Box2D-0.1.0.0: upstream/src/physics_world.c
// SPDX-FileCopyrightText: 2026 Erin Catto
// SPDX-License-Identifier: MIT
#if defined( _MSC_VER ) && !defined( _CRT_SECURE_NO_WARNINGS )
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "physics_world.h"
#include "aabb.h"
#include "arena_allocator.h"
#include "bitset.h"
#include "body.h"
#include "broad_phase.h"
#include "constraint_graph.h"
#include "contact.h"
#include "core.h"
#include "dynamic_tree.h"
#include "island.h"
#include "joint.h"
#include "parallel_for.h"
#include "platform.h"
#include "recording.h"
#include "scheduler.h"
#include "sensor.h"
#include "shape.h"
#include "simd.h"
#include "solver.h"
#include "solver_set.h"
#include "box2d/box2d.h"
#include "box2d/constants.h"
#include <float.h>
#include <stdio.h>
#include <string.h>
_Static_assert( B2_MAX_WORLDS > 0, "must be 1 or more" );
_Static_assert( B2_MAX_WORLDS < UINT16_MAX, "B2_MAX_WORLDS limit exceeded" );
static b2World b2_worlds[B2_MAX_WORLDS];
static b2World* b2GetUnlockedWorldFromId( b2WorldId id )
{
B2_ASSERT( 1 <= id.index1 && id.index1 <= B2_MAX_WORLDS );
b2World* world = b2_worlds + ( id.index1 - 1 );
B2_ASSERT( id.index1 == world->worldId + 1 );
B2_ASSERT( id.generation == world->generation );
// A world accessed from an id should not be locked
if ( world->locked )
{
B2_ASSERT( false );
return NULL;
}
return world;
}
b2World* b2GetWorldFromId( b2WorldId id )
{
B2_ASSERT( 1 <= id.index1 && id.index1 <= B2_MAX_WORLDS );
b2World* world = b2_worlds + ( id.index1 - 1 );
B2_ASSERT( id.index1 == world->worldId + 1 );
B2_ASSERT( id.generation == world->generation );
return world;
}
b2World* b2GetWorld( int index )
{
B2_ASSERT( 0 <= index && index < B2_MAX_WORLDS );
b2World* world = b2_worlds + index;
B2_ASSERT( world->worldId == index );
return world;
}
b2World* b2GetWorldLocked( int index )
{
B2_ASSERT( 0 <= index && index < B2_MAX_WORLDS );
b2World* world = b2_worlds + index;
B2_ASSERT( world->worldId == index );
if ( world->locked )
{
B2_ASSERT( false );
return NULL;
}
return world;
}
static void* b2DefaultAddTaskFcn( b2TaskCallbackFcn* task, void* taskContext, void* userContext )
{
B2_UNUSED( userContext );
task( taskContext );
return NULL;
}
static void b2DefaultFinishTaskFcn( void* userTask, void* userContext )
{
B2_UNUSED( userTask, userContext );
}
static void b2CreateWorkerContexts( b2World* world )
{
b2Array_Create( world->taskContexts );
b2Array_ResizeAndSetZero( world->taskContexts, world->workerCount );
b2Array_Create( world->sensorTaskContexts );
b2Array_ResizeAndSetZero( world->sensorTaskContexts, world->workerCount );
for ( int i = 0; i < world->workerCount; ++i )
{
b2Array_CreateN( world->taskContexts.data[i].sensorHits, 8 );
b2Array_Create( world->taskContexts.data[i].pairKeys );
world->taskContexts.data[i].contactStateBitSet = b2CreateBitSet( 1024 );
world->taskContexts.data[i].hitEventBitSet = b2CreateBitSet( 1024 );
world->taskContexts.data[i].hasHitEvents = false;
world->taskContexts.data[i].jointStateBitSet = b2CreateBitSet( 1024 );
world->taskContexts.data[i].enlargedSimBitSet = b2CreateBitSet( 256 );
world->taskContexts.data[i].awakeIslandBitSet = b2CreateBitSet( 256 );
world->taskContexts.data[i].splitIslandId = B2_NULL_INDEX;
world->sensorTaskContexts.data[i].eventBits = b2CreateBitSet( 128 );
}
}
static void b2DestroyWorkerContexts( b2World* world )
{
for ( int i = 0; i < world->workerCount; ++i )
{
b2Array_Destroy( world->taskContexts.data[i].sensorHits );
b2Array_Destroy( world->taskContexts.data[i].pairKeys );
b2DestroyBitSet( &world->taskContexts.data[i].contactStateBitSet );
b2DestroyBitSet( &world->taskContexts.data[i].hitEventBitSet );
b2DestroyBitSet( &world->taskContexts.data[i].jointStateBitSet );
b2DestroyBitSet( &world->taskContexts.data[i].enlargedSimBitSet );
b2DestroyBitSet( &world->taskContexts.data[i].awakeIslandBitSet );
b2DestroyBitSet( &world->sensorTaskContexts.data[i].eventBits );
}
b2Array_Destroy( world->taskContexts );
b2Array_Destroy( world->sensorTaskContexts );
}
b2WorldId b2CreateWorld( const b2WorldDef* def )
{
_Static_assert( B2_MAX_WORLDS < UINT16_MAX, "B2_MAX_WORLDS limit exceeded" );
B2_CHECK_DEF( def );
B2_CHECK_INPUT_RETURN( b2IsValidVec2( def->gravity ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->restitutionThreshold ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( def->restitutionIterations >= 0, (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->hitEventThreshold ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->contactHertz ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->contactDampingRatio ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->contactSpeed ), (b2WorldId){ 0 } );
B2_CHECK_INPUT_RETURN( b2IsValidFloat( def->maximumLinearSpeed ) && def->maximumLinearSpeed > 0.0f, (b2WorldId){ 0 } );
if ( b2IsDenormalFlushEnabled() )
{
b2Log( "Denormal flushing is enabled, determinism not supported" );
}
int worldId = B2_NULL_INDEX;
for ( int i = 0; i < B2_MAX_WORLDS; ++i )
{
if ( b2_worlds[i].inUse == false )
{
worldId = i;
break;
}
}
if ( worldId == B2_NULL_INDEX )
{
return (b2WorldId){ 0 };
}
b2World* world = b2_worlds + worldId;
uint16_t generation = world->generation;
*world = (b2World){ 0 };
world->worldId = (uint16_t)worldId;
world->generation = generation;
world->inUse = true;
world->stack = b2CreateStack( b2MaxInt( 2048, def->capacity.arenaByteCount ) );
b2CreateBroadPhase( &world->broadPhase, &def->capacity );
b2CreateGraph( &world->constraintGraph, &def->capacity );
// pools
world->bodyIdPool = b2CreateIdPool();
int bodyCapacity = b2MaxInt( 16, def->capacity.staticBodyCount + def->capacity.dynamicBodyCount );
b2Array_CreateN( world->bodies, bodyCapacity );
b2Array_CreateN( world->solverSets, 8 );
// add empty static, active, and disabled body sets
world->solverSetIdPool = b2CreateIdPool();
b2SolverSet set = { 0 };
// static set
set.setIndex = b2AllocId( &world->solverSetIdPool );
b2Array_Push( world->solverSets, set );
b2Array_Reserve( world->solverSets.data[b2_staticSet].bodySims, b2MaxInt( 16, def->capacity.staticBodyCount ) );
B2_ASSERT( world->solverSets.data[b2_staticSet].setIndex == b2_staticSet );
// disabled set
set.setIndex = b2AllocId( &world->solverSetIdPool );
b2Array_Push( world->solverSets, set );
B2_ASSERT( world->solverSets.data[b2_disabledSet].setIndex == b2_disabledSet );
// awake set
set.setIndex = b2AllocId( &world->solverSetIdPool );
b2Array_Push( world->solverSets, set );
b2Array_Reserve( world->solverSets.data[b2_awakeSet].bodySims, b2MaxInt( 16, def->capacity.dynamicBodyCount ) );
b2Array_Reserve( world->solverSets.data[b2_awakeSet].bodyStates, b2MaxInt( 16, def->capacity.dynamicBodyCount ) );
b2Array_Reserve( world->solverSets.data[b2_awakeSet].contactSims, b2MaxInt( 16, def->capacity.contactCount ) );
B2_ASSERT( world->solverSets.data[b2_awakeSet].setIndex == b2_awakeSet );
world->shapeIdPool = b2CreateIdPool();
int shapeCapacity = b2MaxInt( 16, def->capacity.staticShapeCount + def->capacity.dynamicShapeCount );
b2Array_CreateN( world->shapes, shapeCapacity );
b2Array_CreateN( world->fatAABBs, shapeCapacity );
world->chainIdPool = b2CreateIdPool();
b2Array_CreateN( world->chainShapes, 4 );
world->contactIdPool = b2CreateIdPool();
b2Array_CreateN( world->contacts, b2MaxInt( 16, def->capacity.contactCount ) );
world->jointIdPool = b2CreateIdPool();
b2Array_CreateN( world->joints, 16 );
world->islandIdPool = b2CreateIdPool();
b2Array_CreateN( world->islands, b2MaxInt( 16, def->capacity.dynamicBodyCount ) );
b2Array_CreateN( world->sensors, 4 );
b2Array_CreateN( world->bodyMoveEvents, 4 );
b2Array_CreateN( world->sensorBeginEvents, 4 );
b2Array_CreateN( world->sensorEndEvents[0], 4 );
b2Array_CreateN( world->sensorEndEvents[1], 4 );
b2Array_CreateN( world->contactBeginEvents, 4 );
b2Array_CreateN( world->contactEndEvents[0], 4 );
b2Array_CreateN( world->contactEndEvents[1], 4 );
b2Array_CreateN( world->contactHitEvents, 4 );
b2Array_CreateN( world->jointEvents, 4 );
world->endEventArrayIndex = 0;
world->stepIndex = 0;
world->splitIslandId = B2_NULL_INDEX;
world->activeTaskCount = 0;
world->taskCount = 0;
world->gravity = def->gravity;
world->hitEventThreshold = b2ClampFloat( def->hitEventThreshold, 0.0f, FLT_MAX );
world->restitutionThreshold = b2ClampFloat( def->restitutionThreshold, 0.0f, FLT_MAX );
// Clamp this to avoid overflowing the solver sync flags.
world->restitutionIterations = b2ClampInt( def->restitutionIterations, 0, B2_MAX_RESTITUTION_ITERATIONS );
world->enableRestitutionPropagation = def->enableRestitutionPropagation;
world->maxLinearSpeed = def->maximumLinearSpeed;
world->contactSpeed = b2ClampFloat( def->contactSpeed, 0.0f, FLT_MAX );
world->contactHertz = b2ClampFloat( def->contactHertz, 0.0f, FLT_MAX );
world->contactDampingRatio = b2ClampFloat( def->contactDampingRatio, 0.0f, FLT_MAX );
world->contactRecycleDistance = B2_CONTACT_RECYCLE_DISTANCE;
if ( def->frictionCallback != NULL )
{
world->frictionCallback = def->frictionCallback;
}
if ( def->restitutionCallback != NULL )
{
world->restitutionCallback = def->restitutionCallback;
}
world->enableSleep = def->enableSleep;
world->locked = false;
world->enableWarmStarting = true;
world->enableContinuous = def->enableContinuous;
world->simdWidth = b2GetSIMDWidth();
world->userTreeTask = NULL;
world->userData = def->userData;
if ( def->workerCount > 0 && def->enqueueTask != NULL && def->finishTask != NULL )
{
// External task system
world->workerCount = b2MinInt( def->workerCount, B2_MAX_WORKERS );
world->enqueueTaskFcn = def->enqueueTask;
world->finishTaskFcn = def->finishTask;
world->userTaskContext = def->userTaskContext;
world->scheduler = NULL;
}
else if ( def->workerCount > 1 )
{
// Built-in scheduler
world->workerCount = b2MinInt( def->workerCount, B2_MAX_WORKERS );
world->scheduler = b2CreateScheduler( world->workerCount );
world->enqueueTaskFcn = b2SchedulerEnqueueTask;
world->finishTaskFcn = b2SchedulerFinishTask;
world->userTaskContext = world->scheduler;
}
else
{
// Serial fallback
world->workerCount = 1;
world->enqueueTaskFcn = b2DefaultAddTaskFcn;
world->finishTaskFcn = b2DefaultFinishTaskFcn;
world->userTaskContext = NULL;
world->scheduler = NULL;
}
b2CreateWorkerContexts( world );
world->debugBodySet = b2CreateBitSet( 256 );
world->debugJointSet = b2CreateBitSet( 256 );
world->debugContactSet = b2CreateBitSet( 256 );
world->debugIslandSet = b2CreateBitSet( 256 );
// Recording is started by the host with b2World_StartRecording, never from the world def
world->recording = NULL;
// add one to worldId so that 0 represents a null b2WorldId
return (b2WorldId){
.index1 = (uint16_t)( worldId + 1 ),
.generation = world->generation,
};
}
void b2DestroyWorld( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
// Detach any recording before teardown. The user owns and frees the recording buffer.
b2StopRecordingInternal( world );
if ( world->scheduler != NULL )
{
b2DestroyScheduler( world->scheduler );
world->scheduler = NULL;
}
b2DestroyBitSet( &world->debugBodySet );
b2DestroyBitSet( &world->debugJointSet );
b2DestroyBitSet( &world->debugContactSet );
b2DestroyBitSet( &world->debugIslandSet );
b2DestroyWorkerContexts( world );
b2Array_Destroy( world->bodyMoveEvents );
b2Array_Destroy( world->sensorBeginEvents );
b2Array_Destroy( world->sensorEndEvents[0] );
b2Array_Destroy( world->sensorEndEvents[1] );
b2Array_Destroy( world->contactBeginEvents );
b2Array_Destroy( world->contactEndEvents[0] );
b2Array_Destroy( world->contactEndEvents[1] );
b2Array_Destroy( world->contactHitEvents );
b2Array_Destroy( world->jointEvents );
int chainCapacity = world->chainShapes.count;
for ( int i = 0; i < chainCapacity; ++i )
{
b2ChainShape* chain = world->chainShapes.data + i;
if ( chain->id != B2_NULL_INDEX )
{
b2FreeChainData( chain );
}
else
{
B2_ASSERT( chain->shapeIndices == NULL );
}
}
int sensorCount = world->sensors.count;
for ( int i = 0; i < sensorCount; ++i )
{
b2Array_Destroy( world->sensors.data[i].hits );
b2Array_Destroy( world->sensors.data[i].overlaps1 );
b2Array_Destroy( world->sensors.data[i].overlaps2 );
}
b2Array_Destroy( world->sensors );
b2Array_Destroy( world->bodies );
b2Array_Destroy( world->shapes );
b2Array_Destroy( world->fatAABBs );
b2Array_Destroy( world->chainShapes );
b2Array_Destroy( world->contacts );
b2Array_Destroy( world->joints );
for ( int i = 0; i < world->islands.count; ++i )
{
b2Array_Destroy( world->islands.data[i].bodies );
b2Array_Destroy( world->islands.data[i].contacts );
b2Array_Destroy( world->islands.data[i].joints );
}
b2Array_Destroy( world->islands );
// Destroy solver sets
int setCapacity = world->solverSets.count;
for ( int i = 0; i < setCapacity; ++i )
{
b2SolverSet* set = world->solverSets.data + i;
if ( set->setIndex != B2_NULL_INDEX )
{
b2DestroySolverSet( world, i );
}
}
b2Array_Destroy( world->solverSets );
b2DestroyGraph( &world->constraintGraph );
b2DestroyBroadPhase( &world->broadPhase );
b2DestroyIdPool( &world->bodyIdPool );
b2DestroyIdPool( &world->shapeIdPool );
b2DestroyIdPool( &world->chainIdPool );
b2DestroyIdPool( &world->contactIdPool );
b2DestroyIdPool( &world->jointIdPool );
b2DestroyIdPool( &world->islandIdPool );
b2DestroyIdPool( &world->solverSetIdPool );
b2DestroyStack( &world->stack );
// Wipe world but preserve generation
uint16_t generation = world->generation;
*world = (b2World){ 0 };
world->worldId = 0;
world->generation = generation + 1;
}
static inline float b2RelativeCos( b2Rot a, b2Rot b )
{
return a.c * b.c + a.s * b.s;
}
static inline b2BodySim* b2ResolveContactBodySim( b2World* world, b2BodySim* awakeSims, b2BodySim* staticSims, int encodedIndex,
int bodyId )
{
if ( encodedIndex >= 0 )
{
return awakeSims + encodedIndex;
}
if ( b2IsStaticSimIndex( encodedIndex ) )
{
return staticSims - encodedIndex - 2;
}
return b2GetBodySim( world, b2Array_Get( world->bodies, bodyId ) );
}
static void b2CollideTask( int startIndex, int endIndex, int workerIndex, void* context )
{
b2TracyCZoneNC( collide_task, "Collide", b2_colorDodgerBlue, true );
b2StepContext* stepContext = context;
b2World* world = stepContext->world;
b2TaskContext* taskContext = world->taskContexts.data + workerIndex;
const b2ContactCollideSpan* spans = stepContext->collideSpans;
b2Shape* shapes = world->shapes.data;
const b2AABB* fatAABBs = world->fatAABBs.data;
b2SolverSet* solverSets = world->solverSets.data;
b2BodySim* awakeSims = solverSets[b2_awakeSet].bodySims.data;
b2BodySim* staticSims = solverSets[b2_staticSet].bodySims.data;
B2_ASSERT( startIndex < endIndex );
int spanIndex = 0;
while ( spans[spanIndex + 1].start <= startIndex )
{
spanIndex += 1;
}
int spanStart = spans[spanIndex].start;
int spanEnd = spans[spanIndex + 1].start;
b2ContactSim* spanBase = spans[spanIndex].contacts;
float recycleDistance = world->contactRecycleDistance;
float speculativeDistance = B2_SPECULATIVE_DISTANCE;
float recycleDistanceNonTouching = b2MinFloat( recycleDistance, speculativeDistance );
for ( int contactIndex = startIndex; contactIndex < endIndex; ++contactIndex )
{
if ( contactIndex == spanEnd )
{
spanIndex += 1;
spanStart = spans[spanIndex].start;
spanEnd = spans[spanIndex + 1].start;
spanBase = spans[spanIndex].contacts;
}
b2ContactSim* contactSim = spanBase + ( contactIndex - spanStart );
int contactId = contactSim->contactId;
int shapeIdA = contactSim->shapeIdA;
int shapeIdB = contactSim->shapeIdB;
// Do proxies still overlap?
bool overlap = b2OverlapV( fatAABBs + shapeIdA, fatAABBs + shapeIdB );
if ( overlap == false )
{
contactSim->simFlags |= b2_simDisjoint;
contactSim->simFlags &= ~b2_simTouchingFlag;
b2SetBit( &taskContext->contactStateBitSet, contactId );
}
else
{
b2Shape* shapeA = shapes + shapeIdA;
b2Shape* shapeB = shapes + shapeIdB;
bool wasTouching = ( contactSim->simFlags & b2_simTouchingFlag );
// Update contact respecting shape/body order (A,B)
int encodedA = contactSim->encodedBodySimA;
int encodedB = contactSim->encodedBodySimB;
b2BodySim* bodySimA = b2ResolveContactBodySim( world, awakeSims, staticSims, encodedA, shapeA->bodyId );
b2BodySim* bodySimB = b2ResolveContactBodySim( world, awakeSims, staticSims, encodedB, shapeB->bodyId );
b2WorldTransform transformA = bodySimA->transform;
b2WorldTransform transformB = bodySimB->transform;
// These may not be skipped by relative transform check below
contactSim->invMassA = bodySimA->invMass;
contactSim->invIA = bodySimA->invInertia;
contactSim->invMassB = bodySimB->invMass;
contactSim->invIB = bodySimB->invInertia;
// Contact recycling optimization. Please cite this code if you use this optimization.
// This is inspired by persistent contact manifolds used in some physics engines, such as PhysX.
// However, this allows larger relative motion and has fewer tuning parameters (just one).
if ( recycleDistance > 0.0f && ( contactSim->simFlags & b2_simRelativeTransformValid ) &&
( contactSim->simFlags & b2_contactRecycleFlag ) )
{
b2Rot cachedQA = contactSim->cachedRotationA;
b2Rot cachedQB = contactSim->cachedRotationB;
b2Transform xfc = contactSim->cachedRelativePose;
b2Transform xf = b2InvMulWorldTransforms( transformA, transformB );
float cosA = b2RelativeCos( transformA.q, cachedQA );
float cosB = b2RelativeCos( transformB.q, cachedQB );
float minCos = b2MinFloat( cosA, cosB );
float maxExtentA = b2IsStaticSimIndex( encodedA ) ? 0.0f : bodySimA->maxExtent;
float maxExtentB = b2IsStaticSimIndex( encodedB ) ? 0.0f : bodySimB->maxExtent;
float maxExtent = b2MaxFloat( maxExtentA, maxExtentB );
float distance = b2Distance( xf.p, xfc.p );
b2Rot qr = b2InvMulRot( xf.q, xfc.q );
// This metric is used for fast bodies and sleeping. It comes from conservative advancement.
// Note that qr.s == sin(theta) ~= theta for small angles.
// Need a tighter tolerance for non-touching shapes so that contacts are not missed.
float tolerance = wasTouching ? recycleDistance : recycleDistanceNonTouching;
if ( minCos > B2_CONTACT_RECYCLE_COS_ANGLE && distance + maxExtent * b2AbsFloat( qr.s ) < tolerance )
{
b2Rot dqA = b2MulRot( transformA.q, b2InvertRot( cachedQA ) );
b2Rot dqB = b2MulRot( transformB.q, b2InvertRot( cachedQB ) );
b2Vec2 normal = contactSim->manifold.normal;
// Minimize round-off
b2Vec2 dc = b2SubPos( bodySimB->center, bodySimA->center );
for ( int i = 0; i < contactSim->manifold.pointCount; ++i )
{
// Keep anchors but update separation, same as sub-stepping. This eliminates jitter.
b2ManifoldPoint* mp = contactSim->manifold.points + i;
b2Vec2 rA = b2RotateVector( dqA, mp->anchorA );
b2Vec2 rB = b2RotateVector( dqB, mp->anchorB );
b2Vec2 dp = b2Add( dc, b2Sub( rB, rA ) );
mp->separation = mp->baseSeparation + b2Dot( dp, normal );
mp->normalVelocity = 0.0f;
mp->persisted = true;
}
taskContext->recycledContactCount += 1;
// Contact is recycled. This also skips updating other aspects of the contact
// such as material parameters.
continue;
}
}
// Caching for contact recycling.
contactSim->cachedRotationA = transformA.q;
contactSim->cachedRotationB = transformB.q;
contactSim->cachedRelativePose = b2InvMulWorldTransforms( transformA, transformB );
contactSim->simFlags |= b2_simRelativeTransformValid;
b2Vec2 centerOffsetA = b2RotateVector( transformA.q, bodySimA->localCenter );
b2Vec2 centerOffsetB = b2RotateVector( transformB.q, bodySimB->localCenter );
// This updates solid contacts
bool touching =
b2UpdateContact( world, contactSim, shapeA, transformA, centerOffsetA, shapeB, transformB, centerOffsetB );
// State changes that affect island connectivity. Also affects contact events.
if ( touching == true && wasTouching == false )
{
contactSim->simFlags |= b2_simStartedTouching;
b2SetBit( &taskContext->contactStateBitSet, contactId );
}
else if ( touching == false && wasTouching == true )
{
contactSim->simFlags |= b2_simStoppedTouching;
b2SetBit( &taskContext->contactStateBitSet, contactId );
}
if ( touching )
{
for ( int i = 0; i < contactSim->manifold.pointCount; ++i )
{
// Cache separation
b2ManifoldPoint* mp = contactSim->manifold.points + i;
mp->baseSeparation = mp->separation;
}
}
// To make this work, the time of impact code needs to adjust the target
// distance based on the number of TOI events for a body.
// if (touching && bodySimB->isFast)
//{
// b2Manifold* manifold = &contactSim->manifold;
// int pointCount = manifold->pointCount;
// for (int i = 0; i < pointCount; ++i)
// {
// // trick the solver into pushing the fast shapes apart
// manifold->points[i].separation -= 0.25f * B2_SPECULATIVE_DISTANCE;
// }
//}
}
}
b2TracyCZoneEnd( collide_task );
}
static void b2AddNonTouchingContact( b2World* world, b2Contact* contact, b2ContactSim* contactSim )
{
B2_ASSERT( contact->setIndex == b2_awakeSet );
b2SolverSet* set = b2Array_Get( world->solverSets, b2_awakeSet );
contact->colorIndex = B2_NULL_INDEX;
contact->localIndex = set->contactSims.count;
b2ContactSim* newContactSim = b2Array_Emplace( set->contactSims );
memcpy( newContactSim, contactSim, sizeof( b2ContactSim ) );
}
static void b2RemoveNonTouchingContact( b2World* world, int setIndex, int localIndex )
{
b2SolverSet* set = b2Array_Get( world->solverSets, setIndex );
int movedIndex = b2Array_RemoveSwap( set->contactSims, localIndex );
if ( movedIndex != B2_NULL_INDEX )
{
b2ContactSim* movedContactSim = set->contactSims.data + localIndex;
b2Contact* movedContact = b2Array_Get( world->contacts, movedContactSim->contactId );
B2_ASSERT( movedContact->setIndex == setIndex );
B2_ASSERT( movedContact->localIndex == movedIndex );
B2_ASSERT( movedContact->colorIndex == B2_NULL_INDEX );
movedContact->localIndex = localIndex;
}
}
// Narrow-phase collision
static void b2Collide( b2StepContext* context )
{
b2World* world = context->world;
B2_ASSERT( world->workerCount > 0 );
b2TracyCZoneNC( collide, "Narrow Phase", b2_colorDodgerBlue, true );
// gather contacts into a single array for easier parallel-for
int contactCount = 0;
b2GraphColor* graphColors = world->constraintGraph.colors;
for ( int i = 0; i < B2_GRAPH_COLOR_COUNT; ++i )
{
contactCount += graphColors[i].contactSims.count;
}
int nonTouchingCount = world->solverSets.data[b2_awakeSet].contactSims.count;
contactCount += nonTouchingCount;
if ( contactCount == 0 )
{
b2TracyCZoneEnd( collide );
return;
}
b2ContactCollideSpan collideSpans[B2_GRAPH_COLOR_COUNT + 2];
int spanCount = 0;
int contactIndex = 0;
for ( int i = 0; i < B2_GRAPH_COLOR_COUNT; ++i )
{
b2GraphColor* color = graphColors + i;
int count = color->contactSims.count;
if ( count > 0 )
{
collideSpans[spanCount].start = contactIndex;
collideSpans[spanCount].contacts = color->contactSims.data;
spanCount += 1;
contactIndex += count;
}
}
if ( nonTouchingCount > 0 )
{
collideSpans[spanCount].start = contactIndex;
collideSpans[spanCount].contacts = world->solverSets.data[b2_awakeSet].contactSims.data;
spanCount += 1;
contactIndex += nonTouchingCount;
}
B2_ASSERT( contactIndex == contactCount );
B2_ASSERT( spanCount <= B2_GRAPH_COLOR_COUNT + 1 );
collideSpans[spanCount].start = contactCount;
collideSpans[spanCount].contacts = NULL;
context->collideSpans = collideSpans;
// Contact bit set on ids because contact pointers are unstable as they move between touching and not touching.
int contactIdCapacity = b2GetIdCapacity( &world->contactIdPool );
for ( int i = 0; i < world->workerCount; ++i )
{
b2SetBitCountAndClear( &world->taskContexts.data[i].contactStateBitSet, contactIdCapacity );
world->taskContexts.data[i].recycledContactCount = 0;
}
// Task should take at least 40us on a 4GHz CPU (10K cycles)
int minRange = 64;
b2ParallelFor( world, &b2CollideTask, contactCount, minRange, context );
context->collideSpans = NULL;
// Serially update contact state
b2TracyCZoneNC( contact_state, "Contact State", b2_colorLightSlateGray, true );
// Bitwise OR all contact bits
b2BitSet* bitSet = &world->taskContexts.data[0].contactStateBitSet;
for ( int i = 1; i < world->workerCount; ++i )
{
b2InPlaceUnion( bitSet, &world->taskContexts.data[i].contactStateBitSet );
}
b2SolverSet* awakeSet = b2Array_Get( world->solverSets, b2_awakeSet );
int endEventArrayIndex = world->endEventArrayIndex;
const b2Shape* shapes = world->shapes.data;
uint16_t worldId = world->worldId;
// Process contact state changes. Iterate over set bits
for ( uint32_t k = 0; k < bitSet->blockCount; ++k )
{
uint64_t bits = bitSet->bits[k];
while ( bits != 0 )
{
uint32_t ctz = b2CTZ64( bits );
int contactId = (int)( 64 * k + ctz );
b2Contact* contact = b2Array_Get( world->contacts, contactId );
B2_ASSERT( contact->setIndex == b2_awakeSet );
int colorIndex = contact->colorIndex;
int localIndex = contact->localIndex;
b2ContactSim* contactSim = NULL;
if ( colorIndex != B2_NULL_INDEX )
{
// contact lives in constraint graph
B2_ASSERT( 0 <= colorIndex && colorIndex < B2_GRAPH_COLOR_COUNT );
b2GraphColor* color = graphColors + colorIndex;
contactSim = b2Array_Get( color->contactSims, localIndex );
}
else
{
contactSim = b2Array_Get( awakeSet->contactSims, localIndex );
}
uint32_t flags = contact->flags;
uint32_t simFlags = contactSim->simFlags;
if ( simFlags & b2_simDisjoint )
{
// Bounding boxes no longer overlap
b2DestroyContact( world, contact );
contact = NULL;
contactSim = NULL;
}
else if ( simFlags & b2_simStartedTouching )
{
B2_ASSERT( contact->islandId == B2_NULL_INDEX );
if ( flags & b2_contactEnableContactEvents )
{
const b2Shape* shapeA = shapes + contact->shapeIdA;
const b2Shape* shapeB = shapes + contact->shapeIdB;
b2ShapeId shapeIdA = { shapeA->id + 1, worldId, shapeA->generation };
b2ShapeId shapeIdB = { shapeB->id + 1, worldId, shapeB->generation };
b2ContactId contactFullId = {
.index1 = contactId + 1,
.world0 = worldId,
.padding = 0,
.generation = contact->generation,
};
b2ContactBeginTouchEvent event = { shapeIdA, shapeIdB, contactFullId };
b2Array_Push( world->contactBeginEvents, event );
}
B2_ASSERT( contactSim->manifold.pointCount > 0 );
B2_ASSERT( contact->setIndex == b2_awakeSet );
// Link first because this wakes colliding bodies and ensures the body sims
// are in the correct place.
contact->flags |= b2_contactTouchingFlag;
b2LinkContact( world, contact );
// Make sure these didn't change
B2_ASSERT( contact->colorIndex == B2_NULL_INDEX );
B2_ASSERT( contact->localIndex == localIndex );
// Contact sim pointer may have become orphaned due to awake set growth,
// so I just need to refresh it.
contactSim = b2Array_Get( awakeSet->contactSims, localIndex );
contactSim->simFlags &= ~b2_simStartedTouching;
// Add first for memcpy
b2AddContactToGraph( world, contactSim, contact );
// This destroys the contact sim
b2RemoveNonTouchingContact( world, b2_awakeSet, localIndex );
contactSim = NULL;
}
else if ( simFlags & b2_simStoppedTouching )
{
contactSim->simFlags &= ~b2_simStoppedTouching;
contact->flags &= ~b2_contactTouchingFlag;
if ( contact->flags & b2_contactEnableContactEvents )
{
const b2Shape* shapeA = shapes + contact->shapeIdA;
const b2Shape* shapeB = shapes + contact->shapeIdB;
b2ShapeId shapeIdA = { shapeA->id + 1, worldId, shapeA->generation };
b2ShapeId shapeIdB = { shapeB->id + 1, worldId, shapeB->generation };
b2ContactId contactFullId = {
.index1 = contactId + 1,
.world0 = worldId,
.padding = 0,
.generation = contact->generation,
};
b2ContactEndTouchEvent event = { shapeIdA, shapeIdB, contactFullId };
b2Array_Push( world->contactEndEvents[endEventArrayIndex], event );
}
B2_ASSERT( contactSim->manifold.pointCount == 0 );
b2UnlinkContact( world, contact );
int bodyIdA = contact->edges[0].bodyId;
int bodyIdB = contact->edges[1].bodyId;
// Add first for memcpy
b2AddNonTouchingContact( world, contact, contactSim );
b2RemoveContactFromGraph( world, bodyIdA, bodyIdB, colorIndex, localIndex );
contact = NULL;
contactSim = NULL;
}
// Clear the smallest set bit
bits = bits & ( bits - 1 );
}
}
b2ValidateSolverSets( world );
b2ValidateContacts( world );
b2TracyCZoneEnd( contact_state );
b2TracyCZoneEnd( collide );
}
void b2World_Step( b2WorldId worldId, float timeStep, int subStepCount )
{
B2_CHECK_INPUT( b2IsValidFloat( timeStep ) );
B2_ASSERT( 0 < subStepCount );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
b2TracyCFrame;
return;
}
// Record step inputs before simulation runs
B2_REC( world, Step, worldId, timeStep, subStepCount );
// Prepare to capture events
// Ensure user does not access stale data if there is an early return
b2Array_Clear( world->bodyMoveEvents );
b2Array_Clear( world->sensorBeginEvents );
b2Array_Clear( world->contactBeginEvents );
b2Array_Clear( world->contactHitEvents );
b2Array_Clear( world->jointEvents );
world->profile = (b2Profile){ 0 };
b2TracyCZoneNC( world_step, "Step", b2_colorBox2DGreen, true );
world->locked = true;
world->activeTaskCount = 0;
world->taskCount = 0;
if ( world->scheduler != NULL )
{
b2ResetScheduler( world->scheduler );
}
uint64_t stepTicks = b2GetTicks();
{
b2Capacity* c = &world->maxCapacity;
c->staticShapeCount = b2MaxInt( c->staticShapeCount, world->broadPhase.trees[b2_staticBody].proxyCount );
c->dynamicShapeCount = b2MaxInt( c->dynamicShapeCount, world->broadPhase.trees[b2_dynamicBody].proxyCount );
int staticBodyCount = world->solverSets.data[b2_staticSet].bodySims.count;
c->staticBodyCount = b2MaxInt( c->staticBodyCount, staticBodyCount );
// this includes kinematic bodies
int totalBodyCount = b2GetIdCount( &world->bodyIdPool );
c->dynamicBodyCount = b2MaxInt( c->dynamicBodyCount, totalBodyCount - staticBodyCount );
int totalContactCount = b2GetIdCount( &world->contactIdPool );
c->contactCount = b2MaxInt( c->contactCount, totalContactCount );
}
// Update collision pairs and create contacts
{
uint64_t pairTicks = b2GetTicks();
b2UpdateBroadPhasePairs( world );
world->profile.pairs = b2GetMilliseconds( pairTicks );
}
b2StepContext context = { 0 };
context.world = world;
context.dt = timeStep;
context.subStepCount = b2MaxInt( 1, subStepCount );
if ( timeStep > 0.0f )
{
context.inv_dt = 1.0f / timeStep;
context.h = timeStep / context.subStepCount;
context.inv_h = context.subStepCount * context.inv_dt;
}
else
{
context.inv_dt = 0.0f;
context.h = 0.0f;
context.inv_h = 0.0f;
}
world->inv_h = context.inv_h;
world->inv_dt = context.inv_dt;
// Hertz values get reduced for large time steps
float contactHertz = b2MinFloat( world->contactHertz, 0.125f * context.inv_h );
context.contactSoftness = b2MakeSoft( contactHertz, world->contactDampingRatio, context.h );
context.staticSoftness = b2MakeSoft( 2.0f * contactHertz, world->contactDampingRatio, context.h );
context.restitutionThreshold = world->restitutionThreshold;
context.maxLinearVelocity = world->maxLinearSpeed;
context.enableWarmStarting = world->enableWarmStarting;
// Narrow phase : update contacts
{
uint64_t collideTicks = b2GetTicks();
b2Collide( &context );
world->profile.collide = b2GetMilliseconds( collideTicks );
}
// Integrate velocities, solve velocity constraints, and integrate positions.
if ( timeStep > 0.0f )
{
uint64_t solveTicks = b2GetTicks();
b2Solve( world, &context );
world->profile.solve = b2GetMilliseconds( solveTicks );
}
// Finish the tree task in case b2Solve didn't finish it
if ( world->userTreeTask )
{
world->finishTaskFcn( world->userTreeTask, world->userTaskContext );
world->userTreeTask = NULL;
world->activeTaskCount -= 1;
b2ValidateNoEnlarged( &world->broadPhase );
}
// Update sensors
{
uint64_t sensorTicks = b2GetTicks();
b2OverlapSensors( world );
world->profile.sensors = b2GetMilliseconds( sensorTicks );
}
world->profile.step = b2GetMilliseconds( stepTicks );
B2_ASSERT( b2GetStackAllocation( &world->stack ) == 0 );
world->maxCapacity.arenaByteCount = b2MaxInt( world->maxCapacity.arenaByteCount, b2GetMaxStackAllocation( &world->stack ) );
// Ensure stack is large enough
b2GrowStack( &world->stack );
// Make sure all tasks that were started were also finished
B2_ASSERT( world->activeTaskCount == 0 );
b2TracyCZoneEnd( world_step );
// Swap end event array buffers
world->endEventArrayIndex = 1 - world->endEventArrayIndex;
b2Array_Clear( world->sensorEndEvents[world->endEventArrayIndex] );
b2Array_Clear( world->contactEndEvents[world->endEventArrayIndex] );
if ( world->recording != NULL )
{
// Write the per-step StateHash while the world is still locked. Queries early return while
// locked, so this keeps the shared recording buffer single-writer without a lock. StateHash
// proves the simulation reproduced exactly on replay.
uint64_t hash = b2HashWorldState( world );
b2RecArgs_StateHash stateHash = { worldId, hash };
b2RecWrite_StateHash( world->recording, &stateHash );
// Grow the recorded bounds so a replay can frame the whole motion, not just frame 0
b2AABB bounds;
if ( b2ComputeWorldBounds( world, &bounds ) )
{
b2RecAccumulateBounds( world->recording, bounds );
}
}
world->locked = false;
b2TracyCFrame;
}
static void b2DrawShape( b2DebugDraw* draw, b2Shape* shape, b2WorldTransform transform, b2HexColor color, bool drawChainNormals )
{
switch ( shape->type )
{
case b2_capsuleShape:
{
b2Capsule* capsule = &shape->capsule;
b2Pos p1 = b2TransformWorldPoint( transform, capsule->center1 );
b2Pos p2 = b2TransformWorldPoint( transform, capsule->center2 );
draw->DrawSolidCapsuleFcn( p1, p2, capsule->radius, color, draw->context );
}
break;
case b2_circleShape:
{
b2Circle* circle = &shape->circle;
draw->DrawSolidCircleFcn( transform, circle->center, circle->radius, color, draw->context );
}
break;
case b2_polygonShape:
{
b2Polygon* poly = &shape->polygon;
draw->DrawSolidPolygonFcn( transform, poly->vertices, poly->count, poly->radius, color, draw->context );
}
break;
case b2_segmentShape:
{
b2Segment* segment = &shape->segment;
b2Pos p1 = b2TransformWorldPoint( transform, segment->point1 );
b2Pos p2 = b2TransformWorldPoint( transform, segment->point2 );
draw->DrawLineFcn( p1, p2, color, draw->context );
}
break;
case b2_chainSegmentShape:
{
b2Segment* segment = &shape->chainSegment.segment;
b2Pos p1 = b2TransformWorldPoint( transform, segment->point1 );
b2Pos p2 = b2TransformWorldPoint( transform, segment->point2 );
draw->DrawLineFcn( p1, p2, color, draw->context );
draw->DrawPointFcn( p2, 4.0f, color, draw->context );
if ( drawChainNormals )
{
b2Pos c = b2LerpPos( p1, p2, 0.5f );
b2Vec2 e = b2Normalize( b2SubPos( p2, p1 ) );
b2Vec2 n = b2RightPerp( e );
float L = 0.2f * b2GetLengthUnitsPerMeter();
draw->DrawLineFcn( c, b2OffsetPos( c, b2MulSV( L, n ) ), b2_colorPaleGreen, draw->context );
}
}
break;
default:
break;
}
}
struct DrawContext
{
b2World* world;
b2DebugDraw* draw;
};
static bool DrawQueryCallback( int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
struct DrawContext* drawContext = context;
b2World* world = drawContext->world;
b2DebugDraw* draw = drawContext->draw;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
B2_ASSERT( shape->id == shapeId );
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2BodySim* bodySim = b2GetBodySim( world, body );
b2SetBit( &world->debugBodySet, shape->bodyId );
if ( draw->drawShapes )
{
b2HexColor color;
if ( shape->material.customColor != 0 )
{
color = shape->material.customColor;
}
else if ( body->type == b2_dynamicBody && body->mass == 0.0f )
{
// Bad body
color = b2_colorRed;
}
else if ( body->setIndex == b2_disabledSet )
{
color = b2_colorSlateGray;
}
else if ( shape->sensorIndex != B2_NULL_INDEX )
{
color = b2_colorWheat;
}
else if ( bodySim->flags & b2_hadTimeOfImpact )
{
color = b2_colorLime;
}
else if ( ( bodySim->flags & b2_isBullet ) && body->setIndex == b2_awakeSet )
{
color = b2_colorTurquoise;
}
else if ( body->flags & b2_isSpeedCapped )
{
color = b2_colorYellow;
}
else if ( bodySim->flags & b2_isFast )
{
color = b2_colorSalmon;
}
else if ( body->type == b2_staticBody )
{
color = b2_colorPaleGreen;
}
else if ( body->type == b2_kinematicBody )
{
color = b2_colorRoyalBlue;
}
else if ( body->setIndex == b2_awakeSet )
{
color = b2_colorPink;
}
else
{
color = b2_colorGray;
}
b2DrawShape( draw, shape, bodySim->transform, color, draw->drawChainNormals );
}
if ( draw->drawBounds )
{
draw->DrawBoundsFcn( world->fatAABBs.data[shapeId], b2_colorGold, draw->context );
}
return true;
}
// todo this has varying order for moving shapes, causing flicker when overlapping shapes are moving
// solution: display order by shape id modulus 3, keep 3 buckets in GLSolid* and flush in 3 passes.
void b2World_Draw( b2WorldId worldId, b2DebugDraw* draw )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_ASSERT( b2IsValidAABB( draw->drawingBounds ) );
const float k_axisScale = 0.3f;
b2HexColor speculativeColor = b2_colorGainsboro;
b2HexColor addColor = b2_colorGreen;
b2HexColor persistColor = b2_colorBlue;
b2HexColor normalColor = b2_colorDimGray;
b2HexColor impulseColor = b2_colorMagenta;
b2HexColor frictionColor = b2_colorYellow;
int bodyCapacity = b2GetIdCapacity( &world->bodyIdPool );
b2SetBitCountAndClear( &world->debugBodySet, bodyCapacity );
int jointCapacity = b2GetIdCapacity( &world->jointIdPool );
b2SetBitCountAndClear( &world->debugJointSet, jointCapacity );
int contactCapacity = b2GetIdCapacity( &world->contactIdPool );
b2SetBitCountAndClear( &world->debugContactSet, contactCapacity );
int islandCapacity = b2GetIdCapacity( &world->islandIdPool );
b2SetBitCountAndClear( &world->debugIslandSet, islandCapacity );
struct DrawContext drawContext = { world, draw };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2DynamicTree_OverlapAABBAll( world->broadPhase.trees + i, draw->drawingBounds, DrawQueryCallback, &drawContext );
}
uint32_t wordCount = world->debugBodySet.blockCount;
uint64_t* bits = world->debugBodySet.bits;
for ( uint32_t k = 0; k < wordCount; ++k )
{
uint64_t word = bits[k];
while ( word != 0 )
{
uint32_t ctz = b2CTZ64( word );
uint32_t bodyId = 64 * k + ctz;
b2Body* body = b2Array_Get( world->bodies, (int)bodyId );
if ( draw->drawBodyNames && body->name[0] != 0 )
{
b2Vec2 offset = { 0.1f, 0.1f };
b2BodySim* bodySim = b2GetBodySim( world, body );
b2WorldTransform transform = { bodySim->center, bodySim->transform.q };
b2Pos p = b2TransformWorldPoint( transform, offset );
draw->DrawStringFcn( p, body->name, b2_colorWhiteSmoke, draw->context );
}
if ( draw->drawMass && body->type == b2_dynamicBody )
{
b2Vec2 offset = { 0.1f, 0.1f };
b2BodySim* bodySim = b2GetBodySim( world, body );
b2WorldTransform transform = { bodySim->center, bodySim->transform.q };
draw->DrawLineFcn( bodySim->center0, bodySim->center, b2_colorWhiteSmoke, draw->context );
draw->DrawTransformFcn( transform, draw->context );
b2Pos p = b2TransformWorldPoint( transform, offset );
char buffer[32];
snprintf( buffer, 32, " %.2f", body->mass );
draw->DrawStringFcn( p, buffer, b2_colorWhite, draw->context );
}
if ( draw->drawJoints )
{
int jointKey = body->headJointKey;
while ( jointKey != B2_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b2Joint* joint = b2Array_Get( world->joints, jointId );
// avoid double draw
if ( b2GetBit( &world->debugJointSet, jointId ) == false )
{
b2DrawJoint( draw, world, joint );
b2SetBit( &world->debugJointSet, jointId );
}
jointKey = joint->edges[edgeIndex].nextKey;
}
}
const float linearSlop = B2_LINEAR_SLOP;
if ( draw->drawContacts && body->type == b2_dynamicBody )
{
int contactKey = body->headContactKey;
while ( contactKey != B2_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b2Contact* contact = b2Array_Get( world->contacts, contactId );
contactKey = contact->edges[edgeIndex].nextKey;
// avoid double draw
if ( b2GetBit( &world->debugContactSet, contactId ) == false )
{
b2ContactSim* contactSim = b2GetContactSim( world, contact );
b2Body* bodyA = b2Array_Get( world->bodies, contact->edges[0].bodyId );
b2BodySim* bodySimA = b2GetBodySim( world, bodyA );
b2Body* bodyB = b2Array_Get( world->bodies, contact->edges[1].bodyId );
b2BodySim* bodySimB = b2GetBodySim( world, bodyB );
int pointCount = contactSim->manifold.pointCount;
b2Vec2 normal = contactSim->manifold.normal;
char buffer[32];
for ( int j = 0; j < pointCount; ++j )
{
b2ManifoldPoint* mp = contactSim->manifold.points + j;
b2Pos p;
if ( draw->drawAnchorA )
{
p = b2OffsetPos( bodySimA->center, mp->anchorA );
}
else
{
p = b2OffsetPos( bodySimB->center, mp->anchorB );
}
if ( draw->drawGraphColors && contact->colorIndex != B2_NULL_INDEX )
{
// graph color
float pointSize = contact->colorIndex == B2_OVERFLOW_INDEX ? 7.5f : 5.0f;
draw->DrawPointFcn( p, pointSize, b2GetGraphColor( contact->colorIndex ), draw->context );
// m_context->draw.DrawString(point->position, "%d", point->color);
}
else if ( mp->separation > linearSlop )
{
// Speculative
draw->DrawPointFcn( p, 5.0f, speculativeColor, draw->context );
}
else if ( mp->persisted == false )
{
// Add
draw->DrawPointFcn( p, 10.0f, addColor, draw->context );
}
else if ( mp->persisted == true )
{
// Persist
draw->DrawPointFcn( p, 5.0f, persistColor, draw->context );
}
if ( draw->drawContactNormals )
{
b2Pos p1 = p;
b2Pos p2 = b2OffsetPos( p1, b2MulSV( k_axisScale, normal ) );
draw->DrawLineFcn( p1, p2, normalColor, draw->context );
snprintf( buffer, B2_ARRAY_COUNT( buffer ), " %.2f", mp->separation );
draw->DrawStringFcn( p1, buffer, b2_colorWhite, draw->context );
}
else if ( draw->drawContactForces )
{
// todo validate
// multiply by one-half due to relax iteration
float force = 0.5f * mp->totalNormalImpulse * world->inv_dt;
b2Pos p1 = p;
b2Pos p2 = b2OffsetPos( p1, b2MulSV( draw->forceScale * force, normal ) );
draw->DrawLineFcn( p1, p2, impulseColor, draw->context );
snprintf( buffer, B2_ARRAY_COUNT( buffer ), "%.1f", force );
draw->DrawStringFcn( p1, buffer, b2_colorWhite, draw->context );
}
if ( draw->drawContactFeatures )
{
snprintf( buffer, B2_ARRAY_COUNT( buffer ), "%d", mp->id );
draw->DrawStringFcn( p, buffer, b2_colorOrange, draw->context );
}
if ( draw->drawFrictionForces )
{
float force = 0.5f * mp->tangentImpulse * world->inv_h;
b2Vec2 tangent = b2RightPerp( normal );
b2Pos p1 = p;
b2Pos p2 = b2OffsetPos( p1, b2MulSV( draw->forceScale * force, tangent ) );
draw->DrawLineFcn( p1, p2, frictionColor, draw->context );
snprintf( buffer, B2_ARRAY_COUNT( buffer ), "%.1f", force );
draw->DrawStringFcn( p1, buffer, b2_colorWhite, draw->context );
}
}
b2SetBit( &world->debugContactSet, contactId );
}
contactKey = contact->edges[edgeIndex].nextKey;
}
}
if ( draw->drawIslands )
{
int islandId = body->islandId;
if ( islandId != B2_NULL_INDEX && b2GetBit( &world->debugIslandSet, islandId ) == false )
{
b2Island* island = world->islands.data + islandId;
if ( island->setIndex == B2_NULL_INDEX )
{
continue;
}
int shapeCount = 0;
b2AABB aabb = {
.lowerBound = { FLT_MAX, FLT_MAX },
.upperBound = { -FLT_MAX, -FLT_MAX },
};
for ( int bodyIndex = 0; bodyIndex < island->bodies.count; ++bodyIndex )
{
int islandBodyId = island->bodies.data[bodyIndex];
b2Body* islandBody = b2Array_Get( world->bodies, islandBodyId );
int shapeId = islandBody->headShapeId;
while ( shapeId != B2_NULL_INDEX )
{
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
aabb = b2AABB_Union( aabb, world->fatAABBs.data[shapeId] );
shapeCount += 1;
shapeId = shape->nextShapeId;
}
}
if ( shapeCount > 0 )
{
draw->DrawBoundsFcn( aabb, b2_colorOrangeRed, draw->context );
}
b2SetBit( &world->debugIslandSet, islandId );
}
}
// Clear the smallest set bit
word = word & ( word - 1 );
}
}
}
bool b2ComputeWorldBounds( b2World* world, b2AABB* bounds )
{
b2AABB worldBounds = { 0 };
bool haveBounds = false;
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2DynamicTree* tree = world->broadPhase.trees + i;
if ( b2DynamicTree_GetProxyCount( tree ) == 0 )
{
continue;
}
b2AABB treeBounds = b2DynamicTree_GetRootBounds( tree );
worldBounds = haveBounds ? b2AABB_Union( worldBounds, treeBounds ) : treeBounds;
haveBounds = true;
}
*bounds = worldBounds;
return haveBounds;
}
b2AABB b2World_GetBounds( b2WorldId worldId )
{
b2World* world = b2GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return (b2AABB){ 0 };
}
b2AABB bounds;
b2ComputeWorldBounds( world, &bounds );
return bounds;
}
b2BodyEvents b2World_GetBodyEvents( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2BodyEvents){ 0 };
}
int count = world->bodyMoveEvents.count;
b2BodyEvents events = { world->bodyMoveEvents.data, count };
return events;
}
b2SensorEvents b2World_GetSensorEvents( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2SensorEvents){ 0 };
}
// Careful to use previous buffer
int endEventArrayIndex = 1 - world->endEventArrayIndex;
int beginCount = world->sensorBeginEvents.count;
int endCount = world->sensorEndEvents[endEventArrayIndex].count;
b2SensorEvents events = {
.beginEvents = world->sensorBeginEvents.data,
.endEvents = world->sensorEndEvents[endEventArrayIndex].data,
.beginCount = beginCount,
.endCount = endCount,
};
return events;
}
b2ContactEvents b2World_GetContactEvents( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2ContactEvents){ 0 };
}
// Careful to use previous buffer
int endEventArrayIndex = 1 - world->endEventArrayIndex;
int beginCount = world->contactBeginEvents.count;
int endCount = world->contactEndEvents[endEventArrayIndex].count;
int hitCount = world->contactHitEvents.count;
b2ContactEvents events = {
.beginEvents = world->contactBeginEvents.data,
.endEvents = world->contactEndEvents[endEventArrayIndex].data,
.hitEvents = world->contactHitEvents.data,
.beginCount = beginCount,
.endCount = endCount,
.hitCount = hitCount,
};
return events;
}
b2JointEvents b2World_GetJointEvents( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointEvents){ 0 };
}
int count = world->jointEvents.count;
b2JointEvents events = { world->jointEvents.data, count };
return events;
}
bool b2World_IsValid( b2WorldId id )
{
if ( id.index1 < 1 || B2_MAX_WORLDS < id.index1 )
{
return false;
}
b2World* world = b2_worlds + ( id.index1 - 1 );
if ( world->worldId != id.index1 - 1 )
{
// world is not allocated
return false;
}
return id.generation == world->generation;
}
bool b2Body_IsValid( b2BodyId id )
{
if ( B2_MAX_WORLDS <= id.world0 )
{
// invalid world
return false;
}
b2World* world = b2_worlds + id.world0;
if ( world->worldId != id.world0 )
{
// world is free
return false;
}
if ( id.index1 < 1 || world->bodies.count < id.index1 )
{
// invalid index
return false;
}
b2Body* body = world->bodies.data + ( id.index1 - 1 );
if ( body->setIndex == B2_NULL_INDEX )
{
// this was freed
return false;
}
B2_ASSERT( body->localIndex != B2_NULL_INDEX );
if ( body->generation != id.generation )
{
// this id is orphaned
return false;
}
return true;
}
bool b2Shape_IsValid( b2ShapeId id )
{
if ( B2_MAX_WORLDS <= id.world0 )
{
return false;
}
b2World* world = b2_worlds + id.world0;
if ( world->worldId != id.world0 )
{
// world is free
return false;
}
int shapeId = id.index1 - 1;
if ( shapeId < 0 || world->shapes.count <= shapeId )
{
return false;
}
b2Shape* shape = world->shapes.data + shapeId;
if ( shape->id == B2_NULL_INDEX )
{
// shape is free
return false;
}
B2_ASSERT( shape->id == shapeId );
return id.generation == shape->generation;
}
bool b2Chain_IsValid( b2ChainId id )
{
if ( B2_MAX_WORLDS <= id.world0 )
{
return false;
}
b2World* world = b2_worlds + id.world0;
if ( world->worldId != id.world0 )
{
// world is free
return false;
}
int chainId = id.index1 - 1;
if ( chainId < 0 || world->chainShapes.count <= chainId )
{
return false;
}
b2ChainShape* chain = world->chainShapes.data + chainId;
if ( chain->id == B2_NULL_INDEX )
{
// chain is free
return false;
}
B2_ASSERT( chain->id == chainId );
return id.generation == chain->generation;
}
bool b2Joint_IsValid( b2JointId id )
{
if ( B2_MAX_WORLDS <= id.world0 )
{
return false;
}
b2World* world = b2_worlds + id.world0;
if ( world->worldId != id.world0 )
{
// world is free
return false;
}
int jointId = id.index1 - 1;
if ( jointId < 0 || world->joints.count <= jointId )
{
return false;
}
b2Joint* joint = world->joints.data + jointId;
if ( joint->jointId == B2_NULL_INDEX )
{
// joint is free
return false;
}
B2_ASSERT( joint->jointId == jointId );
return id.generation == joint->generation;
}
bool b2Contact_IsValid( b2ContactId id )
{
if ( B2_MAX_WORLDS <= id.world0 )
{
return false;
}
b2World* world = b2_worlds + id.world0;
if ( world->worldId != id.world0 )
{
// world is free
return false;
}
int contactId = id.index1 - 1;
if ( contactId < 0 || world->contacts.count <= contactId )
{
return false;
}
b2Contact* contact = world->contacts.data + contactId;
if ( contact->contactId == B2_NULL_INDEX )
{
// contact is free
return false;
}
B2_ASSERT( contact->contactId == contactId );
return id.generation == contact->generation;
}
void b2World_EnableSleeping( b2WorldId worldId, bool flag )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldEnableSleeping, worldId, flag );
if ( flag == world->enableSleep )
{
return;
}
world->enableSleep = flag;
if ( flag == false )
{
int setCount = world->solverSets.count;
for ( int i = b2_firstSleepingSet; i < setCount; ++i )
{
b2SolverSet* set = b2Array_Get( world->solverSets, i );
if ( set->bodySims.count > 0 )
{
b2WakeSolverSet( world, i );
}
}
}
}
bool b2World_IsSleepingEnabled( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->enableSleep;
}
void b2World_EnableWarmStarting( b2WorldId worldId, bool flag )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldEnableWarmStarting, worldId, flag );
world->enableWarmStarting = flag;
}
bool b2World_IsWarmStartingEnabled( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->enableWarmStarting;
}
void b2World_EnableSSE2Fallback( b2WorldId worldId, bool flag )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
world->simdWidth = flag ? 4 : b2GetSIMDWidth();
}
int b2World_GetAwakeBodyCount( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
b2SolverSet* awakeSet = b2Array_Get( world->solverSets, b2_awakeSet );
return awakeSet->bodySims.count;
}
void b2World_EnableContinuous( b2WorldId worldId, bool flag )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldEnableContinuous, worldId, flag );
world->enableContinuous = flag;
}
bool b2World_IsContinuousEnabled( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->enableContinuous;
}
void b2World_SetRestitutionThreshold( b2WorldId worldId, float value )
{
B2_CHECK_INPUT( b2IsValidFloat( value ) );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetRestitutionThreshold, worldId, value );
world->restitutionThreshold = b2ClampFloat( value, 0.0f, FLT_MAX );
}
float b2World_GetRestitutionThreshold( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->restitutionThreshold;
}
void b2World_SetRestitutionIterations( b2WorldId worldId, int iterations )
{
B2_CHECK_INPUT( iterations >= 0 );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetRestitutionIterations, worldId, iterations );
world->restitutionIterations = b2ClampInt( iterations, 0, B2_MAX_RESTITUTION_ITERATIONS );
}
int b2World_GetRestitutionIterations( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->restitutionIterations;
}
void b2World_EnableRestitutionPropagation( b2WorldId worldId, bool flag )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldEnableRestitutionPropagation, worldId, flag );
world->enableRestitutionPropagation = flag;
}
bool b2World_IsRestitutionPropagationEnabled( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->enableRestitutionPropagation;
}
void b2World_SetHitEventThreshold( b2WorldId worldId, float value )
{
B2_CHECK_INPUT( b2IsValidFloat( value ) );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetHitEventThreshold, worldId, value );
world->hitEventThreshold = b2ClampFloat( value, 0.0f, FLT_MAX );
}
float b2World_GetHitEventThreshold( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->hitEventThreshold;
}
void b2World_SetContactTuning( b2WorldId worldId, float hertz, float dampingRatio, float pushSpeed )
{
B2_CHECK_INPUT( b2IsValidFloat( hertz ) );
B2_CHECK_INPUT( b2IsValidFloat( dampingRatio ) );
B2_CHECK_INPUT( b2IsValidFloat( pushSpeed ) );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetContactTuning, worldId, hertz, dampingRatio, pushSpeed );
world->contactHertz = b2ClampFloat( hertz, 0.0f, FLT_MAX );
world->contactDampingRatio = b2ClampFloat( dampingRatio, 0.0f, FLT_MAX );
world->contactSpeed = b2ClampFloat( pushSpeed, 0.0f, FLT_MAX );
}
void b2World_GetContactTuning( b2WorldId worldId, float* hertz, float* dampingRatio, float* pushSpeed )
{
b2World* world = b2GetWorldFromId( worldId );
*hertz = world->contactHertz;
*dampingRatio = world->contactDampingRatio;
*pushSpeed = world->contactSpeed;
}
void b2World_SetContactRecycleDistance( b2WorldId worldId, float recycleDistance )
{
B2_CHECK_INPUT( b2IsValidFloat( recycleDistance ) );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetContactRecycleDistance, worldId, recycleDistance );
world->contactRecycleDistance = b2ClampFloat( recycleDistance, 0.0f, FLT_MAX );
}
float b2World_GetContactRecycleDistance( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->contactRecycleDistance;
}
void b2World_SetMaxLinearSpeed( b2WorldId worldId, float maximumLinearSpeed )
{
B2_CHECK_INPUT( b2IsValidFloat( maximumLinearSpeed ) && maximumLinearSpeed > 0.0f );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldSetMaxLinearSpeed, worldId, maximumLinearSpeed );
world->maxLinearSpeed = maximumLinearSpeed;
}
float b2World_GetMaxLinearSpeed( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->maxLinearSpeed;
}
b2Profile b2World_GetProfile( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->profile;
}
b2Counters b2World_GetCounters( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
b2Counters s = { 0 };
s.bodyCount = b2GetIdCount( &world->bodyIdPool );
s.shapeCount = b2GetIdCount( &world->shapeIdPool );
s.contactCount = b2GetIdCount( &world->contactIdPool );
s.jointCount = b2GetIdCount( &world->jointIdPool );
s.islandCount = b2GetIdCount( &world->islandIdPool );
b2DynamicTree* staticTree = world->broadPhase.trees + b2_staticBody;
s.staticTreeHeight = b2DynamicTree_GetHeight( staticTree );
b2DynamicTree* dynamicTree = world->broadPhase.trees + b2_dynamicBody;
b2DynamicTree* kinematicTree = world->broadPhase.trees + b2_kinematicBody;
s.treeHeight = b2MaxInt( b2DynamicTree_GetHeight( dynamicTree ), b2DynamicTree_GetHeight( kinematicTree ) );
s.stackUsed = b2GetMaxStackAllocation( &world->stack );
s.byteCount = b2GetByteCount();
s.taskCount = world->taskCount;
s.recycledContactCount = 0;
for ( int i = 0; i < world->workerCount; ++i )
{
s.recycledContactCount += world->taskContexts.data[i].recycledContactCount;
}
s.awakeContactCount = 0;
for ( int i = 0; i < B2_GRAPH_COLOR_COUNT; ++i )
{
b2GraphColor* color = world->constraintGraph.colors + i;
s.colorCounts[i] = color->contactSims.count + color->jointSims.count;
s.awakeContactCount += color->contactSims.count;
}
s.awakeContactCount += world->solverSets.data[b2_awakeSet].contactSims.count;
return s;
}
b2Capacity b2World_GetMaxCapacity( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->maxCapacity;
}
void b2World_SetUserData( b2WorldId worldId, void* userData )
{
b2World* world = b2GetWorldFromId( worldId );
world->userData = userData;
}
void* b2World_GetUserData( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->userData;
}
void b2World_SetFrictionCallback( b2WorldId worldId, b2FrictionCallbackFcn* callback )
{
b2World* world = b2GetWorldFromId( worldId );
if ( world->locked )
{
return;
}
world->frictionCallback = callback;
}
void b2World_SetRestitutionCallback( b2WorldId worldId, b2RestitutionCallbackFcn* callback )
{
b2World* world = b2GetWorldFromId( worldId );
if ( world->locked )
{
return;
}
world->restitutionCallback = callback;
}
void b2World_SetWorkerCount( b2WorldId worldId, int count )
{
b2World* world = b2GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
if ( count == world->workerCount )
{
return;
}
b2DestroyWorkerContexts( world );
world->workerCount = b2ClampInt( count, 1, B2_MAX_WORKERS );
b2CreateWorkerContexts( world );
}
int b2World_GetWorkerCount( b2WorldId worldId )
{
b2World* world = b2GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return 0;
}
return world->workerCount;
}
void b2World_StartRecording( b2WorldId worldId, b2Recording* recording )
{
// Must be a step boundary, so refuse a locked world
b2World* world = b2GetUnlockedWorldFromId( worldId );
if ( world == NULL || recording == NULL || world->recording != NULL )
{
return;
}
if ( world->preSolveFcn != NULL || world->preContinuousFcn != NULL || world->customFilterFcn != NULL )
{
printf( "b2World_StartRecording: preSolve and custom filtering are not supported when recording\n" );
return;
}
b2StartRecordingIntoBuffer( world, recording );
}
void b2World_StopRecording( b2WorldId worldId )
{
b2World* world = b2GetUnlockedWorldFromId( worldId );
if ( world == NULL )
{
return;
}
b2StopRecordingInternal( world );
}
void b2World_DumpMemoryStats( b2WorldId worldId )
{
FILE* file = fopen( "box2d_memory.txt", "w" );
if ( file == NULL )
{
return;
}
b2World* world = b2GetWorldFromId( worldId );
int total = 0;
// id pools
int bodyIdBytes = b2GetIdBytes( &world->bodyIdPool );
int solverSetIdBytes = b2GetIdBytes( &world->solverSetIdPool );
int jointIdBytes = b2GetIdBytes( &world->jointIdPool );
int contactIdBytes = b2GetIdBytes( &world->contactIdPool );
int islandIdBytes = b2GetIdBytes( &world->islandIdPool );
int shapeIdBytes = b2GetIdBytes( &world->shapeIdPool );
int chainIdBytes = b2GetIdBytes( &world->chainIdPool );
total += bodyIdBytes + solverSetIdBytes + jointIdBytes + contactIdBytes + islandIdBytes + shapeIdBytes + chainIdBytes;
fprintf( file, "id pools\n" );
fprintf( file, "body ids: %d\n", bodyIdBytes );
fprintf( file, "solver set ids: %d\n", solverSetIdBytes );
fprintf( file, "joint ids: %d\n", jointIdBytes );
fprintf( file, "contact ids: %d\n", contactIdBytes );
fprintf( file, "island ids: %d\n", islandIdBytes );
fprintf( file, "shape ids: %d\n", shapeIdBytes );
fprintf( file, "chain ids: %d\n", chainIdBytes );
fprintf( file, "\n" );
// Islands own per-island body/contact/joint link arrays
int islandLinkBytes = 0;
for ( int i = 0; i < world->islands.count; ++i )
{
b2Island* island = world->islands.data + i;
islandLinkBytes += b2Array_ByteCount( island->bodies );
islandLinkBytes += b2Array_ByteCount( island->contacts );
islandLinkBytes += b2Array_ByteCount( island->joints );
}
// world arrays
int bodyArrayBytes = b2Array_ByteCount( world->bodies );
int solverSetArrayBytes = b2Array_ByteCount( world->solverSets );
int jointArrayBytes = b2Array_ByteCount( world->joints );
int contactArrayBytes = b2Array_ByteCount( world->contacts );
int islandArrayBytes = b2Array_ByteCount( world->islands );
int shapeArrayBytes = b2Array_ByteCount( world->shapes ) + b2Array_ByteCount( world->fatAABBs );
int chainArrayBytes = b2Array_ByteCount( world->chainShapes );
int sensorArrayBytes = b2Array_ByteCount( world->sensors );
total += bodyArrayBytes + solverSetArrayBytes + jointArrayBytes + contactArrayBytes + islandArrayBytes + islandLinkBytes +
shapeArrayBytes + chainArrayBytes + sensorArrayBytes;
fprintf( file, "world arrays\n" );
fprintf( file, "bodies: %d\n", bodyArrayBytes );
fprintf( file, "solver sets: %d\n", solverSetArrayBytes );
fprintf( file, "joints: %d\n", jointArrayBytes );
fprintf( file, "contacts: %d\n", contactArrayBytes );
fprintf( file, "islands: %d\n", islandArrayBytes );
fprintf( file, "island links: %d\n", islandLinkBytes );
fprintf( file, "shapes: %d\n", shapeArrayBytes );
fprintf( file, "chains: %d\n", chainArrayBytes );
fprintf( file, "sensors: %d\n", sensorArrayBytes );
fprintf( file, "\n" );
// Chain shapes own index and surface material arrays
int chainDataBytes = 0;
for ( int i = 0; i < world->chainShapes.count; ++i )
{
b2ChainShape* chain = world->chainShapes.data + i;
if ( chain->id == B2_NULL_INDEX )
{
continue;
}
chainDataBytes += chain->segmentCount * (int)sizeof( int );
}
// Sensors own overlap tracking arrays. The sensor array is dense.
int sensorOverlapBytes = 0;
for ( int i = 0; i < world->sensors.count; ++i )
{
b2Sensor* sensor = world->sensors.data + i;
sensorOverlapBytes += b2Array_ByteCount( sensor->hits );
sensorOverlapBytes += b2Array_ByteCount( sensor->overlaps1 );
sensorOverlapBytes += b2Array_ByteCount( sensor->overlaps2 );
}
total += chainDataBytes + sensorOverlapBytes;
fprintf( file, "owned arrays\n" );
fprintf( file, "chain data: %d\n", chainDataBytes );
fprintf( file, "sensor overlaps: %d\n", sensorOverlapBytes );
fprintf( file, "\n" );
// broad-phase
int staticTreeBytes = (int)b2DynamicTree_GetByteCount( world->broadPhase.trees + b2_staticBody );
int kinematicTreeBytes = (int)b2DynamicTree_GetByteCount( world->broadPhase.trees + b2_kinematicBody );
int dynamicTreeBytes = (int)b2DynamicTree_GetByteCount( world->broadPhase.trees + b2_dynamicBody );
b2HashSet* pairSet = &world->broadPhase.pairSet;
int pairSetBytes = b2GetHashSetBytes( pairSet );
total += staticTreeBytes + kinematicTreeBytes + dynamicTreeBytes + pairSetBytes;
fprintf( file, "broad-phase\n" );
fprintf( file, "static tree: %d\n", staticTreeBytes );
fprintf( file, "kinematic tree: %d\n", kinematicTreeBytes );
fprintf( file, "dynamic tree: %d\n", dynamicTreeBytes );
fprintf( file, "pairSet: %d (%u, %u)\n", pairSetBytes, pairSet->count, pairSet->capacity );
fprintf( file, "\n" );
// solver sets
int bodySimCapacity = 0;
int bodyStateCapacity = 0;
int jointSimCapacity = 0;
int contactSimCapacity = 0;
int islandSimCapacity = 0;
int solverSetCapacity = world->solverSets.count;
for ( int i = 0; i < solverSetCapacity; ++i )
{
b2SolverSet* set = world->solverSets.data + i;
if ( set->setIndex == B2_NULL_INDEX )
{
continue;
}
bodySimCapacity += set->bodySims.capacity;
bodyStateCapacity += set->bodyStates.capacity;
jointSimCapacity += set->jointSims.capacity;
contactSimCapacity += set->contactSims.capacity;
islandSimCapacity += set->islandSims.capacity;
}
int setBodySimBytes = bodySimCapacity * (int)sizeof( b2BodySim );
int setBodyStateBytes = bodyStateCapacity * (int)sizeof( b2BodyState );
int setJointSimBytes = jointSimCapacity * (int)sizeof( b2JointSim );
int setContactSimBytes = contactSimCapacity * (int)sizeof( b2ContactSim );
int setIslandSimBytes = islandSimCapacity * (int)sizeof( b2IslandSim );
total += setBodySimBytes + setBodyStateBytes + setJointSimBytes + setContactSimBytes + setIslandSimBytes;
fprintf( file, "solver sets\n" );
fprintf( file, "body sim: %d\n", setBodySimBytes );
fprintf( file, "body state: %d\n", setBodyStateBytes );
fprintf( file, "joint sim: %d\n", setJointSimBytes );
fprintf( file, "contact sim: %d\n", setContactSimBytes );
fprintf( file, "island sim: %d\n", setIslandSimBytes );
fprintf( file, "\n" );
// constraint graph
int bodyBitSetBytes = 0;
contactSimCapacity = 0;
jointSimCapacity = 0;
for ( int i = 0; i < B2_GRAPH_COLOR_COUNT; ++i )
{
b2GraphColor* c = world->constraintGraph.colors + i;
bodyBitSetBytes += b2GetBitSetBytes( &c->bodySet );
contactSimCapacity += c->contactSims.capacity;
jointSimCapacity += c->jointSims.capacity;
}
int graphJointSimBytes = jointSimCapacity * (int)sizeof( b2JointSim );
int graphContactSimBytes = contactSimCapacity * (int)sizeof( b2ContactSim );
total += bodyBitSetBytes + graphJointSimBytes + graphContactSimBytes;
fprintf( file, "constraint graph\n" );
fprintf( file, "body bit sets: %d\n", bodyBitSetBytes );
fprintf( file, "joint sim: %d\n", graphJointSimBytes );
fprintf( file, "contact sim: %d\n", graphContactSimBytes );
fprintf( file, "\n" );
// Per worker task storage and its bit sets
int taskContextBytes = b2Array_ByteCount( world->taskContexts );
for ( int i = 0; i < world->taskContexts.count; ++i )
{
b2TaskContext* taskContext = world->taskContexts.data + i;
taskContextBytes += b2Array_ByteCount( taskContext->sensorHits );
taskContextBytes += b2Array_ByteCount( taskContext->pairKeys );
taskContextBytes += b2GetBitSetBytes( &taskContext->contactStateBitSet );
taskContextBytes += b2GetBitSetBytes( &taskContext->hitEventBitSet );
taskContextBytes += b2GetBitSetBytes( &taskContext->jointStateBitSet );
taskContextBytes += b2GetBitSetBytes( &taskContext->enlargedSimBitSet );
taskContextBytes += b2GetBitSetBytes( &taskContext->awakeIslandBitSet );
}
int sensorTaskContextBytes = b2Array_ByteCount( world->sensorTaskContexts );
for ( int i = 0; i < world->sensorTaskContexts.count; ++i )
{
b2SensorTaskContext* taskContext = world->sensorTaskContexts.data + i;
sensorTaskContextBytes += b2GetBitSetBytes( &taskContext->eventBits );
}
total += taskContextBytes + sensorTaskContextBytes;
fprintf( file, "task contexts\n" );
fprintf( file, "worker: %d\n", taskContextBytes );
fprintf( file, "sensor: %d\n", sensorTaskContextBytes );
fprintf( file, "\n" );
// Double buffered event arrays
int eventBytes = 0;
eventBytes += b2Array_ByteCount( world->bodyMoveEvents );
eventBytes += b2Array_ByteCount( world->sensorBeginEvents );
eventBytes += b2Array_ByteCount( world->contactBeginEvents );
eventBytes += b2Array_ByteCount( world->sensorEndEvents[0] );
eventBytes += b2Array_ByteCount( world->sensorEndEvents[1] );
eventBytes += b2Array_ByteCount( world->contactEndEvents[0] );
eventBytes += b2Array_ByteCount( world->contactEndEvents[1] );
eventBytes += b2Array_ByteCount( world->contactHitEvents );
eventBytes += b2Array_ByteCount( world->jointEvents );
total += eventBytes;
fprintf( file, "events: %d\n\n", eventBytes );
// Debug draw bit sets
int debugBytes = 0;
debugBytes += b2GetBitSetBytes( &world->debugBodySet );
debugBytes += b2GetBitSetBytes( &world->debugJointSet );
debugBytes += b2GetBitSetBytes( &world->debugContactSet );
debugBytes += b2GetBitSetBytes( &world->debugIslandSet );
total += debugBytes;
fprintf( file, "debug draw: %d\n\n", debugBytes );
// stack allocator
total += world->stack.capacity;
fprintf( file, "stack allocator: %d\n\n", world->stack.capacity );
fprintf( file, "total: %d\n", total );
fclose( file );
}
typedef struct WorldQueryContext
{
b2World* world;
b2OverlapResultCallbackFcn* fcn;
b2QueryFilter filter;
void* userContext;
} WorldQueryContext;
static bool TreeQueryCallback( int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldQueryContext* worldContext = context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return true;
}
b2ShapeId id = { shapeId + 1, world->worldId, shape->generation };
bool result = worldContext->fcn( id, worldContext->userContext );
return result;
}
b2TreeStats b2World_OverlapAABB( b2WorldId worldId, b2Pos origin, b2AABB aabb, b2QueryFilter filter, b2OverlapResultCallbackFcn* fcn,
void* context )
{
b2TreeStats treeStats = { 0 };
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return treeStats;
}
B2_ASSERT( b2IsValidPos( origin ) );
B2_ASSERT( b2IsValidAABB( aabb ) );
b2RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b2RecQueryBegin( &recWriter, context );
recWriter.userFcn.overlapFcn = fcn;
b2RecW_WORLDID( &recWriter.buf, worldId );
b2RecW_POSITION( &recWriter.buf, origin );
b2RecW_AABB( &recWriter.buf, aabb );
b2RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b2RecReserveU32( &recWriter.buf );
fcn = b2RecOverlapTrampoline;
context = &recWriter;
}
// Lift to a world float box with outward rounding so the conservative tree test never misses
b2AABB worldBox = b2OffsetAABB( aabb, origin );
WorldQueryContext worldContext = { world, fcn, filter, context };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2TreeStats treeResult =
b2DynamicTree_OverlapAABB( world->broadPhase.trees + i, worldBox, filter.maskBits, TreeQueryCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
}
if ( world->recording != NULL )
{
b2RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b2RecW_TREESTATS( &recWriter.buf, treeStats );
b2RecQueryCommit( world->recording, 0xE0, &recWriter );
}
return treeStats;
}
typedef struct WorldOverlapContext
{
b2World* world;
b2OverlapResultCallbackFcn* fcn;
b2QueryFilter filter;
const b2ShapeProxy* proxy;
b2Pos origin;
void* userContext;
} WorldOverlapContext;
static bool TreeOverlapCallback( int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldOverlapContext* worldContext = context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return true;
}
// Re-center on the query origin so the distance test stays in float precision far from the world origin
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2Transform transform = b2ToRelativeTransform( b2GetBodyTransformQuick( world, body ), worldContext->origin );
b2DistanceInput input;
input.proxyA = *worldContext->proxy;
input.proxyB = b2MakeShapeDistanceProxy( shape );
input.transform = transform;
input.useRadii = true;
b2SimplexCache cache = { 0 };
b2DistanceOutput output = b2ComputeShapeDistance( &input, &cache, NULL, 0 );
float tolerance = 0.1f * B2_LINEAR_SLOP;
if ( output.distance > tolerance )
{
return true;
}
b2ShapeId id = { shape->id + 1, world->worldId, shape->generation };
bool result = worldContext->fcn( id, worldContext->userContext );
return result;
}
b2TreeStats b2World_OverlapShape( b2WorldId worldId, b2Pos origin, const b2ShapeProxy* proxy, b2QueryFilter filter,
b2OverlapResultCallbackFcn* fcn, void* context )
{
b2TreeStats treeStats = { 0 };
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return treeStats;
}
B2_ASSERT( b2IsValidPos( origin ) );
b2RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b2RecQueryBegin( &recWriter, context );
recWriter.userFcn.overlapFcn = fcn;
b2RecW_WORLDID( &recWriter.buf, worldId );
b2RecW_POSITION( &recWriter.buf, origin );
b2RecW_SHAPEPROXY( &recWriter.buf, *proxy );
b2RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b2RecReserveU32( &recWriter.buf );
fcn = b2RecOverlapTrampoline;
context = &recWriter;
}
// Relative box lifted to world float with outward rounding, conservative for the tree
b2AABB aabb = b2OffsetAABB( b2MakeAABB( proxy->points, proxy->count, proxy->radius ), origin );
WorldOverlapContext worldContext = {
world, fcn, filter, proxy, origin, context,
};
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2TreeStats treeResult =
b2DynamicTree_OverlapAABB( world->broadPhase.trees + i, aabb, filter.maskBits, TreeOverlapCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
}
if ( world->recording != NULL )
{
b2RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b2RecW_TREESTATS( &recWriter.buf, treeStats );
b2RecQueryCommit( world->recording, 0xE1, &recWriter );
}
return treeStats;
}
typedef struct WorldRayCastContext
{
b2World* world;
b2CastResultCallbackFcn* fcn;
b2QueryFilter filter;
float fraction;
b2Pos origin;
void* userContext;
} WorldRayCastContext;
static float RayCastCallback( const b2RayCastInput* input, int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldRayCastContext* worldContext = context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return input->maxFraction;
}
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2WorldTransform bodyTransform = b2GetBodyTransformQuick( world, body );
b2Transform transform = b2ToRelativeTransform( bodyTransform, worldContext->origin );
b2RayCastInput localInput = *input;
localInput.origin = b2Vec2_zero;
b2CastOutput output = b2RayCastShape( &localInput, shape, transform );
if ( output.hit )
{
b2ShapeId id = { shapeId + 1, world->worldId, shape->generation };
b2Pos point = b2OffsetPos( worldContext->origin, output.point );
float fraction = worldContext->fcn( id, point, output.normal, output.fraction, worldContext->userContext );
// The user may return -1 to skip this shape
if ( 0.0f <= fraction && fraction <= 1.0f )
{
worldContext->fraction = fraction;
}
return fraction;
}
return input->maxFraction;
}
b2TreeStats b2World_CastRay( b2WorldId worldId, b2Pos origin, b2Vec2 translation, b2QueryFilter filter, b2CastResultCallbackFcn* fcn,
void* context )
{
b2TreeStats treeStats = { 0 };
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return treeStats;
}
B2_ASSERT( b2IsValidPos( origin ) );
B2_ASSERT( b2IsValidVec2( translation ) );
b2RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b2RecQueryBegin( &recWriter, context );
recWriter.userFcn.castFcn = fcn;
b2RecW_WORLDID( &recWriter.buf, worldId );
b2RecW_POSITION( &recWriter.buf, origin );
b2RecW_VEC2( &recWriter.buf, translation );
b2RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b2RecReserveU32( &recWriter.buf );
fcn = b2RecCastTrampoline;
context = &recWriter;
}
// Tree traversal sees the origin truncated to float, displacing the ray by up to one
// coordinate ULP, a graze sized miss tolerance at extreme range. Per-shape casts
// re-difference against the full precision origin carried on the context.
b2RayCastInput input = { b2ToVec2( origin ), translation, 1.0f };
WorldRayCastContext worldContext = { world, fcn, filter, 1.0f, origin, context };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2TreeStats treeResult =
b2DynamicTree_CastRay( world->broadPhase.trees + i, &input, filter.maskBits, RayCastCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
input.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b2RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b2RecW_TREESTATS( &recWriter.buf, treeStats );
b2RecQueryCommit( world->recording, 0xE2, &recWriter );
}
return treeStats;
}
// This callback finds the closest hit. This is the most common callback used in games.
static float b2RayCastClosestFcn( b2ShapeId shapeId, b2Pos point, b2Vec2 normal, float fraction, void* context )
{
// Ignore initial overlap
if ( fraction == 0.0f )
{
return -1.0f;
}
b2RayResult* rayResult = (b2RayResult*)context;
rayResult->shapeId = shapeId;
rayResult->point = point;
rayResult->normal = normal;
rayResult->fraction = fraction;
rayResult->hit = true;
return fraction;
}
b2RayResult b2World_CastRayClosest( b2WorldId worldId, b2Pos origin, b2Vec2 translation, b2QueryFilter filter )
{
b2RayResult result = { 0 };
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return result;
}
B2_ASSERT( b2IsValidPos( origin ) );
B2_ASSERT( b2IsValidVec2( translation ) );
b2RayCastInput input = { b2ToVec2( origin ), translation, 1.0f };
WorldRayCastContext worldContext = { world, b2RayCastClosestFcn, filter, 1.0f, origin, &result };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2TreeStats treeResult =
b2DynamicTree_CastRay( world->broadPhase.trees + i, &input, filter.maskBits, RayCastCallback, &worldContext );
result.nodeVisits += treeResult.nodeVisits;
result.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
input.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b2RecBuffer recBuf = { 0 };
b2RecW_WORLDID( &recBuf, worldId );
b2RecW_POSITION( &recBuf, origin );
b2RecW_VEC2( &recBuf, translation );
b2RecW_QUERYFILTER( &recBuf, filter );
b2RecW_RAYRESULT( &recBuf, result );
b2RecCommitRecord( world->recording, 0xE5, recBuf.data, recBuf.size );
b2RecBufFree( &recBuf );
}
return result;
}
typedef struct WorldShapeCastContext
{
b2World* world;
b2CastResultCallbackFcn* fcn;
b2QueryFilter filter;
float fraction;
b2Pos origin;
// origin relative input
b2ShapeCastInput input;
void* userContext;
} WorldShapeCastContext;
static float ShapeCastCallback( const b2BoxCastInput* input, int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldShapeCastContext* worldContext = context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return input->maxFraction;
}
// Rebuild from the origin relative input, taking only the advancing fraction from the tree.
// The tree input is world float and would lose the cast far from the origin.
b2ShapeCastInput localInput = worldContext->input;
localInput.maxFraction = input->maxFraction;
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2WorldTransform transform = b2GetBodyTransformQuick( world, body );
b2Transform localTransform = b2ToRelativeTransform( transform, worldContext->origin );
b2CastOutput output = b2ShapeCastShape( &localInput, shape, localTransform );
if ( output.hit )
{
b2ShapeId id = { shapeId + 1, world->worldId, shape->generation };
b2Pos point = b2OffsetPos( worldContext->origin, output.point );
float fraction = worldContext->fcn( id, point, output.normal, output.fraction, worldContext->userContext );
// The user may return -1 to skip this shape
if ( 0.0f <= fraction && fraction <= 1.0f )
{
worldContext->fraction = fraction;
}
return fraction;
}
return input->maxFraction;
}
b2TreeStats b2World_CastShape( b2WorldId worldId, b2Pos origin, const b2ShapeProxy* proxy, b2Vec2 translation,
b2QueryFilter filter, b2CastResultCallbackFcn* fcn, void* context )
{
b2TreeStats treeStats = { 0 };
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return treeStats;
}
B2_ASSERT( b2IsValidPos( origin ) );
B2_ASSERT( b2IsValidVec2( translation ) );
b2RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b2RecQueryBegin( &recWriter, context );
recWriter.userFcn.castFcn = fcn;
b2RecW_WORLDID( &recWriter.buf, worldId );
b2RecW_POSITION( &recWriter.buf, origin );
b2RecW_SHAPEPROXY( &recWriter.buf, *proxy );
b2RecW_VEC2( &recWriter.buf, translation );
b2RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b2RecReserveU32( &recWriter.buf );
fcn = b2RecCastTrampoline;
context = &recWriter;
}
WorldShapeCastContext worldContext = { 0 };
worldContext.world = world;
worldContext.fcn = fcn;
worldContext.filter = filter;
worldContext.fraction = 1.0f;
worldContext.origin = origin;
worldContext.input.proxy = *proxy;
worldContext.input.translation = translation;
worldContext.input.maxFraction = 1.0f;
worldContext.userContext = context;
// Create a conservative world space box from the proxy and origin.
b2AABB localBox = b2MakeAABB( proxy->points, proxy->count, proxy->radius );
b2AABB box = b2OffsetAABB( localBox, origin );
b2BoxCastInput treeInput = { box, translation, 1.0f };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2TreeStats treeResult =
b2DynamicTree_CastBox( world->broadPhase.trees + i, &treeInput, filter.maskBits, ShapeCastCallback, &worldContext );
treeStats.nodeVisits += treeResult.nodeVisits;
treeStats.leafVisits += treeResult.leafVisits;
if ( worldContext.fraction == 0.0f )
{
break;
}
treeInput.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b2RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
b2RecW_TREESTATS( &recWriter.buf, treeStats );
b2RecQueryCommit( world->recording, 0xE3, &recWriter );
}
return treeStats;
}
typedef struct WorldMoverCastContext
{
b2World* world;
b2QueryFilter filter;
float fraction;
b2Pos origin;
// origin relative input
b2ShapeCastInput input;
} WorldMoverCastContext;
static float MoverCastCallback( const b2BoxCastInput* input, int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldMoverCastContext* worldContext = context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return worldContext->fraction;
}
// Rebuild from the origin relative input, taking only the advancing fraction from the tree
b2ShapeCastInput localInput = worldContext->input;
localInput.maxFraction = input->maxFraction;
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2WorldTransform bodyTransform = b2GetBodyTransformQuick( world, body );
b2Transform transform = b2ToRelativeTransform( bodyTransform, worldContext->origin );
b2CastOutput output = b2ShapeCastShape( &localInput, shape, transform );
if ( output.fraction == 0.0f )
{
// Ignore overlapping shapes
return worldContext->fraction;
}
worldContext->fraction = output.fraction;
return output.fraction;
}
float b2World_CastMover( b2WorldId worldId, b2Pos origin, const b2Capsule* mover, b2Vec2 translation, b2QueryFilter filter )
{
B2_ASSERT( b2IsValidPos( origin ) );
B2_ASSERT( b2IsValidVec2( translation ) );
B2_ASSERT( mover->radius > 2.0f * B2_LINEAR_SLOP );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return 1.0f;
}
WorldMoverCastContext worldContext = { 0 };
worldContext.world = world;
worldContext.filter = filter;
worldContext.fraction = 1.0f;
worldContext.origin = origin;
worldContext.input.proxy.points[0] = mover->center1;
worldContext.input.proxy.points[1] = mover->center2;
worldContext.input.proxy.count = 2;
worldContext.input.proxy.radius = mover->radius;
worldContext.input.translation = translation;
worldContext.input.maxFraction = 1.0f;
worldContext.input.canEncroach = true;
// Bound the capsule in origin relative space then lift to a conservative world float box
b2Vec2 centers[2] = { mover->center1, mover->center2 };
b2AABB box = b2OffsetAABB( b2MakeAABB( centers, 2, mover->radius ), origin );
b2BoxCastInput treeInput = { box, translation, 1.0f };
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2DynamicTree_CastBox( world->broadPhase.trees + i, &treeInput, filter.maskBits, MoverCastCallback, &worldContext );
if ( worldContext.fraction == 0.0f )
{
break;
}
treeInput.maxFraction = worldContext.fraction;
}
if ( world->recording != NULL )
{
b2RecBuffer recBuf = { 0 };
b2RecW_WORLDID( &recBuf, worldId );
b2RecW_POSITION( &recBuf, origin );
b2RecW_CAPSULE( &recBuf, *mover );
b2RecW_VEC2( &recBuf, translation );
b2RecW_QUERYFILTER( &recBuf, filter );
b2RecW_F32( &recBuf, worldContext.fraction );
b2RecCommitRecord( world->recording, 0xE6, recBuf.data, recBuf.size );
b2RecBufFree( &recBuf );
}
return worldContext.fraction;
}
typedef struct WorldMoverContext
{
b2World* world;
b2PlaneResultCallbackFcn* fcn;
b2QueryFilter filter;
b2Capsule mover;
b2Pos origin;
void* userContext;
} WorldMoverContext;
static bool TreeCollideCallback( int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
WorldMoverContext* worldContext = (WorldMoverContext*)context;
b2World* world = worldContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
if ( b2ShouldQueryCollide( shape->filter, worldContext->filter ) == false )
{
return true;
}
// Re-center on the query origin, the mover and the resulting planes are origin relative
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
b2Transform transform = b2ToRelativeTransform( b2GetBodyTransformQuick( world, body ), worldContext->origin );
b2PlaneResult result = b2CollideMover( &worldContext->mover, shape, transform );
// todo handle deep overlap
if ( result.hit && b2IsNormalized( result.plane.normal ) )
{
b2ShapeId id = { shape->id + 1, world->worldId, shape->generation };
return worldContext->fcn( id, &result, worldContext->userContext );
}
return true;
}
// It is tempting to use a shape proxy for the mover, but this makes handling deep overlap difficult and the generality may
// not be worth it.
void b2World_CollideMover( b2WorldId worldId, b2Pos origin, const b2Capsule* mover, b2QueryFilter filter, b2PlaneResultCallbackFcn* fcn,
void* context )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_ASSERT( b2IsValidPos( origin ) );
b2RecQueryWriter recWriter = { 0 };
if ( world->recording != NULL )
{
b2RecQueryBegin( &recWriter, context );
recWriter.userFcn.planeFcn = fcn;
b2RecW_WORLDID( &recWriter.buf, worldId );
b2RecW_POSITION( &recWriter.buf, origin );
b2RecW_CAPSULE( &recWriter.buf, *mover );
b2RecW_QUERYFILTER( &recWriter.buf, filter );
recWriter.countOffset = b2RecReserveU32( &recWriter.buf );
fcn = b2RecPlaneTrampoline;
context = &recWriter;
}
b2Vec2 r = { mover->radius, mover->radius };
// Relative box lifted to world float with outward rounding, conservative for the tree
b2AABB relBox;
relBox.lowerBound = b2Sub( b2Min( mover->center1, mover->center2 ), r );
relBox.upperBound = b2Add( b2Max( mover->center1, mover->center2 ), r );
b2AABB aabb = b2OffsetAABB( relBox, origin );
WorldMoverContext worldContext = {
world, fcn, filter, *mover, origin, context,
};
for ( int i = 0; i < b2_bodyTypeCount; ++i )
{
b2DynamicTree_OverlapAABB( world->broadPhase.trees + i, aabb, filter.maskBits, TreeCollideCallback, &worldContext );
}
if ( world->recording != NULL )
{
b2RecPatchU32( &recWriter.buf, recWriter.countOffset, recWriter.hitCount );
// CollideMover returns void; no TREESTATS tail
b2RecQueryCommit( world->recording, 0xE4, &recWriter );
}
}
void b2World_SetCustomFilterCallback( b2WorldId worldId, b2CustomFilterCallbackFcn* fcn, void* context )
{
b2World* world = b2GetWorldFromId( worldId );
if ( fcn != NULL && world->recording != NULL )
{
printf( "b2World_SetCustomFilterCallback: customFilter not supported while recording\n" );
B2_ASSERT( false && "customFilter callbacks are not supported while recording" );
return;
}
world->customFilterFcn = fcn;
world->customFilterContext = context;
}
void b2World_SetPreSolveCallback( b2WorldId worldId, b2PreSolveCallbackFcn* preSolveFcn, b2PreContinuousCallbackFcn* preContinuousFcn,
void* context )
{
b2World* world = b2GetWorldFromId( worldId );
if ( ( preSolveFcn != NULL || preContinuousFcn != NULL ) && world->recording != NULL )
{
printf( "b2World_SetPreSolveCallback: preSolve not supported while recording\n" );
B2_ASSERT( false && "preSolve callbacks are not supported while recording" );
return;
}
world->preSolveFcn = preSolveFcn;
world->preContinuousFcn = preContinuousFcn;
world->preSolveContext = context;
}
void b2World_SetGravity( b2WorldId worldId, b2Vec2 gravity )
{
B2_CHECK_INPUT( b2IsValidVec2( gravity ) );
b2World* world = b2GetWorldFromId( worldId );
B2_REC( world, WorldSetGravity, worldId, gravity );
world->gravity = gravity;
}
b2Vec2 b2World_GetGravity( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
return world->gravity;
}
struct ExplosionContext
{
b2World* world;
b2Pos position;
float radius;
float falloff;
float impulsePerLength;
};
static bool ExplosionCallback( int proxyId, uint64_t userData, void* context )
{
B2_UNUSED( proxyId );
int shapeId = (int)userData;
struct ExplosionContext* explosionContext = context;
b2World* world = explosionContext->world;
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
b2Body* body = b2Array_Get( world->bodies, shape->bodyId );
B2_ASSERT( body->type == b2_dynamicBody );
b2WorldTransform xf = b2GetBodyTransformQuick( world, body );
// Re-center the explosion into the shape local frame so distance and direction stay precise
// far from the origin. Everything below runs in that near-origin frame.
b2Vec2 localPosition = b2InvTransformWorldPoint( xf, explosionContext->position );
b2DistanceInput input;
input.proxyA = b2MakeShapeDistanceProxy( shape );
input.proxyB = b2MakeProxy( &localPosition, 1, 0.0f );
input.transform = b2Transform_identity;
input.useRadii = true;
b2SimplexCache cache = { 0 };
b2DistanceOutput output = b2ComputeShapeDistance( &input, &cache, NULL, 0 );
float radius = explosionContext->radius;
float falloff = explosionContext->falloff;
if ( output.distance > radius + falloff )
{
return true;
}
b2WakeBody( world, body );
if ( body->setIndex != b2_awakeSet )
{
return true;
}
b2Vec2 closestPoint = output.pointA;
if ( output.distance == 0.0f )
{
closestPoint = b2GetShapeCentroid( shape );
}
b2Vec2 direction = b2Sub( closestPoint, localPosition );
if ( b2LengthSquared( direction ) > 100.0f * FLT_EPSILON * FLT_EPSILON )
{
direction = b2Normalize( direction );
}
else
{
direction = (b2Vec2){ 1.0f, 0.0f };
}
b2Vec2 localLine = b2LeftPerp( direction );
float perimeter = b2GetShapeProjectedPerimeter( shape, localLine );
float scale = 1.0f;
if ( output.distance > radius && falloff > 0.0f )
{
scale = b2ClampFloat( ( radius + falloff - output.distance ) / falloff, 0.0f, 1.0f );
}
float magnitude = explosionContext->impulsePerLength * perimeter * scale;
b2Vec2 impulse = b2MulSV( magnitude, b2RotateVector( xf.q, direction ) );
int localIndex = body->localIndex;
b2SolverSet* set = b2Array_Get( world->solverSets, b2_awakeSet );
b2BodyState* state = b2Array_Get( set->bodyStates, localIndex );
b2BodySim* bodySim = b2Array_Get( set->bodySims, localIndex );
state->linearVelocity = b2MulAdd( state->linearVelocity, bodySim->invMass, impulse );
// Lever arm from the center of mass to the closest point, rotated to world
b2Vec2 r = b2RotateVector( xf.q, b2Sub( closestPoint, bodySim->localCenter ) );
state->angularVelocity += bodySim->invInertia * b2Cross( r, impulse );
return true;
}
void b2World_Explode( b2WorldId worldId, const b2ExplosionDef* explosionDef )
{
uint64_t maskBits = explosionDef->maskBits;
b2Pos position = explosionDef->position;
float radius = explosionDef->radius;
float falloff = explosionDef->falloff;
float impulsePerLength = explosionDef->impulsePerLength;
B2_CHECK_INPUT( b2IsValidPos( position ) );
B2_CHECK_INPUT( b2IsValidFloat( radius ) && radius >= 0.0f );
B2_CHECK_INPUT( b2IsValidFloat( falloff ) && falloff >= 0.0f );
B2_CHECK_INPUT( b2IsValidFloat( impulsePerLength ) );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldExplode, worldId, *explosionDef );
struct ExplosionContext explosionContext = { world, position, radius, falloff, impulsePerLength };
// The broad-phase tree is float, so translate a local query box out to world with outward rounding
float extent = radius + falloff;
b2AABB localBox = { { -extent, -extent }, { extent, extent } };
b2AABB aabb = b2OffsetAABB( localBox, position );
b2DynamicTree_OverlapAABB( world->broadPhase.trees + b2_dynamicBody, aabb, maskBits, ExplosionCallback, &explosionContext );
}
// This is for internal testing. Not optimized.
void b2World_RebuildStaticTree( b2WorldId worldId )
{
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
B2_REC( world, WorldRebuildStaticTree, worldId );
b2DynamicTree* staticTree = world->broadPhase.trees + b2_staticBody;
// Moved proxies must retain the flag in the rebuild.
int movedCount = 0;
int* movedProxies = NULL;
int proxyCount = b2DynamicTree_GetProxyCount( staticTree );
if ( b2HasTreeMoved( staticTree ) )
{
movedProxies = b2Alloc( proxyCount * sizeof( int ) );
movedCount = b2DynamicTree_GatherMovedProxies( staticTree, movedProxies );
}
b2DynamicTree_Rebuild( staticTree, true );
for ( int i = 0; i < movedCount; ++i )
{
b2DynamicTree_MarkProxyMovedSerial( staticTree, movedProxies[i] );
}
if ( movedProxies != NULL )
{
b2Free( movedProxies, proxyCount * sizeof( int ) );
}
}
#if B2_ENABLE_VALIDATION
// This validates island graph connectivity for each body
void b2ValidateConnectivity( b2World* world )
{
b2Body* bodies = world->bodies.data;
int bodyCapacity = world->bodies.count;
for ( int bodyIndex = 0; bodyIndex < bodyCapacity; ++bodyIndex )
{
b2Body* body = bodies + bodyIndex;
if ( body->id == B2_NULL_INDEX )
{
b2ValidateFreeId( &world->bodyIdPool, bodyIndex );
continue;
}
b2ValidateUsedId( &world->bodyIdPool, bodyIndex );
B2_ASSERT( bodyIndex == body->id );
// Need to get the root island because islands are not merged until the next time step
int bodyIslandId = body->islandId;
int bodySetIndex = body->setIndex;
int contactKey = body->headContactKey;
while ( contactKey != B2_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b2Contact* contact = b2Array_Get( world->contacts, contactId );
bool touching = ( contact->flags & b2_contactTouchingFlag ) != 0;
if ( touching )
{
if ( bodySetIndex != b2_staticSet )
{
int contactIslandId = contact->islandId;
B2_ASSERT( contactIslandId == bodyIslandId );
}
}
else
{
B2_ASSERT( contact->islandId == B2_NULL_INDEX );
}
contactKey = contact->edges[edgeIndex].nextKey;
}
int jointKey = body->headJointKey;
while ( jointKey != B2_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b2Joint* joint = b2Array_Get( world->joints, jointId );
int otherEdgeIndex = edgeIndex ^ 1;
b2Body* otherBody = b2Array_Get( world->bodies, joint->edges[otherEdgeIndex].bodyId );
if ( bodySetIndex == b2_disabledSet || otherBody->setIndex == b2_disabledSet )
{
B2_ASSERT( joint->islandId == B2_NULL_INDEX );
}
else if ( bodySetIndex == b2_staticSet )
{
// Intentional nesting
if ( otherBody->setIndex == b2_staticSet )
{
B2_ASSERT( joint->islandId == B2_NULL_INDEX );
}
}
else if ( body->type != b2_dynamicBody && otherBody->type != b2_dynamicBody )
{
B2_ASSERT( joint->islandId == B2_NULL_INDEX );
}
else
{
int jointIslandId = joint->islandId;
B2_ASSERT( jointIslandId == bodyIslandId );
}
jointKey = joint->edges[edgeIndex].nextKey;
}
}
}
// Validates solver sets, but not island connectivity
void b2ValidateSolverSets( b2World* world )
{
B2_ASSERT( b2GetIdCapacity( &world->bodyIdPool ) == world->bodies.count );
B2_ASSERT( b2GetIdCapacity( &world->contactIdPool ) == world->contacts.count );
B2_ASSERT( b2GetIdCapacity( &world->jointIdPool ) == world->joints.count );
B2_ASSERT( b2GetIdCapacity( &world->islandIdPool ) == world->islands.count );
B2_ASSERT( b2GetIdCapacity( &world->solverSetIdPool ) == world->solverSets.count );
int activeSetCount = 0;
int totalBodyCount = 0;
int totalJointCount = 0;
int totalContactCount = 0;
int totalIslandCount = 0;
// Validate all solver sets
int setCount = world->solverSets.count;
for ( int setIndex = 0; setIndex < setCount; ++setIndex )
{
b2SolverSet* set = world->solverSets.data + setIndex;
if ( set->setIndex != B2_NULL_INDEX )
{
activeSetCount += 1;
if ( setIndex == b2_staticSet )
{
B2_ASSERT( set->contactSims.count == 0 );
B2_ASSERT( set->islandSims.count == 0 );
B2_ASSERT( set->bodyStates.count == 0 );
}
else if ( setIndex == b2_disabledSet )
{
B2_ASSERT( set->islandSims.count == 0 );
B2_ASSERT( set->bodyStates.count == 0 );
}
else if ( setIndex == b2_awakeSet )
{
B2_ASSERT( set->bodySims.count == set->bodyStates.count );
B2_ASSERT( set->jointSims.count == 0 );
}
else
{
B2_ASSERT( set->bodyStates.count == 0 );
}
// Validate bodies
{
b2Body* bodies = world->bodies.data;
B2_ASSERT( set->bodySims.count >= 0 );
totalBodyCount += set->bodySims.count;
for ( int i = 0; i < set->bodySims.count; ++i )
{
b2BodySim* bodySim = set->bodySims.data + i;
int bodyId = bodySim->bodyId;
B2_ASSERT( 0 <= bodyId && bodyId < world->bodies.count );
b2Body* body = bodies + bodyId;
B2_ASSERT( body->setIndex == setIndex );
B2_ASSERT( body->localIndex == i );
uint32_t syncedFlags = body->flags & ~( b2_isFast | b2_bodyTransientFlags );
B2_ASSERT( ( bodySim->flags & syncedFlags ) == syncedFlags );
b2BodyState* bodyState = b2GetBodyState( world, body );
if ( bodyState != NULL )
{
B2_ASSERT( ( bodyState->flags & syncedFlags ) == syncedFlags );
}
if ( body->type == b2_dynamicBody )
{
B2_ASSERT( body->flags & b2_dynamicFlag );
}
if ( setIndex == b2_disabledSet )
{
B2_ASSERT( body->headContactKey == B2_NULL_INDEX );
}
// Validate body shapes
int prevShapeId = B2_NULL_INDEX;
int shapeId = body->headShapeId;
while ( shapeId != B2_NULL_INDEX )
{
b2Shape* shape = b2Array_Get( world->shapes, shapeId );
B2_ASSERT( shape->id == shapeId );
B2_ASSERT( shape->prevShapeId == prevShapeId );
if ( setIndex == b2_disabledSet )
{
B2_ASSERT( shape->proxyKey == B2_NULL_INDEX );
}
else if ( setIndex == b2_staticSet )
{
B2_ASSERT( B2_PROXY_TYPE( shape->proxyKey ) == b2_staticBody );
}
else
{
b2BodyType proxyType = B2_PROXY_TYPE( shape->proxyKey );
B2_ASSERT( proxyType == b2_kinematicBody || proxyType == b2_dynamicBody );
}
prevShapeId = shapeId;
shapeId = shape->nextShapeId;
}
// Validate body contacts
int contactKey = body->headContactKey;
while ( contactKey != B2_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b2Contact* contact = b2Array_Get( world->contacts, contactId );
B2_ASSERT( contact->setIndex != b2_staticSet );
B2_ASSERT( contact->edges[0].bodyId == bodyId || contact->edges[1].bodyId == bodyId );
contactKey = contact->edges[edgeIndex].nextKey;
}
// Validate body joints
int jointKey = body->headJointKey;
while ( jointKey != B2_NULL_INDEX )
{
int jointId = jointKey >> 1;
int edgeIndex = jointKey & 1;
b2Joint* joint = b2Array_Get( world->joints, jointId );
int otherEdgeIndex = edgeIndex ^ 1;
b2Body* otherBody = b2Array_Get( world->bodies, joint->edges[otherEdgeIndex].bodyId );
if ( setIndex == b2_disabledSet || otherBody->setIndex == b2_disabledSet )
{
B2_ASSERT( joint->setIndex == b2_disabledSet );
}
else if ( setIndex == b2_staticSet && otherBody->setIndex == b2_staticSet )
{
B2_ASSERT( joint->setIndex == b2_staticSet );
}
else if ( body->type != b2_dynamicBody && otherBody->type != b2_dynamicBody )
{
B2_ASSERT( joint->setIndex == b2_staticSet );
}
else if ( setIndex == b2_awakeSet )
{
B2_ASSERT( joint->setIndex == b2_awakeSet );
}
else if ( setIndex >= b2_firstSleepingSet )
{
B2_ASSERT( joint->setIndex == setIndex );
}
b2JointSim* jointSim = b2GetJointSim( world, joint );
B2_ASSERT( jointSim->jointId == jointId );
B2_ASSERT( jointSim->bodyIdA == joint->edges[0].bodyId );
B2_ASSERT( jointSim->bodyIdB == joint->edges[1].bodyId );
jointKey = joint->edges[edgeIndex].nextKey;
}
}
}
// Validate contacts
{
B2_ASSERT( set->contactSims.count >= 0 );
totalContactCount += set->contactSims.count;
for ( int i = 0; i < set->contactSims.count; ++i )
{
b2ContactSim* contactSim = set->contactSims.data + i;
b2Contact* contact = b2Array_Get( world->contacts, contactSim->contactId );
if ( setIndex == b2_awakeSet )
{
// contact should be non-touching if awake
// or it could be this contact hasn't been transferred yet
B2_ASSERT( contactSim->manifold.pointCount == 0 ||
( contactSim->simFlags & b2_simStartedTouching ) != 0 );
}
B2_ASSERT( contact->setIndex == setIndex );
B2_ASSERT( contact->colorIndex == B2_NULL_INDEX );
B2_ASSERT( contact->localIndex == i );
b2Body* edgeBodyA = b2Array_Get( world->bodies, contact->edges[0].bodyId );
b2Body* edgeBodyB = b2Array_Get( world->bodies, contact->edges[1].bodyId );
B2_ASSERT( contactSim->encodedBodySimA == b2EncodeBodySimIndex( edgeBodyA ) );
B2_ASSERT( contactSim->encodedBodySimB == b2EncodeBodySimIndex( edgeBodyB ) );
}
}
// Validate joints
{
B2_ASSERT( set->jointSims.count >= 0 );
totalJointCount += set->jointSims.count;
for ( int i = 0; i < set->jointSims.count; ++i )
{
b2JointSim* jointSim = set->jointSims.data + i;
b2Joint* joint = b2Array_Get( world->joints, jointSim->jointId );
B2_ASSERT( joint->setIndex == setIndex );
B2_ASSERT( joint->colorIndex == B2_NULL_INDEX );
B2_ASSERT( joint->localIndex == i );
}
}
// Validate islands
{
B2_ASSERT( set->islandSims.count >= 0 );
totalIslandCount += set->islandSims.count;
for ( int i = 0; i < set->islandSims.count; ++i )
{
b2IslandSim* islandSim = set->islandSims.data + i;
b2Island* island = b2Array_Get( world->islands, islandSim->islandId );
B2_ASSERT( island->setIndex == setIndex );
B2_ASSERT( island->localIndex == i );
}
}
}
else
{
B2_ASSERT( set->bodySims.count == 0 );
B2_ASSERT( set->contactSims.count == 0 );
B2_ASSERT( set->jointSims.count == 0 );
B2_ASSERT( set->islandSims.count == 0 );
B2_ASSERT( set->bodyStates.count == 0 );
}
}
int setIdCount = b2GetIdCount( &world->solverSetIdPool );
B2_ASSERT( activeSetCount == setIdCount );
int bodyIdCount = b2GetIdCount( &world->bodyIdPool );
B2_ASSERT( totalBodyCount == bodyIdCount );
int islandIdCount = b2GetIdCount( &world->islandIdPool );
B2_ASSERT( totalIslandCount == islandIdCount );
// Validate constraint graph
for ( int colorIndex = 0; colorIndex < B2_GRAPH_COLOR_COUNT; ++colorIndex )
{
b2GraphColor* color = world->constraintGraph.colors + colorIndex;
int bitCount = 0;
B2_ASSERT( color->contactSims.count >= 0 );
totalContactCount += color->contactSims.count;
for ( int i = 0; i < color->contactSims.count; ++i )
{
b2ContactSim* contactSim = color->contactSims.data + i;
b2Contact* contact = b2Array_Get( world->contacts, contactSim->contactId );
// contact should be touching in the constraint graph or awaiting transfer to non-touching
B2_ASSERT( contactSim->manifold.pointCount > 0 ||
( contactSim->simFlags & ( b2_simStoppedTouching | b2_simDisjoint ) ) != 0 );
B2_ASSERT( contact->setIndex == b2_awakeSet );
B2_ASSERT( contact->colorIndex == colorIndex );
B2_ASSERT( contact->localIndex == i );
int bodyIdA = contact->edges[0].bodyId;
int bodyIdB = contact->edges[1].bodyId;
b2Body* edgeBodyA = b2Array_Get( world->bodies, bodyIdA );
b2Body* edgeBodyB = b2Array_Get( world->bodies, bodyIdB );
B2_ASSERT( contactSim->encodedBodySimA == b2EncodeBodySimIndex( edgeBodyA ) );
B2_ASSERT( contactSim->encodedBodySimB == b2EncodeBodySimIndex( edgeBodyB ) );
if ( colorIndex < B2_OVERFLOW_INDEX )
{
B2_ASSERT( b2GetBit( &color->bodySet, bodyIdA ) == ( edgeBodyA->type == b2_dynamicBody ) );
B2_ASSERT( b2GetBit( &color->bodySet, bodyIdB ) == ( edgeBodyB->type == b2_dynamicBody ) );
bitCount += edgeBodyA->type == b2_dynamicBody ? 1 : 0;
bitCount += edgeBodyB->type == b2_dynamicBody ? 1 : 0;
}
}
B2_ASSERT( color->jointSims.count >= 0 );
totalJointCount += color->jointSims.count;
for ( int i = 0; i < color->jointSims.count; ++i )
{
b2JointSim* jointSim = color->jointSims.data + i;
b2Joint* joint = b2Array_Get( world->joints, jointSim->jointId );
B2_ASSERT( joint->setIndex == b2_awakeSet );
B2_ASSERT( joint->colorIndex == colorIndex );
B2_ASSERT( joint->localIndex == i );
int bodyIdA = joint->edges[0].bodyId;
int bodyIdB = joint->edges[1].bodyId;
if ( colorIndex < B2_OVERFLOW_INDEX )
{
b2Body* bodyA = b2Array_Get( world->bodies, bodyIdA );
b2Body* bodyB = b2Array_Get( world->bodies, bodyIdB );
B2_ASSERT( b2GetBit( &color->bodySet, bodyIdA ) == ( bodyA->type == b2_dynamicBody ) );
B2_ASSERT( b2GetBit( &color->bodySet, bodyIdB ) == ( bodyB->type == b2_dynamicBody ) );
bitCount += bodyA->type == b2_dynamicBody ? 1 : 0;
bitCount += bodyB->type == b2_dynamicBody ? 1 : 0;
}
}
// Validate the bit population for this graph color
B2_ASSERT( bitCount == b2CountSetBits( &color->bodySet ) );
}
int contactIdCount = b2GetIdCount( &world->contactIdPool );
B2_ASSERT( totalContactCount == contactIdCount );
B2_ASSERT( totalContactCount == (int)world->broadPhase.pairSet.count );
int jointIdCount = b2GetIdCount( &world->jointIdPool );
B2_ASSERT( totalJointCount == jointIdCount );
// Validate shapes
// This is very slow on compounds
#if 0
int shapeCapacity = world->shapes.count;
for (int shapeIndex = 0; shapeIndex < shapeCapacity; shapeIndex += 1)
{
b2Shape* shape = world->shapes.data + shapeIndex;
if (shape->id != shapeIndex)
{
continue;
}
b2Body* body = b2Array_Get(world->bodies, shape->bodyId);
b2SolverSet* set = b2Array_Get(world->solverSets, body->setIndex);
b2BodySim* bodySim = b2Array_Get(set->bodySims, body->localIndex);
B2_ASSERT(bodySim->bodyId == shape->bodyId);
bool found = false;
int shapeCount = 0;
int index = body->headShapeId;
while (index != B2_NULL_INDEX)
{
b2Shape* s = b2Array_Get(world->shapes, index);
if (index == shapeIndex)
{
found = true;
}
index = s->nextShapeId;
shapeCount += 1;
}
B2_ASSERT(found);
B2_ASSERT(shapeCount == body->shapeCount);
}
#endif
}
// Validate contact touching status.
void b2ValidateContacts( b2World* world )
{
int contactCount = world->contacts.count;
B2_ASSERT( contactCount == b2GetIdCapacity( &world->contactIdPool ) );
int allocatedContactCount = 0;
for ( int contactIndex = 0; contactIndex < contactCount; ++contactIndex )
{
b2Contact* contact = b2Array_Get( world->contacts, contactIndex );
if ( contact->contactId == B2_NULL_INDEX )
{
continue;
}
B2_ASSERT( contact->contactId == contactIndex );
allocatedContactCount += 1;
bool touching = ( contact->flags & b2_contactTouchingFlag ) != 0;
int setId = contact->setIndex;
if ( setId == b2_awakeSet )
{
if ( touching )
{
B2_ASSERT( 0 <= contact->colorIndex && contact->colorIndex < B2_GRAPH_COLOR_COUNT );
}
else
{
B2_ASSERT( contact->colorIndex == B2_NULL_INDEX );
}
}
else if ( setId >= b2_firstSleepingSet )
{
// Only touching contacts allowed in a sleeping set
B2_ASSERT( touching == true );
}
else
{
// Sleeping and non-touching contacts belong in the disabled set
B2_ASSERT( touching == false && setId == b2_disabledSet );
}
b2ContactSim* contactSim = b2GetContactSim( world, contact );
B2_ASSERT( contactSim->contactId == contactIndex );
B2_ASSERT( contactSim->bodyIdA == contact->edges[0].bodyId );
B2_ASSERT( contactSim->bodyIdB == contact->edges[1].bodyId );
bool simTouching = ( contactSim->simFlags & b2_simTouchingFlag ) != 0;
B2_ASSERT( touching == simTouching );
B2_ASSERT( 0 <= contactSim->manifold.pointCount && contactSim->manifold.pointCount <= 2 );
}
int contactIdCount = b2GetIdCount( &world->contactIdPool );
B2_ASSERT( allocatedContactCount == contactIdCount );
}
#else
void b2ValidateConnectivity( b2World* world )
{
B2_UNUSED( world );
}
void b2ValidateSolverSets( b2World* world )
{
B2_UNUSED( world );
}
void b2ValidateContacts( b2World* world )
{
B2_UNUSED( world );
}
#endif