Files
RobustToolbox/Robust.Shared/Physics/Systems/SharedBroadphaseSystem.cs
2024-02-11 13:29:27 +01:00

520 lines
23 KiB
C#

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