Exemplo n.º 1
0
        // Steps the simulation immediately on a single thread without spawning any jobs.
        public static void StepImmediate(SimulationStepInput input, ref SimulationContext simulationContext)
        {
            SafetyChecks.CheckFiniteAndPositiveAndThrow(input.TimeStep, nameof(input.TimeStep));
            SafetyChecks.CheckInRangeAndThrow(input.NumSolverIterations, new int2(1, int.MaxValue), nameof(input.NumSolverIterations));

            if (input.World.NumDynamicBodies == 0)
            {
                // No need to do anything, since nothing can move
                return;
            }

            // Inform the context of the timeStep
            simulationContext.TimeStep = input.TimeStep;

            // Find all body pairs that overlap in the broadphase
            var dynamicVsDynamicBodyPairs = new NativeStream(1, Allocator.Temp);
            var dynamicVsStaticBodyPairs  = new NativeStream(1, Allocator.Temp);
            {
                var dynamicVsDynamicBodyPairsWriter = dynamicVsDynamicBodyPairs.AsWriter();
                var dynamicVsStaticBodyPairsWriter  = dynamicVsStaticBodyPairs.AsWriter();
                input.World.CollisionWorld.FindOverlaps(ref dynamicVsDynamicBodyPairsWriter, ref dynamicVsStaticBodyPairsWriter);
            }

            // Create dispatch pairs
            var dispatchPairs = new NativeList <DispatchPairSequencer.DispatchPair>(Allocator.Temp);

            DispatchPairSequencer.CreateDispatchPairs(ref dynamicVsDynamicBodyPairs, ref dynamicVsStaticBodyPairs,
                                                      input.World.NumDynamicBodies, input.World.Joints, ref dispatchPairs);

            // Apply gravity and copy input velocities
            Solver.ApplyGravityAndCopyInputVelocities(input.World.DynamicsWorld.MotionVelocities,
                                                      simulationContext.InputVelocities, input.TimeStep * input.Gravity);

            // Narrow phase
            var contacts = new NativeStream(1, Allocator.Temp);
            {
                var contactsWriter = contacts.AsWriter();
                NarrowPhase.CreateContacts(ref input.World, dispatchPairs.AsArray(), input.TimeStep, ref contactsWriter);
            }

            // Build Jacobians
            var jacobians = new NativeStream(1, Allocator.Temp);

            {
                var contactsReader  = contacts.AsReader();
                var jacobiansWriter = jacobians.AsWriter();
                Solver.BuildJacobians(ref input.World, input.TimeStep, input.Gravity, input.NumSolverIterations,
                                      dispatchPairs.AsArray(), ref contactsReader, ref jacobiansWriter);
            }

            // Solve Jacobians
            {
                var jacobiansReader       = jacobians.AsReader();
                var collisionEventsWriter = simulationContext.CollisionEventDataStream.AsWriter();
                var triggerEventsWriter   = simulationContext.TriggerEventDataStream.AsWriter();
                Solver.StabilizationData solverStabilizationData = new Solver.StabilizationData(input, simulationContext);
                Solver.SolveJacobians(ref jacobiansReader, input.World.DynamicsWorld.MotionVelocities,
                                      input.TimeStep, input.NumSolverIterations, ref collisionEventsWriter, ref triggerEventsWriter, solverStabilizationData);
            }

            // Integrate motions
            Integrator.Integrate(input.World.DynamicsWorld.MotionDatas, input.World.DynamicsWorld.MotionVelocities, input.TimeStep);

            // Synchronize the collision world if asked for
            if (input.SynchronizeCollisionWorld)
            {
                input.World.CollisionWorld.UpdateDynamicTree(ref input.World, input.TimeStep, input.Gravity);
            }
        }