Пример #1
0
        // Schedule all the jobs for the simulation step.
        // Enqueued callbacks can choose to inject additional jobs at defined sync points.
        // multiThreaded defines which simulation type will be called:
        //     - true will result in default multithreaded simulation
        //     - false will result in a very small number of jobs (1 per physics step phase) that are scheduled sequentially
        // Behavior doesn't change regardless of the multiThreaded argument provided.
        public unsafe SimulationJobHandles ScheduleStepJobs(SimulationStepInput input, SimulationCallbacks callbacksIn, JobHandle inputDeps, bool multiThreaded = true)
        {
            SafetyChecks.CheckFiniteAndPositiveAndThrow(input.TimeStep, nameof(input.TimeStep));
            SafetyChecks.CheckInRangeAndThrow(input.NumSolverIterations, new int2(1, int.MaxValue), nameof(input.NumSolverIterations));

            // Dispose and reallocate input velocity buffer, if dynamic body count has increased.
            // Dispose previous collision and trigger event data streams.
            // New event streams are reallocated later when the work item count is known.
            JobHandle handle = SimulationContext.ScheduleReset(input, inputDeps, false);

            SimulationContext.TimeStep = input.TimeStep;

            StepContext = new StepContext();

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

            SimulationCallbacks callbacks = callbacksIn ?? new SimulationCallbacks();

            // Find all body pairs that overlap in the broadphase
            var handles = input.World.CollisionWorld.ScheduleFindOverlapsJobs(
                out NativeStream dynamicVsDynamicBodyPairs, out NativeStream dynamicVsStaticBodyPairs, handle, multiThreaded);

            handle = handles.FinalExecutionHandle;
            var disposeHandle1     = handles.FinalDisposeHandle;
            var postOverlapsHandle = handle;

            // Sort all overlapping and jointed body pairs into phases
            handles = m_Scheduler.ScheduleCreatePhasedDispatchPairsJob(
                ref input.World, ref dynamicVsDynamicBodyPairs, ref dynamicVsStaticBodyPairs, handle,
                ref StepContext.PhasedDispatchPairs, out StepContext.SolverSchedulerInfo, multiThreaded);
            handle = handles.FinalExecutionHandle;
            var disposeHandle2 = handles.FinalDisposeHandle;

            // Apply gravity and copy input velocities at this point (in parallel with the scheduler, but before the callbacks)
            var applyGravityAndCopyInputVelocitiesHandle = Solver.ScheduleApplyGravityAndCopyInputVelocitiesJob(
                input.World.DynamicsWorld.MotionVelocities, SimulationContext.InputVelocities,
                input.TimeStep * input.Gravity, multiThreaded ? postOverlapsHandle : handle, multiThreaded);

            handle = JobHandle.CombineDependencies(handle, applyGravityAndCopyInputVelocitiesHandle);
            handle = callbacks.Execute(SimulationCallbacks.Phase.PostCreateDispatchPairs, this, ref input.World, handle);

            // Create contact points & joint Jacobians
            handles = NarrowPhase.ScheduleCreateContactsJobs(ref input.World, input.TimeStep,
                                                             ref StepContext.Contacts, ref StepContext.Jacobians, ref StepContext.PhasedDispatchPairs, handle,
                                                             ref StepContext.SolverSchedulerInfo, multiThreaded);
            handle = handles.FinalExecutionHandle;
            var disposeHandle3 = handles.FinalDisposeHandle;

            handle = callbacks.Execute(SimulationCallbacks.Phase.PostCreateContacts, this, ref input.World, handle);

            // Create contact Jacobians
            handles = Solver.ScheduleBuildJacobiansJobs(ref input.World, input.TimeStep, input.Gravity, input.NumSolverIterations,
                                                        handle, ref StepContext.PhasedDispatchPairs, ref StepContext.SolverSchedulerInfo,
                                                        ref StepContext.Contacts, ref StepContext.Jacobians, multiThreaded);
            handle = handles.FinalExecutionHandle;
            var disposeHandle4 = handles.FinalDisposeHandle;

            handle = callbacks.Execute(SimulationCallbacks.Phase.PostCreateContactJacobians, this, ref input.World, handle);

            // Solve all Jacobians
            Solver.StabilizationData solverStabilizationData = new Solver.StabilizationData(input, SimulationContext);
            handles = Solver.ScheduleSolveJacobiansJobs(ref input.World.DynamicsWorld, input.TimeStep, input.NumSolverIterations,
                                                        ref StepContext.Jacobians, ref SimulationContext.CollisionEventDataStream, ref SimulationContext.TriggerEventDataStream,
                                                        ref StepContext.SolverSchedulerInfo, solverStabilizationData, handle, multiThreaded);
            handle = handles.FinalExecutionHandle;
            var disposeHandle5 = handles.FinalDisposeHandle;

            handle = callbacks.Execute(SimulationCallbacks.Phase.PostSolveJacobians, this, ref input.World, handle);

            // Integrate motions
            handle = Integrator.ScheduleIntegrateJobs(ref input.World.DynamicsWorld, input.TimeStep, handle, multiThreaded);

            // Synchronize the collision world
            if (input.SynchronizeCollisionWorld)
            {
                handle = input.World.CollisionWorld.ScheduleUpdateDynamicTree(ref input.World, input.TimeStep, input.Gravity, handle, multiThreaded);  // TODO: timeStep = 0?
            }

            // Return the final simulation handle
            m_StepHandles.FinalExecutionHandle = handle;

            // Different dispose logic for single threaded simulation compared to "standard" threading (multi threaded)
            if (!multiThreaded)
            {
                handle = dynamicVsDynamicBodyPairs.Dispose(handle);
                handle = dynamicVsStaticBodyPairs.Dispose(handle);
                handle = StepContext.PhasedDispatchPairs.Dispose(handle);
                handle = StepContext.Contacts.Dispose(handle);
                handle = StepContext.Jacobians.Dispose(handle);
                handle = StepContext.SolverSchedulerInfo.ScheduleDisposeJob(handle);

                m_StepHandles.FinalDisposeHandle = handle;
            }
            else
            {
                // Return the final handle, which includes disposing temporary arrays
                JobHandle *deps = stackalloc JobHandle[5]
                {
                    disposeHandle1,
                    disposeHandle2,
                    disposeHandle3,
                    disposeHandle4,
                    disposeHandle5
                };
                m_StepHandles.FinalDisposeHandle = JobHandleUnsafeUtility.CombineDependencies(deps, 5);
            }

            return(m_StepHandles);
        }
Пример #2
0
 public unsafe SimulationJobHandles ScheduleStepJobs(SimulationStepInput input, SimulationCallbacks callbacksIn, JobHandle inputDeps, int threadCountHint = 0)
 {
     return(ScheduleStepJobs(input, callbacksIn, inputDeps, threadCountHint > 0));
 }