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apecs-physics-0.2.0.0: Chipmunk2D/src/cpSpaceStep.c

/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

#include "chipmunk_private.h"

//MARK: Post Step Callback Functions

cpPostStepCallback *
cpSpaceGetPostStepCallback(cpSpace *space, void *key)
{
	cpArray *arr = space->postStepCallbacks;
	for(int i=0; i<arr->num; i++){
		cpPostStepCallback *callback = (cpPostStepCallback *)arr->arr[i];
		if(callback && callback->key == key) return callback;
	}
	
	return NULL;
}

static void PostStepDoNothing(cpSpace *space, void *obj, void *data){}

cpBool
cpSpaceAddPostStepCallback(cpSpace *space, cpPostStepFunc func, void *key, void *data)
{
	cpAssertWarn(space->locked,
		"Adding a post-step callback when the space is not locked is unnecessary. "
		"Post-step callbacks will not called until the end of the next call to cpSpaceStep() or the next query.");
	
	if(!cpSpaceGetPostStepCallback(space, key)){
		cpPostStepCallback *callback = (cpPostStepCallback *)cpcalloc(1, sizeof(cpPostStepCallback));
		callback->func = (func ? func : PostStepDoNothing);
		callback->key = key;
		callback->data = data;
		
		cpArrayPush(space->postStepCallbacks, callback);
		return cpTrue;
	} else {
		return cpFalse;
	}
}

//MARK: Locking Functions

void
cpSpaceLock(cpSpace *space)
{
	space->locked++;
}

void
cpSpaceUnlock(cpSpace *space, cpBool runPostStep)
{
	space->locked--;
	cpAssertHard(space->locked >= 0, "Internal Error: Space lock underflow.");
	
	if(space->locked == 0){
		cpArray *waking = space->rousedBodies;
		
		for(int i=0, count=waking->num; i<count; i++){
			cpSpaceActivateBody(space, (cpBody *)waking->arr[i]);
			waking->arr[i] = NULL;
		}
		
		waking->num = 0;
		
		if(space->locked == 0 && runPostStep && !space->skipPostStep){
			space->skipPostStep = cpTrue;
			
			cpArray *arr = space->postStepCallbacks;
			for(int i=0; i<arr->num; i++){
				cpPostStepCallback *callback = (cpPostStepCallback *)arr->arr[i];
				cpPostStepFunc func = callback->func;
				
				// Mark the func as NULL in case calling it calls cpSpaceRunPostStepCallbacks() again.
				// TODO: need more tests around this case I think.
				callback->func = NULL;
				if(func) func(space, callback->key, callback->data);
				
				arr->arr[i] = NULL;
				cpfree(callback);
			}
			
			arr->num = 0;
			space->skipPostStep = cpFalse;
		}
	}
}

//MARK: Contact Buffer Functions

struct cpContactBufferHeader {
	cpTimestamp stamp;
	cpContactBufferHeader *next;
	unsigned int numContacts;
};

#define CP_CONTACTS_BUFFER_SIZE ((CP_BUFFER_BYTES - sizeof(cpContactBufferHeader))/sizeof(struct cpContact))
typedef struct cpContactBuffer {
	cpContactBufferHeader header;
	struct cpContact contacts[CP_CONTACTS_BUFFER_SIZE];
} cpContactBuffer;

static cpContactBufferHeader *
cpSpaceAllocContactBuffer(cpSpace *space)
{
	cpContactBuffer *buffer = (cpContactBuffer *)cpcalloc(1, sizeof(cpContactBuffer));
	cpArrayPush(space->allocatedBuffers, buffer);
	return (cpContactBufferHeader *)buffer;
}

static cpContactBufferHeader *
cpContactBufferHeaderInit(cpContactBufferHeader *header, cpTimestamp stamp, cpContactBufferHeader *splice)
{
	header->stamp = stamp;
	header->next = (splice ? splice->next : header);
	header->numContacts = 0;
	
	return header;
}

void
cpSpacePushFreshContactBuffer(cpSpace *space)
{
	cpTimestamp stamp = space->stamp;
	
	cpContactBufferHeader *head = space->contactBuffersHead;
	
	if(!head){
		// No buffers have been allocated, make one
		space->contactBuffersHead = cpContactBufferHeaderInit(cpSpaceAllocContactBuffer(space), stamp, NULL);
	} else if(stamp - head->next->stamp > space->collisionPersistence){
		// The tail buffer is available, rotate the ring
	cpContactBufferHeader *tail = head->next;
		space->contactBuffersHead = cpContactBufferHeaderInit(tail, stamp, tail);
	} else {
		// Allocate a new buffer and push it into the ring
		cpContactBufferHeader *buffer = cpContactBufferHeaderInit(cpSpaceAllocContactBuffer(space), stamp, head);
		space->contactBuffersHead = head->next = buffer;
	}
}


struct cpContact *
cpContactBufferGetArray(cpSpace *space)
{
	if(space->contactBuffersHead->numContacts + CP_MAX_CONTACTS_PER_ARBITER > CP_CONTACTS_BUFFER_SIZE){
		// contact buffer could overflow on the next collision, push a fresh one.
		cpSpacePushFreshContactBuffer(space);
	}
	
	cpContactBufferHeader *head = space->contactBuffersHead;
	return ((cpContactBuffer *)head)->contacts + head->numContacts;
}

void
cpSpacePushContacts(cpSpace *space, int count)
{
	cpAssertHard(count <= CP_MAX_CONTACTS_PER_ARBITER, "Internal Error: Contact buffer overflow!");
	space->contactBuffersHead->numContacts += count;
}

static void
cpSpacePopContacts(cpSpace *space, int count){
	space->contactBuffersHead->numContacts -= count;
}

//MARK: Collision Detection Functions

static void *
cpSpaceArbiterSetTrans(cpShape **shapes, cpSpace *space)
{
	if(space->pooledArbiters->num == 0){
		// arbiter pool is exhausted, make more
		int count = CP_BUFFER_BYTES/sizeof(cpArbiter);
		cpAssertHard(count, "Internal Error: Buffer size too small.");
		
		cpArbiter *buffer = (cpArbiter *)cpcalloc(1, CP_BUFFER_BYTES);
		cpArrayPush(space->allocatedBuffers, buffer);
		
		for(int i=0; i<count; i++) cpArrayPush(space->pooledArbiters, buffer + i);
	}
	
	return cpArbiterInit((cpArbiter *)cpArrayPop(space->pooledArbiters), shapes[0], shapes[1]);
}

static inline cpBool
QueryRejectConstraint(cpBody *a, cpBody *b)
{
	CP_BODY_FOREACH_CONSTRAINT(a, constraint){
		if(
			!constraint->collideBodies && (
				(constraint->a == a && constraint->b == b) ||
				(constraint->a == b && constraint->b == a)
			)
		) return cpTrue;
	}
	
	return cpFalse;
}

static inline cpBool
QueryReject(cpShape *a, cpShape *b)
{
	return (
		// BBoxes must overlap
		!cpBBIntersects(a->bb, b->bb)
		// Don't collide shapes attached to the same body.
		|| a->body == b->body
		// Don't collide shapes that are filtered.
		|| cpShapeFilterReject(a->filter, b->filter)
		// Don't collide bodies if they have a constraint with collideBodies == cpFalse.
		|| QueryRejectConstraint(a->body, b->body)
	);
}

// Callback from the spatial hash.
cpCollisionID
cpSpaceCollideShapes(cpShape *a, cpShape *b, cpCollisionID id, cpSpace *space)
{
	// Reject any of the simple cases
	if(QueryReject(a,b)) return id;
	
	// Narrow-phase collision detection.
	struct cpCollisionInfo info = cpCollide(a, b, id, cpContactBufferGetArray(space));
	
	if(info.count == 0) return info.id; // Shapes are not colliding.
	cpSpacePushContacts(space, info.count);
	
	// Get an arbiter from space->arbiterSet for the two shapes.
	// This is where the persistant contact magic comes from.
	const cpShape *shape_pair[] = {info.a, info.b};
	cpHashValue arbHashID = CP_HASH_PAIR((cpHashValue)info.a, (cpHashValue)info.b);
	cpArbiter *arb = (cpArbiter *)cpHashSetInsert(space->cachedArbiters, arbHashID, shape_pair, (cpHashSetTransFunc)cpSpaceArbiterSetTrans, space);
	cpArbiterUpdate(arb, &info, space);
	
	cpCollisionHandler *handler = arb->handler;
	
	// Call the begin function first if it's the first step
	if(arb->state == CP_ARBITER_STATE_FIRST_COLLISION && !handler->beginFunc(arb, space, handler->userData)){
		cpArbiterIgnore(arb); // permanently ignore the collision until separation
	}
	
	if(
		// Ignore the arbiter if it has been flagged
		(arb->state != CP_ARBITER_STATE_IGNORE) && 
		// Call preSolve
		handler->preSolveFunc(arb, space, handler->userData) &&
		// Check (again) in case the pre-solve() callback called cpArbiterIgnored().
		arb->state != CP_ARBITER_STATE_IGNORE &&
		// Process, but don't add collisions for sensors.
		!(a->sensor || b->sensor) &&
		// Don't process collisions between two infinite mass bodies.
		// This includes collisions between two kinematic bodies, or a kinematic body and a static body.
		!(a->body->m == INFINITY && b->body->m == INFINITY)
	){
		cpArrayPush(space->arbiters, arb);
	} else {
		cpSpacePopContacts(space, info.count);
		
		arb->contacts = NULL;
		arb->count = 0;
		
		// Normally arbiters are set as used after calling the post-solve callback.
		// However, post-solve() callbacks are not called for sensors or arbiters rejected from pre-solve.
		if(arb->state != CP_ARBITER_STATE_IGNORE) arb->state = CP_ARBITER_STATE_NORMAL;
	}
	
	// Time stamp the arbiter so we know it was used recently.
	arb->stamp = space->stamp;
	return info.id;
}

// Hashset filter func to throw away old arbiters.
cpBool
cpSpaceArbiterSetFilter(cpArbiter *arb, cpSpace *space)
{
	cpTimestamp ticks = space->stamp - arb->stamp;
	
	cpBody *a = arb->body_a, *b = arb->body_b;
	
	// TODO: should make an arbiter state for this so it doesn't require filtering arbiters for dangling body pointers on body removal.
	// Preserve arbiters on sensors and rejected arbiters for sleeping objects.
	// This prevents errant separate callbacks from happenening.
	if(
		(cpBodyGetType(a) == CP_BODY_TYPE_STATIC || cpBodyIsSleeping(a)) &&
		(cpBodyGetType(b) == CP_BODY_TYPE_STATIC || cpBodyIsSleeping(b))
	){
		return cpTrue;
	}
	
	// Arbiter was used last frame, but not this one
	if(ticks >= 1 && arb->state != CP_ARBITER_STATE_CACHED){
		arb->state = CP_ARBITER_STATE_CACHED;
		cpCollisionHandler *handler = arb->handler;
		handler->separateFunc(arb, space, handler->userData);
	}
	
	if(ticks >= space->collisionPersistence){
		arb->contacts = NULL;
		arb->count = 0;
		
		cpArrayPush(space->pooledArbiters, arb);
		return cpFalse;
	}
	
	return cpTrue;
}

//MARK: All Important cpSpaceStep() Function

 void
cpShapeUpdateFunc(cpShape *shape, void *unused)
{
	cpShapeCacheBB(shape);
}

void
cpSpaceStep(cpSpace *space, cpFloat dt)
{
	// don't step if the timestep is 0!
	if(dt == 0.0f) return;
	
	space->stamp++;
	
	cpFloat prev_dt = space->curr_dt;
	space->curr_dt = dt;
		
	cpArray *bodies = space->dynamicBodies;
	cpArray *constraints = space->constraints;
	cpArray *arbiters = space->arbiters;
	
	// Reset and empty the arbiter lists.
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter *)arbiters->arr[i];
		arb->state = CP_ARBITER_STATE_NORMAL;
		
		// If both bodies are awake, unthread the arbiter from the contact graph.
		if(!cpBodyIsSleeping(arb->body_a) && !cpBodyIsSleeping(arb->body_b)){
			cpArbiterUnthread(arb);
		}
	}
	arbiters->num = 0;

	cpSpaceLock(space); {
		// Integrate positions
		for(int i=0; i<bodies->num; i++){
			cpBody *body = (cpBody *)bodies->arr[i];
			body->position_func(body, dt);
		}
		
		// Find colliding pairs.
		cpSpacePushFreshContactBuffer(space);
		cpSpatialIndexEach(space->dynamicShapes, (cpSpatialIndexIteratorFunc)cpShapeUpdateFunc, NULL);
		cpSpatialIndexReindexQuery(space->dynamicShapes, (cpSpatialIndexQueryFunc)cpSpaceCollideShapes, space);
	} cpSpaceUnlock(space, cpFalse);
	
	// Rebuild the contact graph (and detect sleeping components if sleeping is enabled)
	cpSpaceProcessComponents(space, dt);
	
	cpSpaceLock(space); {
		// Clear out old cached arbiters and call separate callbacks
		cpHashSetFilter(space->cachedArbiters, (cpHashSetFilterFunc)cpSpaceArbiterSetFilter, space);

		// Prestep the arbiters and constraints.
		cpFloat slop = space->collisionSlop;
		cpFloat biasCoef = 1.0f - cpfpow(space->collisionBias, dt);
		for(int i=0; i<arbiters->num; i++){
			cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt, slop, biasCoef);
		}

		for(int i=0; i<constraints->num; i++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
			
			cpConstraintPreSolveFunc preSolve = constraint->preSolve;
			if(preSolve) preSolve(constraint, space);
			
			constraint->klass->preStep(constraint, dt);
		}
	
		// Integrate velocities.
		cpFloat damping = cpfpow(space->damping, dt);
		cpVect gravity = space->gravity;
		for(int i=0; i<bodies->num; i++){
			cpBody *body = (cpBody *)bodies->arr[i];
			body->velocity_func(body, gravity, damping, dt);
		}
		
		// Apply cached impulses
		cpFloat dt_coef = (prev_dt == 0.0f ? 0.0f : dt/prev_dt);
		for(int i=0; i<arbiters->num; i++){
			cpArbiterApplyCachedImpulse((cpArbiter *)arbiters->arr[i], dt_coef);
		}
		
		for(int i=0; i<constraints->num; i++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
			constraint->klass->applyCachedImpulse(constraint, dt_coef);
		}
		
		// Run the impulse solver.
		for(int i=0; i<space->iterations; i++){
			for(int j=0; j<arbiters->num; j++){
				cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j]);
			}
				
			for(int j=0; j<constraints->num; j++){
				cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
				constraint->klass->applyImpulse(constraint, dt);
			}
		}
		
		// Run the constraint post-solve callbacks
		for(int i=0; i<constraints->num; i++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
			
			cpConstraintPostSolveFunc postSolve = constraint->postSolve;
			if(postSolve) postSolve(constraint, space);
		}
		
		// run the post-solve callbacks
		for(int i=0; i<arbiters->num; i++){
			cpArbiter *arb = (cpArbiter *) arbiters->arr[i];
			
			cpCollisionHandler *handler = arb->handler;
			handler->postSolveFunc(arb, space, handler->userData);
		}
	} cpSpaceUnlock(space, cpTrue);
}