Box3D-0.1.0.0: upstream/src/solver.h
// SPDX-FileCopyrightText: 2025 Erin Catto
// SPDX-License-Identifier: MIT
// Solver work is partitioned into fixed-size blocks that worker threads claim
// in parallel via atomic CAS on a per-block syncIndex. The descriptor (b3SolverBlock)
// and the atomic counter sit in a wrapping b3SyncBlock so the CAS-winner can
// pass the descriptor by value into stage tasks without aliasing the atomic
// memory other threads are CAS-writing. Three properties of this design
// matter for performance:
//
// 1. Distributed contention. Per-block atomic syncIndex avoids the cache line stampede
// that a single shared fetch_add counter would cause. Once a worker
// settles into a block range, its CAS targets live in its own L1.
//
// 2. Monotonic syncIndex across iterations. Iterative stages (warm start,
// solve, relax) reuse the same block array every sub-step iteration.
// syncIndex grows each iteration; workers CAS (prev, prev+1), so the
// main thread never touches any per-block state between iterations.
// Non-iterative stages simply use syncIndex 1.
//
// 3. L2 affinity across iterations. Each worker picks a start offset from
// its workerIndex, then scans forward and (after wrap) backward:
//
// blocks: [0] [1] [2] [3] [4] [5] [6] [7]
// ^ ^ ^ ^
// W0 W1 W2 W3 <- start offsets
//
// W0 claims 0,1,2,3 (forward), W1 claims 4,5, etc. Under balanced load
// each worker re-hits the same block range every iteration, keeping that
// range's hot data resident in its L2. A failed CAS means a neighbour
// already claimed the block, so the stealing worker stops -- preserving
// locality under mild imbalance while still draining the queue.
//
// A graph color stage lays out joint blocks first, then contact blocks:
//
// stage->blocks ->
// +------+------+------+------+------+------+------+
// | J0 | J1 | J2 | C0 | C1 | C2 | C3 |
// +------+------+------+------+------+------+------+
// <-- graphJointBlocks --><---- graphContactBlocks ---->
//
// Each block carries its type so the dispatcher routes J-blocks to the joint
// solver and C-blocks to the SIMD contact solver; both kinds run concurrently
// within the stage -- no barrier between them. The type tag lives on the
// block (not the stage) so that mixed-type stages can keep the concurrency.
//
// The solver threading model is inspired by https://github.com/bepu/bepuphysics2
#pragma once
#include "container.h"
#include "core.h"
#include "box3d/math_functions.h"
#include <stdint.h>
typedef struct b3BodySim b3BodySim;
typedef struct b3BodyState b3BodyState;
typedef struct b3ContactConstraint b3ContactConstraint;
typedef struct b3ContactConstraintWide b3ContactConstraintWide;
typedef struct b3ContactSpec b3ContactSpec;
typedef struct b3JointSim b3JointSim;
typedef struct b3Manifold b3Manifold;
typedef struct b3ManifoldConstraint b3ManifoldConstraint;
typedef struct b3World b3World;
// Solver stages
typedef enum b3SolverStageType
{
b3_stagePrepareJoints,
b3_stagePrepareWideContacts,
b3_stagePrepareContacts,
b3_stageIntegrateVelocities,
b3_stageWarmStart,
b3_stageSolve,
b3_stageIntegratePositions,
b3_stageRelax,
b3_stageRestitution,
b3_stageStoreWideImpulses,
b3_stageStoreImpulses,
} b3SolverStageType;
typedef enum b3SolverBlockType
{
// Block for iterating across bodies.
b3_bodyBlock,
// Block for iterating across joints. For prepare.
b3_jointBlock,
// Block for iterating across wide contacts. For prepare and store.
b3_wideContactBlock,
// Block for iterating across contacts. For prepare and store.
b3_contactBlock,
// Block for iterating across joints of a single graph color.
b3_graphJointBlock,
// Block for iterating across wide contacts of a single graph color.
b3_graphWideContactBlock,
// Block for iterating across contacts of a single graph color.
b3_graphContactBlock,
// Block for processing overflow constraints
b3_overflowBlock,
} b3SolverBlockType;
// Solver block describes a multithreaded unit of work.
typedef struct b3SolverBlock
{
int startIndex;
uint16_t count;
// b3SolverBlockType
uint8_t blockType;
uint8_t colorIndex;
} b3SolverBlock;
// A unit of multithreaded work along with atomic synchronization. The syncIndex grows
// monotonically allowing the solver block to be re-used across sub-steps.
typedef struct b3SyncBlock
{
b3SolverBlock block;
b3AtomicInt syncIndex;
} b3SyncBlock;
// Each stage must be completed before going to the next stage.
// Non-iterative stages use a stage instance once while iterative stages re-use the same instance each iteration.
typedef struct b3SolverStage
{
b3SyncBlock* blocks;
b3SolverStageType type;
int blockCount;
uint8_t colorIndex;
b3AtomicInt completionCount;
} b3SolverStage;
// Constraint softness
typedef struct b3Softness
{
float biasRate;
float massScale;
float impulseScale;
} b3Softness;
// Prepare/store run as a flat parallel-for over the whole wide-constraint
// range. Each span maps a slice of that range back to the owning color's
// contacts so workers can decode flat wide-slot indices without touching
// graph state. The spans array has one entry per active color plus a sentinel
// whose start == wideContactCount.
typedef struct b3WidePrepareSpan
{
int start;
int count;
int* contacts;
} b3WidePrepareSpan;
typedef struct b3ContactPrepareSpan
{
int start;
int count;
b3ContactSpec* contacts;
} b3ContactPrepareSpan;
typedef struct b3JointPrepareSpan
{
int start;
int count;
b3JointSim* joints;
} b3JointPrepareSpan;
// Context for a time step. Recreated each time step.
typedef struct b3StepContext
{
// time step
float dt;
// inverse time step (0 if dt == 0).
float inv_dt;
// sub-step
float h;
float inv_h;
int subStepCount;
b3Softness contactSoftness;
b3Softness staticSoftness;
float restitutionThreshold;
float maxLinearVelocity;
struct b3World* world;
struct b3ConstraintGraph* graph;
// shortcut to body states from awake set
b3BodyState* states;
// shortcut to body sims from awake set
b3BodySim* sims;
// array of all shape ids for shapes that have enlarged AABBs
int* enlargedShapes;
int enlargedShapeCount;
// Array of bullet bodies that need continuous collision handling
int* bulletBodies;
b3AtomicInt bulletBodyCount;
// Contact ids for simplified parallel-for access. Used in narrow-phase.
// These contacts may or may not be touching. They are associated with awake bodies.
int* awakeContactIndices;
// Flat view of the wide contact constraint array used by prepare and store.
// prepareSpans has activeColorCount + 1 entries, the last being a sentinel
// at wideContactCount. wideContactConstraints is the contiguous base
// pointer; per-color slices live at colors[i].wideConstraints.
struct b3ContactConstraintWide* wideConstraints;
b3WidePrepareSpan* widePrepareSpans;
int wideContactCount;
// Similar for mesh/overflow contact constraints
struct b3ManifoldConstraint* manifoldConstraints;
struct b3ContactConstraint* contactConstraints;
b3ContactPrepareSpan* contactPrepareSpans;
b3ContactPrepareSpan* overflowSpans;
b3JointPrepareSpan* jointPrepareSpans;
int activeColorCount;
int workerCount;
b3SolverStage* stages;
int stageCount;
bool enableWarmStarting;
// padding to prevent false sharing
char padding1[64];
// This atomic is central to multi-threaded solver task synchronization.
// It prevents ABA problems by monotonically growing as the solver advances.
// This means a delayed worker thread will catch up without repeating already completed
// work (causing a race condition).
// sync index (16-bits) | stage type (16-bits)
b3AtomicU32 atomicSyncBits;
// padding to prevent false sharing
char padding2[64];
// Race flag claimed by whichever runner reaches b3SolverTask with workerIndex 0 first.
// The calling thread of b3World_Step also races for this slot so the orchestrator can
// always make progress, regardless of how the user's task system schedules tasks (out
// of order, fewer threads than workers, or synchronously inside enqueueTaskFcn). The
// loser of the race no-ops as workerIndex 0.
b3AtomicInt mainClaimed;
// padding to prevent false sharing
char padding3[64];
} b3StepContext;
void b3Solve( b3World* world, b3StepContext* stepContext );
static inline b3Softness b3MakeSoft( float hertz, float zeta, float h )
{
if ( hertz == 0.0f )
{
return B3_LITERAL( b3Softness ){
.biasRate = 0.0f,
.massScale = 0.0f,
.impulseScale = 0.0f,
};
}
float omega = 2.0f * B3_PI * hertz;
float a1 = 2.0f * zeta + h * omega;
float a2 = h * omega * a1;
float a3 = 1.0f / ( 1.0f + a2 );
// bias = w / (2 * z + hw)
// massScale = hw * (2 * z + hw) / (1 + hw * (2 * z + hw))
// impulseScale = 1 / (1 + hw * (2 * z + hw))
// If z == 0
// bias = 1/h
// massScale = hw^2 / (1 + hw^2)
// impulseScale = 1 / (1 + hw^2)
// w -> inf
// bias = 1/h
// massScale = 1
// impulseScale = 0
// if w = pi / 4 * inv_h
// massScale = (pi/4)^2 / (1 + (pi/4)^2) = pi^2 / (16 + pi^2) ~= 0.38
// impulseScale = 1 / (1 + (pi/4)^2) = 16 / (16 + pi^2) ~= 0.62
// In all cases:
// massScale + impulseScale == 1
return ( b3Softness ){
.biasRate = omega / a1,
.massScale = a2 * a3,
.impulseScale = a3,
};
}