mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
520 lines
23 KiB
C#
520 lines
23 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Dynamics.Contacts;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics.Systems
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{
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public abstract class SharedBroadphaseSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IMapManagerInternal _mapManager = default!;
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[Dependency] private readonly IParallelManager _parallel = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedGridTraversalSystem _traversal = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private EntityQuery<BroadphaseComponent> _broadphaseQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private EntityQuery<PhysicsMapComponent> _mapQuery;
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/*
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* Okay so Box2D has its own "MoveProxy" stuff so you can easily find new contacts when required.
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* Our problem is that we have nested broadphases (rather than being on separate maps) which makes this
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* not feasible because a body could be intersecting 2 broadphases.
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* Hence we need to check which broadphases it does intersect and checkar for colliding bodies.
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*/
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/// <summary>
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/// How much to expand bounds by to check cross-broadphase collisions.
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/// Ideally you want to set this to your largest body size.
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/// This only has a noticeable performance impact where multiple broadphases are in close proximity.
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/// </summary>
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private float _broadphaseExpand;
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private const int PairBufferParallel = 8;
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private ObjectPool<List<FixtureProxy>> _bufferPool =
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new DefaultObjectPool<List<FixtureProxy>>(new ListPolicy<FixtureProxy>(), 2048);
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public override void Initialize()
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{
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base.Initialize();
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_broadphaseQuery = GetEntityQuery<BroadphaseComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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_mapQuery = GetEntityQuery<PhysicsMapComponent>();
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UpdatesOutsidePrediction = true;
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UpdatesAfter.Add(typeof(SharedTransformSystem));
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Subs.CVar(_cfg, CVars.BroadphaseExpand, SetBroadphaseExpand, true);
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}
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private void SetBroadphaseExpand(float value) => _broadphaseExpand = value;
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#region Find Contacts
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/// <summary>
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/// Check the AABB for each moved broadphase fixture and add any colliding entities to the movebuffer in case.
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/// </summary>
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private void FindGridContacts(
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PhysicsMapComponent component,
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MapId mapId,
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HashSet<EntityUid> movedGrids,
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Dictionary<FixtureProxy, Box2> gridMoveBuffer)
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{
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// None moved this tick
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if (movedGrids.Count == 0) return;
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var mapBroadphase = _broadphaseQuery.GetComponent(_mapManager.GetMapEntityId(mapId));
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// This is so that if we're on a broadphase that's moving (e.g. a grid) we need to make sure anything
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// we move over is getting checked for collisions, and putting it on the movebuffer is the easiest way to do so.
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var moveBuffer = component.MoveBuffer;
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foreach (var gridUid in movedGrids)
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{
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var grid = _gridQuery.GetComponent(gridUid);
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var xform = _xformQuery.GetComponent(gridUid);
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DebugTools.Assert(xform.MapID == mapId);
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var worldAABB = _transform.GetWorldMatrix(xform).TransformBox(grid.LocalAABB);
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var enlargedAABB = worldAABB.Enlarged(_broadphaseExpand);
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var state = (moveBuffer, gridMoveBuffer);
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QueryMapBroadphase(mapBroadphase.DynamicTree, ref state, enlargedAABB);
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QueryMapBroadphase(mapBroadphase.StaticTree, ref state, enlargedAABB);
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}
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foreach (var (proxy, worldAABB) in gridMoveBuffer)
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{
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moveBuffer[proxy] = worldAABB;
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// If something is in our AABB then try grid traversal for it
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_traversal.CheckTraverse(proxy.Entity, Transform(proxy.Entity));
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}
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}
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private void QueryMapBroadphase(IBroadPhase broadPhase,
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ref (Dictionary<FixtureProxy, Box2>, Dictionary<FixtureProxy, Box2>) state,
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Box2 enlargedAABB)
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{
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// Easier to just not go over each proxy as we already unioned the fixture's worldaabb.
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broadPhase.QueryAabb(ref state, static (ref (
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Dictionary<FixtureProxy, Box2> moveBuffer,
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Dictionary<FixtureProxy, Box2> gridMoveBuffer) tuple,
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in FixtureProxy value) =>
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{
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// 99% of the time it's just going to be the broadphase (for now the grid) itself.
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// hence this body check makes this run significantly better.
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// Also check if it's not already on the movebuffer.
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if (tuple.moveBuffer.ContainsKey(value))
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return true;
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// To avoid updating during iteration.
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// Don't need to transform as it's already in map terms.
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tuple.gridMoveBuffer[value] = value.AABB;
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return true;
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}, enlargedAABB, true);
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}
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[Obsolete("Use the overload with SharedPhysicsMapComponent")]
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internal void FindNewContacts(MapId mapId)
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{
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if (!TryComp<PhysicsMapComponent>(_mapManager.GetMapEntityId(mapId), out var physicsMap))
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return;
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FindNewContacts(physicsMap, mapId);
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}
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/// <summary>
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/// Go through every single created, moved, or touched proxy on the map and try to find any new contacts that should be created.
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/// </summary>
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internal void FindNewContacts(PhysicsMapComponent component, MapId mapId)
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{
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var moveBuffer = component.MoveBuffer;
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var mapUid = _mapManager.GetMapEntityId(mapId);
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var movedGrids = Comp<MovedGridsComponent>(mapUid).MovedGrids;
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var gridMoveBuffer = new Dictionary<FixtureProxy, Box2>();
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// Find any entities being driven over that might need to be considered
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FindGridContacts(component, mapId, movedGrids, gridMoveBuffer);
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// There is some mariana trench levels of bullshit going on.
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// We essentially need to re-create Box2D's FindNewContacts but in a way that allows us to check every
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// broadphase intersecting a particular proxy instead of just on the 1 broadphase.
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// This means we can generate contacts across different broadphases.
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// If you have a better way of allowing for broadphases attached to grids then by all means code it yourself.
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// FindNewContacts is inherently going to be a lot slower than Box2D's normal version so we need
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// to cache a bunch of stuff to make up for it.
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// Handle grids first as they're not stored on map broadphase at all.
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HandleGridCollisions(mapId, movedGrids);
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// EZ
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if (moveBuffer.Count == 0)
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return;
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var count = moveBuffer.Count;
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var contactBuffer = ArrayPool<List<FixtureProxy>>.Shared.Rent(count);
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var pMoveBuffer = ArrayPool<(FixtureProxy Proxy, Box2 AABB)>.Shared.Rent(count);
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var idx = 0;
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foreach (var (proxy, aabb) in moveBuffer)
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{
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contactBuffer[idx] = _bufferPool.Get();
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pMoveBuffer[idx++] = (proxy, aabb);
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}
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var options = new ParallelOptions
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{
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MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
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};
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var batches = (int)MathF.Ceiling((float) count / PairBufferParallel);
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Parallel.For(0, batches, options, i =>
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{
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var start = i * PairBufferParallel;
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var end = Math.Min(start + PairBufferParallel, count);
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for (var j = start; j < end; j++)
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{
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var (proxy, worldAABB) = pMoveBuffer[j];
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var buffer = contactBuffer[j];
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var proxyBody = proxy.Body;
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DebugTools.Assert(!proxyBody.Deleted);
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var state = (this, proxy, worldAABB, buffer);
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// Get every broadphase we may be intersecting.
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_mapManager.FindGridsIntersecting(mapId, worldAABB.Enlarged(_broadphaseExpand), ref state,
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static (EntityUid uid, MapGridComponent _, ref (
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SharedBroadphaseSystem system,
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FixtureProxy proxy,
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Box2 worldAABB,
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List<FixtureProxy> pairBuffer) tuple) =>
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{
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ref var buffer = ref tuple.pairBuffer;
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tuple.system.FindPairs(tuple.proxy, tuple.worldAABB, uid, buffer);
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return true;
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}, approx: true, includeMap: false);
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// Struct ref moment, I have no idea what's fastest.
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buffer = state.buffer;
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FindPairs(proxy, worldAABB, _mapManager.GetMapEntityId(mapId), buffer);
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}
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});
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for (var i = 0; i < count; i++)
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{
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var proxyA = pMoveBuffer[i].Proxy;
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var proxies = contactBuffer[i];
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var proxyABody = proxyA.Body;
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FixturesComponent? manager = null;
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foreach (var other in proxies)
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{
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var otherBody = other.Body;
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// Because we may be colliding with something asleep (due to the way grid movement works) need
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// to make sure the contact doesn't fail.
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// This is because we generate a contact across 2 different broadphases where both bodies aren't
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// moving locally but are moving in world-terms.
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if (proxyA.Fixture.Hard && other.Fixture.Hard &&
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(gridMoveBuffer.ContainsKey(proxyA) || gridMoveBuffer.ContainsKey(other)))
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{
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_physicsSystem.WakeBody(proxyA.Entity, force: true, manager: manager, body: proxyABody);
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_physicsSystem.WakeBody(other.Entity, force: true, body: otherBody);
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}
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_physicsSystem.AddPair(proxyA.FixtureId, other.FixtureId, proxyA, other);
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}
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_bufferPool.Return(contactBuffer[i]);
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pMoveBuffer[i] = default;
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}
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ArrayPool<List<FixtureProxy>>.Shared.Return(contactBuffer);
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ArrayPool<(FixtureProxy Proxy, Box2 AABB)>.Shared.Return(pMoveBuffer);
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moveBuffer.Clear();
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movedGrids.Clear();
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}
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private void HandleGridCollisions(
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MapId mapId,
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HashSet<EntityUid> movedGrids)
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{
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foreach (var gridUid in movedGrids)
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{
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var grid = _gridQuery.GetComponent(gridUid);
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var xform = _xformQuery.GetComponent(gridUid);
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DebugTools.Assert(xform.MapID == mapId);
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var (worldPos, worldRot, worldMatrix, invWorldMatrix) = _transform.GetWorldPositionRotationMatrixWithInv(xform);
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var aabb = new Box2Rotated(grid.LocalAABB, worldRot).CalcBoundingBox().Translated(worldPos);
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// TODO: Need to handle grids colliding with non-grid entities with the same layer
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// (nothing in SS14 does this yet).
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var transform = _physicsSystem.GetPhysicsTransform(gridUid);
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var state = (gridUid, grid, transform, worldMatrix, invWorldMatrix, _map, _physicsSystem, _transform, _physicsQuery, _xformQuery);
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_mapManager.FindGridsIntersecting(mapId, aabb, ref state,
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static (EntityUid uid, MapGridComponent component,
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ref (EntityUid gridUid,
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MapGridComponent grid,
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Transform transform,
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Matrix3 worldMatrix,
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Matrix3 invWorldMatrix,
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SharedMapSystem _map,
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SharedPhysicsSystem _physicsSystem,
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SharedTransformSystem xformSystem,
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EntityQuery<PhysicsComponent> physicsQuery,
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EntityQuery<TransformComponent> xformQuery) tuple) =>
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{
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if (tuple.gridUid == uid ||
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!tuple.xformQuery.TryGetComponent(uid, out var collidingXform))
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{
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return true;
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}
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var (_, _, otherGridMatrix, otherGridInvMatrix) = tuple.xformSystem.GetWorldPositionRotationMatrixWithInv(collidingXform, tuple.xformQuery);
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var otherGridBounds = otherGridMatrix.TransformBox(component.LocalAABB);
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var otherTransform = tuple._physicsSystem.GetPhysicsTransform(uid);
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// Get Grid2 AABB in grid1 ref
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var aabb1 = tuple.grid.LocalAABB.Intersect(tuple.invWorldMatrix.TransformBox(otherGridBounds));
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// TODO: AddPair has a nasty check in there that's O(n) but that's also a general physics problem.
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var ourChunks = tuple._map.GetLocalMapChunks(tuple.gridUid, tuple.grid, aabb1);
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var physicsA = tuple.physicsQuery.GetComponent(tuple.gridUid);
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var physicsB = tuple.physicsQuery.GetComponent(uid);
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// Only care about chunks on other grid overlapping us.
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while (ourChunks.MoveNext(out var ourChunk))
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{
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var ourChunkWorld =
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tuple.worldMatrix.TransformBox(
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ourChunk.CachedBounds.Translated(ourChunk.Indices * tuple.grid.ChunkSize));
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var ourChunkOtherRef = otherGridInvMatrix.TransformBox(ourChunkWorld);
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var collidingChunks = tuple._map.GetLocalMapChunks(uid, component, ourChunkOtherRef);
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while (collidingChunks.MoveNext(out var collidingChunk))
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{
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foreach (var (ourId, fixture) in ourChunk.Fixtures)
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{
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for (var i = 0; i < fixture.Shape.ChildCount; i++)
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{
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var fixAABB = fixture.Shape.ComputeAABB(tuple.transform, i);
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foreach (var (otherId, otherFixture) in collidingChunk.Fixtures)
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{
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for (var j = 0; j < otherFixture.Shape.ChildCount; j++)
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{
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var otherAABB = otherFixture.Shape.ComputeAABB(otherTransform, j);
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if (!fixAABB.Intersects(otherAABB)) continue;
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tuple._physicsSystem.AddPair(tuple.gridUid, uid,
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ourId, otherId,
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fixture, i,
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otherFixture, j,
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physicsA, physicsB,
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ContactFlags.Grid);
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break;
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}
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}
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}
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}
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}
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}
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return true;
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}, approx: true, includeMap: false);
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}
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}
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#endregion
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private void FindPairs(
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FixtureProxy proxy,
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Box2 worldAABB,
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EntityUid broadphase,
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List<FixtureProxy> pairBuffer)
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{
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DebugTools.Assert(proxy.Body.CanCollide);
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// Broadphase can't intersect with entities on itself so skip.
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if (proxy.Entity == broadphase || !_xformQuery.TryGetComponent(proxy.Entity, out var xform))
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{
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return;
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}
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// Logger.DebugS("physics", $"Checking proxy for {proxy.Entity} on {broadphase.Owner}");
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Box2 aabb;
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DebugTools.AssertNotNull(xform.Broadphase);
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if (!_lookup.TryGetCurrentBroadphase(xform, out var proxyBroad))
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{
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Log.Error($"Found null broadphase for {ToPrettyString(proxy.Entity)}");
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DebugTools.Assert(false);
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return;
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}
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// If it's the same broadphase as our body's one then don't need to translate the AABB.
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if (proxyBroad.Owner == broadphase)
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{
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aabb = proxy.AABB;
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}
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else
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{
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aabb = _transform.GetInvWorldMatrix(broadphase).TransformBox(worldAABB);
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}
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var broadphaseComp = _broadphaseQuery.GetComponent(broadphase);
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var state = (pairBuffer, proxy);
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QueryBroadphase(broadphaseComp.DynamicTree, state, aabb);
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if ((proxy.Body.BodyType & BodyType.Static) != 0x0)
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return;
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QueryBroadphase(broadphaseComp.StaticTree, state, aabb);
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}
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private void QueryBroadphase(IBroadPhase broadPhase, (List<FixtureProxy>, FixtureProxy) state, Box2 aabb)
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{
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broadPhase.QueryAabb(ref state, static (
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ref (List<FixtureProxy> pairBuffer, FixtureProxy proxy) tuple,
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in FixtureProxy other) =>
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{
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DebugTools.Assert(other.Body.CanCollide);
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// Logger.DebugS("physics", $"Checking {proxy.Entity} against {other.Fixture.Body.Owner} at {aabb}");
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if (tuple.proxy == other ||
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!SharedPhysicsSystem.ShouldCollide(tuple.proxy.Fixture, other.Fixture) ||
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tuple.proxy.Entity == other.Entity)
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{
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return true;
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}
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tuple.pairBuffer.Add(other);
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return true;
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}, aabb, true);
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}
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public void RegenerateContacts(EntityUid uid, PhysicsComponent body, FixturesComponent? fixtures = null, TransformComponent? xform = null)
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{
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_physicsSystem.DestroyContacts(body);
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if (!Resolve(uid, ref xform, ref fixtures))
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return;
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if (xform.MapUid == null)
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return;
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if (!_xformQuery.TryGetComponent(xform.Broadphase?.Uid, out var broadphase))
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return;
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_physicsSystem.SetAwake((uid, body), true);
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var matrix = _transform.GetWorldMatrix(broadphase);
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foreach (var fixture in fixtures.Fixtures.Values)
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{
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TouchProxies(xform.MapUid.Value, matrix, fixture);
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}
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}
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private void TouchProxies(EntityUid mapId, Matrix3 broadphaseMatrix, Fixture fixture)
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{
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foreach (var proxy in fixture.Proxies)
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{
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AddToMoveBuffer(mapId, proxy, broadphaseMatrix.TransformBox(proxy.AABB));
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}
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}
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private void AddToMoveBuffer(EntityUid mapId, FixtureProxy proxy, Box2 aabb)
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{
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if (!_mapQuery.TryGetComponent(mapId, out var physicsMap))
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return;
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DebugTools.Assert(proxy.Body.CanCollide);
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physicsMap.MoveBuffer[proxy] = aabb;
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}
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public void Refilter(EntityUid uid, Fixture fixture, TransformComponent? xform = null)
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{
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foreach (var contact in fixture.Contacts.Values)
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{
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contact.Flags |= ContactFlags.Filter;
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}
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if (!Resolve(uid, ref xform))
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return;
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if (xform.MapUid == null)
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return;
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if (!_xformQuery.TryGetComponent(xform.Broadphase?.Uid, out var broadphase))
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return;
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var matrix = _transform.GetWorldMatrix(broadphase);
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TouchProxies(xform.MapUid.Value, matrix, fixture);
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}
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// TODO: The below is slow and should just query the map's broadphase directly. The problem is that
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// there's some ordering stuff going on where the broadphase has queued all of its updates but hasn't applied
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// them yet so this query will fail on initialization which chains into a whole lot of issues.
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internal IEnumerable<(EntityUid uid, BroadphaseComponent comp)> GetBroadphases(MapId mapId, Box2 aabb)
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{
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// TODO Okay so problem: If we just do Encloses that's a lot faster BUT it also means we don't return the
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// map's broadphase which avoids us iterating over it for 99% of bodies.
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if (mapId == MapId.Nullspace) yield break;
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var enumerator = AllEntityQuery<BroadphaseComponent, TransformComponent>();
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while (enumerator.MoveNext(out var bUid, out var broadphase, out var xform))
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{
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if (xform.MapID != mapId) continue;
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if (!EntityManager.TryGetComponent(bUid, out MapGridComponent? mapGrid))
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{
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yield return (bUid, broadphase);
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continue;
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}
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// Won't worry about accurate bounds checks as it's probably slower in most use cases.
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var chunkEnumerator = _map.GetMapChunks(bUid, mapGrid, aabb);
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if (chunkEnumerator.MoveNext(out _))
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{
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yield return (bUid, broadphase);
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}
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}
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}
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}
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}
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