thing>
static bool contains(PxArray<Thing>& 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<EdgeInstance>& 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<EdgeInstance>& 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<PxNodeIndex>* visitedNodes)
{
if(visitedNodes)
visitedNodes->pushBack(startNode);
if(startNode.index() == targetNode.index())
return true;
PxBitMap visitedState;
visitedState.resizeAndClear(mNodes.size());
PxArray<PxNodeIndex> 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<PxNodeIndex>& 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<EdgeIndex>& 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);
}
}
}
}