Box3D 0.1.0
A 3D physics engine for games
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Foundations

Box3D provides minimal base functionality for allocation hooks and vector math. The C interface allows most runtime data and types to be defined internally in the src folder.

Assertions

Box3D will assert on bad input. This includes things like sending in NaN or infinity for values. It will assert if you use negative values for things that should only be positive, such as density.

Box3D will also assert if an internal bug is detected. For this reason, it is advisable to build Box3D from source. The library compiles in about a second.

You may wish to capture assertions in your application. In that case use b3SetAssertFcn(). This lets you override the debugger break and/or perform your own error handling.

Allocation

Box3D uses memory efficiently and minimizes per-frame allocations by pooling memory. The engine quickly adapts to the simulation size. After the first step or two of simulation there should be no further per-frame allocations.

As bodies, shapes, and joints are created and destroyed, their memory is recycled. Internally all this data is stored in contiguous arrays. When an object is destroyed, the array element is marked empty. When an object is created it fills an empty slot via an efficient free list.

Once the internal memory pools are initially filled, the only allocations should be for sleeping islands, since their data is copied out of the main simulation. Those allocations are generally infrequent.

You can provide a custom allocator using b3SetAllocator() and query the total bytes currently allocated using b3GetByteCount().

Version

The b3Version structure holds the current version so you can query it at run-time using b3GetVersion().

b3Version version = b3GetVersion();
printf("Box3D version %d.%d.%d\n", version.major, version.minor, version.revision);
int revision
Bug fixes.
Definition base.h:157
int minor
Incremental changes.
Definition base.h:154
int major
Significant changes.
Definition base.h:151
b3Version b3GetVersion(void)
Get the current version of Box3D.
Version numbering scheme.
Definition base.h:149

Vector Math

Box3D includes a vector math library covering types b3Vec3, b3Quat, b3Transform, b3Matrix3, and b3AABB. The library is designed to suit the internal needs of Box3D and its interface. All members are exposed, so you can use them freely in your application.

b3Vec3

Three-component float vector with fields x, y, z. Useful constants and operations:

b3Vec3 a = {1.0f, 0.0f, 0.0f}; // inline init
b3Vec3 z = b3Vec3_zero; // {0,0,0}
b3Vec3 c = b3Add(a, b); // component-wise add
b3Vec3 d = b3Sub(a, b); // subtract
b3Vec3 e = b3MulSV(2.0f, a); // scalar * vector
float f = b3Dot(a, b); // dot product
b3Vec3 g = b3Cross(a, b); // cross product
float h = b3Length(a); // Euclidean length
b3Vec3 n = b3Normalize(a); // unit vector
b3Vec3 p = b3Perp(a); // any perpendicular unit vector
b3Vec3 q = b3Lerp(a, b, 0.5f); // linear interpolation
b3Vec3 b3Sub(b3Vec3 a, b3Vec3 b)
Vector subtraction.
Definition math_functions.h:226
float b3Dot(b3Vec3 a, b3Vec3 b)
Vector dot product.
Definition math_functions.h:244
b3Vec3 b3Add(b3Vec3 a, b3Vec3 b)
Vector addition.
Definition math_functions.h:220
b3Vec3 b3MulSV(float s, b3Vec3 a)
s * a
Definition math_functions.h:344
b3Vec3 b3Lerp(b3Vec3 a, b3Vec3 b, float alpha)
Linearly interpolate between two vectors.
Definition math_functions.h:360
b3Vec3 b3Perp(b3Vec3 a)
Get a unit vector that is perpendicular to the supplied vector.
Definition math_functions.h:306
b3Vec3 b3Normalize(b3Vec3 a)
Normalize a vector. Returns a zero vector if the input vector is very small.
Definition math_functions.h:276
b3Vec3 b3Cross(b3Vec3 a, b3Vec3 b)
https://en.wikipedia.org/wiki/Cross_product
Definition math_functions.h:350
float b3Length(b3Vec3 v)
Vector length.
Definition math_functions.h:250
A 3D vector.
Definition math_functions.h:41

b3Quat

Unit quaternion representing orientation. Stored as a vector part q.v (x, y, z) and a scalar part q.s. The identity quaternion is b3Quat_identity.

Useful operations:

// Construct from axis (must be unit) and angle in radians
b3Quat q = b3MakeQuatFromAxisAngle(axis, radians);
// Rotate a vector
// Inverse-rotate a vector (equivalent to rotating by the conjugate)
// Compose two rotations: apply q2 first, then q1
b3Quat qc = b3MulQuat(q1, q2);
// Conjugate (same as inverse for a unit quaternion)
// Extract axis-angle
float angle;
b3Vec3 axis = b3GetAxisAngle(&angle, q);
// Total rotation angle (ignoring axis)
float totalAngle = b3GetQuatAngle(q);
// Convert to rotation matrix
// Normalized linear interpolation
b3Quat qi = b3NLerp(q1, q2, alpha);
b3Vec3 b3InvRotateVector(b3Quat q, b3Vec3 v)
Inverse rotate a vector.
Definition math_functions.h:462
B3_FORCE_INLINE b3Matrix3 b3MakeMatrixFromQuat(b3Quat q)
Make a matrix from a quaternion.
Definition math_functions.h:929
float b3GetQuatAngle(b3Quat q)
Get the angle for a quaternion in radians.
Definition math_functions.h:550
b3Quat b3NLerp(b3Quat q1, b3Quat q2, float alpha)
Linearly interpolate and normalize between two quaternions.
Definition math_functions.h:585
b3Vec3 b3RotateVector(b3Quat q, b3Vec3 v)
Rotate a vector.
Definition math_functions.h:451
b3Vec3 b3GetAxisAngle(float *radians, b3Quat q)
Get the axis and angle from a quaternion. Assumes the quaternion is normalized.
Definition math_functions.h:535
b3Quat b3Conjugate(b3Quat q)
Quaternion conjugate (cheap inverse).
Definition math_functions.h:500
b3Quat b3MakeQuatFromAxisAngle(b3Vec3 axis, float radians)
Make a quaternion that is equivalent to rotating around an axis by a specified angle.
Definition math_functions.h:526
b3Quat b3MulQuat(b3Quat q1, b3Quat q2)
Multiply two quaternions.
Definition math_functions.h:479
A 3x3 matrix.
Definition math_functions.h:99
A quaternion.
Definition math_functions.h:58

Because orientation in 3D is three-dimensional, there is no single scalar angle as there was in 2D. Always work with the full quaternion or the derived matrix.

b3Transform

A rigid transform: a position vector t.p (b3Vec3) combined with an orientation t.q (b3Quat). The identity transform is b3Transform_identity.

// Apply transform to a point in the transform's local frame -> world frame
b3Vec3 world = b3TransformPoint(t, localPoint);
// Inverse: world frame -> local frame
b3Vec3 local = b3InvTransformPoint(t, worldPoint);
// Compose: t_child expressed in t_parent's frame
b3Transform combined = b3MulTransforms(t_parent, t_child);
// Relative transform: t_b expressed in t_a's frame
// Invert a transform
b3Transform b3MulTransforms(b3Transform a, b3Transform b)
Multiply two transforms.
Definition math_functions.h:603
b3Vec3 b3InvTransformPoint(b3Transform t, b3Vec3 v)
Inverse transform a point.
Definition math_functions.h:639
B3_FORCE_INLINE b3Transform b3InvMulTransforms(b3Transform a, b3Transform b)
Creates a transform that converts a local point in frame B to a local point in frame A.
Definition math_functions.h:614
b3Transform b3InvertTransform(b3Transform t)
Get the inverse of a transform.
Definition math_functions.h:623
b3Vec3 b3TransformPoint(b3Transform t, b3Vec3 v)
Transform a point.
Definition math_functions.h:632
A rigid transform.
Definition math_functions.h:65

b3Matrix3

3×3 matrix stored as three column vectors cx, cy, cz. Primarily used for inertia tensors and rotation matrices. Useful operations include b3MulMV (matrix-vector multiply), b3MulMM (matrix-matrix multiply), b3Transpose, b3InvertMatrix, and b3MakeMatrixFromQuat.

b3AABB

Axis-aligned bounding box with lowerBound and upperBound as b3Vec3. Helpers include b3AABB_Overlaps, b3AABB_Contains, b3AABB_ContainsPoint, b3AABB_Union, b3AABB_Center, b3AABB_Extents, b3AABB_Inflate, and b3AABB_Transform.

Multithreading

Box3D has been optimized for multithreading. Multithreading is not required and by default Box3D will run single-threaded. If performance is important for your application, you should consider using the multithreading features.

Internal scheduler

Box3D has a built-in task scheduler that creates threads. You can use the built-in scheduler by setting the worker count in the world definition. This example shows how to use 4 workers. In this case Box3D will create 3 threads, and count the thread that calls b3World_Step as the fourth worker. I recommend to use the core count of the CPU as the worker count, not counting hyper-threads or efficiency cores.

worldDef.workerCount = 4;
uint32_t workerCount
Number of workers to use with the provided task system.
Definition types.h:186
b3WorldDef b3DefaultWorldDef(void)
Use this to initialize your world definition.
World definition used to create a simulation world.
Definition types.h:141

External scheduler

You can optionally connect your own task scheduler if you want more control. Multithreading is established for each Box3D world you create and must be hooked up to the world definition. See b3TaskCallback(), b3EnqueueTaskCallback(), and b3FinishTaskCallback() for more details. Also see b3WorldDef::workerCount, b3WorldDef::enqueueTask, and b3WorldDef::finishTask.

// Implement b3EnqueueTaskCallback
void* MyEnqueueTask(b3TaskCallback* task, void* taskContext,
void* userContext, const char* taskName)
{
MyTask* t = AllocTask();
t->task = task;
t->taskContext = taskContext;
Scheduler* myScheduler = (Scheduler*)userContact;
SubmitToThreadPool(myScheduler, t);
return t;
}
// Implement b3FinishTaskCallback
void MyFinishTask(void* userTask, void* userContext)
{
MyTask* t = (MyTask*)userTask;
WaitForCompletion(t);
FreeTask(t);
}
worldDef.enqueueTask = MyEnqueueTask;
worldDef.finishTask = MyFinishTask;
worldDef.userTaskContext = myScheduler;
worldDef.workerCount = GetMyWorkerCount();
b3FinishTaskCallback * finishTask
function to finish a task
Definition types.h:192
void * userTaskContext
User context that is provided to enqueueTask and finishTask.
Definition types.h:195
b3EnqueueTaskCallback * enqueueTask
function to spawn task
Definition types.h:189
void b3TaskCallback(void *taskContext)
Task interface This is the prototype for a Box3D task.
Definition types.h:20

Threading model

The multithreading design for Box3D is focused on data parallelism. The goal is to use multiple cores to finish the world simulation as fast as possible. Box3D multithreading is not designed for task parallelism. Often in games you have a render thread or an audio thread doing work in isolation from the main thread. Those are examples of task parallelism.

So when you design your game loop, you should let Box3D go wide and use multiple cores to finish its work quickly, without other threads interacting with the Box3D world at the same time.

It is expected that the thread that calls b3World_Step participates in making progress. Do not call b3World_Step and park that fiber. Tasks will only be enqueued on the thread that calls b3World_Step. MyFinishTask must block until the task has completed. Ideally your scheduler is helping make progress when MyFinishTask is called.

Avoiding race conditions

In a multithreaded environment you must be careful to avoid race conditions. Modifying the world while it is simulating will lead to unpredictable behavior and is never safe. It is also not safe to read data from a Box3D world while it is simulating. Box3D may move data structures to improve cache performance, so you could easily read garbage.

Caution: Do not perform read or write operations on a Box3D world during b3World_Step(). Do not write to the Box3D world from multiple threads. Any operation that wakes a body is not thread-safe.

It is safe to do ray-casts, shape-casts, and overlap tests from multiple threads outside of b3World_Step(). Generally any read-only operation is safe to do multithreaded outside of b3World_Step(). This can be very useful if you have multithreaded game logic.

Multithreading Multiple Worlds

Some applications may wish to create multiple Box3D worlds and simulate them on different threads. This works fine because Box3D has very limited use of globals.

There are a few caveats:

  • You will get a race condition if you create or destroy Box3D worlds from multiple threads. Use a mutex to guard those operations.
  • If you simulate multiple Box3D worlds simultaneously, they should probably not share a task system. Otherwise you risk preemption between worlds competing for the same workers.
  • Any callbacks you hook up to Box3D must be thread-safe, including memory allocators.
  • All the limitations for single-world simulation still apply.