public void Timestep(Simulation simulation, float dt, IThreadDispatcher threadDispatcher = null) { simulation.Sleep(threadDispatcher); Slept?.Invoke(dt, threadDispatcher); simulation.IntegrateVelocitiesBoundsAndInertias(dt, threadDispatcher); BeforeCollisionDetection?.Invoke(dt, threadDispatcher); simulation.CollisionDetection(dt, threadDispatcher); CollisionsDetected?.Invoke(dt, threadDispatcher); int count = simulation.Bodies.ActiveSet.Count; ref var baseConveyorSettings = ref simulation.Bodies.ActiveSet.ConveyorSettings[0];
public void Timestep(Simulation simulation, float dt, IThreadDispatcher threadDispatcher = null) { simulation.Sleep(threadDispatcher); Slept?.Invoke(dt, threadDispatcher); simulation.IntegrateVelocitiesBoundsAndInertias(dt, threadDispatcher); BeforeCollisionDetection?.Invoke(dt, threadDispatcher); simulation.CollisionDetection(dt, threadDispatcher); CollisionsDetected?.Invoke(dt, threadDispatcher); simulation.Solve(dt, threadDispatcher); ConstraintsSolved?.Invoke(dt, threadDispatcher); simulation.IntegratePoses(dt, threadDispatcher); PosesIntegrated?.Invoke(dt, threadDispatcher); simulation.IncrementallyOptimizeDataStructures(threadDispatcher); }
public void Timestep(Simulation simulation, float dt, IThreadDispatcher threadDispatcher = null) { //Note that there is a reason to put the sleep *after* velocity integration. That sounds a little weird, but there's a good reason: //When the narrow phase activates a bunch of objects in a pile, their accumulated impulses will represent all forces acting on them at the time of sleep. //That includes gravity. If we sleep objects *before* gravity is applied in a given frame, then when those bodies3D are awakened, the accumulated impulses //will be less accurate because they assume that gravity has already been applied. This can cause a small bump. //So, velocity integration (and deactivation candidacy management) could come before sleep. //Sleep at the start, on the other hand, stops some forms of unintuitive behavior when using direct awakenings. Just a matter of preference. simulation.Sleep(threadDispatcher); Slept?.Invoke(dt, threadDispatcher); //Note that pose integrator comes before collision detection and solving. This is a shift from v1, where collision detection went first. //This is a tradeoff: //1) Any externally set velocities will be integrated without input from the solver. The v1-style external velocity control won't work as well- //the user would instead have to change velocities after the pose integrator runs. This isn't perfect either, since the pose integrator is also responsible //for updating the bounding boxes used for collision detection. //2) By bundling bounding box calculation with pose integration, you avoid redundant pose and velocity memory accesses. //3) Generated contact positions are in sync with the integrated poses. //That's often helpful for gameplay purposes- you don't have to reinterpret contact data when creating graphical effects or positioning sound sources. //#1 is a difficult problem, though. There is no fully 'correct' place to change velocities. We might just have to bite the bullet and create a //inertia tensor/bounding box update separate from pose integration. If the cache gets evicted in between (virtually guaranteed unless no stages run), //this basically means an extra 100-200 microseconds per frame on a processor with ~20GBps bandwidth simulating 32768 bodies3D. //Note that the reason why the pose integrator comes first instead of, say, the solver, is that the solver relies on world space inertias calculated by the pose integration. //If the pose integrator doesn't run first, we either need //1) complicated on demand updates of world inertia when objects are added or local inertias are changed or //2) local->world inertia calculation before the solver. simulation.IntegrateBodiesAndUpdateBoundingBoxes(dt, threadDispatcher); BeforeCollisionDetection?.Invoke(dt, threadDispatcher); simulation.CollisionDetection(dt, threadDispatcher); CollisionsDetected?.Invoke(dt, threadDispatcher); simulation.Solve(dt, threadDispatcher); ConstraintsSolved?.Invoke(dt, threadDispatcher); simulation.IncrementallyOptimizeDataStructures(threadDispatcher); }
public void Timestep(Simulation simulation, float dt, IThreadDispatcher threadDispatcher = null) { simulation.Sleep(threadDispatcher); Slept?.Invoke(dt, threadDispatcher); simulation.PredictBoundingBoxes(dt, threadDispatcher); BeforeCollisionDetection?.Invoke(dt, threadDispatcher); simulation.CollisionDetection(dt, threadDispatcher); CollisionsDetected?.Invoke(dt, threadDispatcher); Debug.Assert(SubstepCount >= 0, "Substep count should be positive."); var substepDt = dt / SubstepCount; for (int substepIndex = 0; substepIndex < SubstepCount; ++substepIndex) { SubstepStarted?.Invoke(substepIndex, dt, threadDispatcher); if (substepIndex > 0) { //This takes the place of collision detection for the substeps. It uses the current velocity to update penetration depths. //It's definitely an approximation, but it's important for avoiding some obviously weird behavior. //Note that we do not run this on the first iteration- the actual collision detection above takes care of it. simulation.IncrementallyUpdateContactConstraints(substepDt, threadDispatcher); ContactConstraintsUpdatedForSubstep?.Invoke(substepIndex, dt, threadDispatcher); } simulation.IntegrateVelocitiesAndUpdateInertias(substepDt, threadDispatcher); VelocitiesIntegrated?.Invoke(substepIndex, dt, threadDispatcher); simulation.Solve(substepDt, threadDispatcher); ConstraintsSolved?.Invoke(substepIndex, dt, threadDispatcher); simulation.IntegratePoses(substepDt, threadDispatcher); PosesIntegrated?.Invoke(substepIndex, dt, threadDispatcher); SubstepEnded?.Invoke(substepIndex, dt, threadDispatcher); } SubstepsComplete?.Invoke(dt, threadDispatcher); simulation.IncrementallyOptimizeDataStructures(threadDispatcher); }