overte-HifiExperiments/libraries/physics/src/ThreadSafeDynamicsWorld.cpp
2016-04-22 09:38:43 -07:00

169 lines
6.8 KiB
C++

/*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it freely,
* subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*
* Copied and modified from btDiscreteDynamicsWorld.cpp by AndrewMeadows on 2014.11.12.
* */
#include <LinearMath/btQuickprof.h>
#include "ThreadSafeDynamicsWorld.h"
ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(
btDispatcher* dispatcher,
btBroadphaseInterface* pairCache,
btConstraintSolver* constraintSolver,
btCollisionConfiguration* collisionConfiguration)
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration) {
}
int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep, int maxSubSteps,
btScalar fixedTimeStep, SubStepCallback onSubStep) {
BT_PROFILE("stepSimulationWithSubstepCallback");
int subSteps = 0;
if (maxSubSteps) {
//fixed timestep with interpolation
m_fixedTimeStep = fixedTimeStep;
m_localTime += timeStep;
if (m_localTime >= fixedTimeStep)
{
subSteps = int( m_localTime / fixedTimeStep);
m_localTime -= subSteps * fixedTimeStep;
}
} else {
//variable timestep
fixedTimeStep = timeStep;
m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
m_fixedTimeStep = 0;
if (btFuzzyZero(timeStep))
{
subSteps = 0;
maxSubSteps = 0;
} else
{
subSteps = 1;
maxSubSteps = 1;
}
}
/*//process some debugging flags
if (getDebugDrawer()) {
btIDebugDraw* debugDrawer = getDebugDrawer();
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
}*/
if (subSteps) {
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
{
BT_PROFILE("applyGravity");
applyGravity();
}
for (int i=0;i<clampedSimulationSteps;i++) {
internalSingleStepSimulation(fixedTimeStep);
onSubStep();
}
}
// NOTE: We do NOT call synchronizeMotionStates() after each substep (to avoid multiple locks on the
// object data outside of the physics engine). A consequence of this is that the transforms of the
// external objects only ever update at the end of the full step.
// NOTE: We do NOT call synchronizeMotionStates() here. Instead it is called by an external class
// that knows how to lock threads correctly.
clearForces();
return subSteps;
}
// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
btAssert(body);
if (body->getMotionState() && !body->isStaticObject()) {
//we need to call the update at least once, even for sleeping objects
//otherwise the 'graphics' transform never updates properly
///@todo: add 'dirty' flag
//if (body->getActivationState() != ISLAND_SLEEPING)
{
if (body->isKinematicObject()) {
ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
if (objectMotionState->hasInternalKinematicChanges()) {
objectMotionState->clearInternalKinematicChanges();
body->getMotionState()->setWorldTransform(body->getWorldTransform());
}
return;
}
btTransform interpolatedTransform;
btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),
body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),
(m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),
interpolatedTransform);
body->getMotionState()->setWorldTransform(interpolatedTransform);
}
}
}
void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
BT_PROFILE("synchronizeMotionStates");
_changedMotionStates.clear();
if (m_synchronizeAllMotionStates) {
//iterate over all collision objects
for (int i=0;i<m_collisionObjects.size();i++) {
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body) {
if (body->getMotionState()) {
synchronizeMotionState(body);
_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
}
}
}
} else {
//iterate over all active rigid bodies
for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body->isActive()) {
if (body->getMotionState()) {
synchronizeMotionState(body);
_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
}
}
}
}
}
void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
///to switch status _after_ adding kinematic objects to the world
///fix it for Bullet 3.x release
BT_PROFILE("saveKinematicState");
for (int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->getActivationState() != ISLAND_SLEEPING)
{
if (body->isKinematicObject())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
}
}
}
}