mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-15 17:46:47 +02:00
overhaul of MotionState cleanup
Moved MotionState deletes out of PhysicsEngine. EntityMotionStates are deleted by the PhysicsEntitySimulation. AvatarMotionStates are deleted in the Avatar dtor.
This commit is contained in:
parent
8886f48c78
commit
6eb177091b
25 changed files with 159 additions and 182 deletions
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@ -1084,8 +1084,8 @@ Application::~Application() {
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// remove avatars from physics engine
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DependencyManager::get<AvatarManager>()->clearOtherAvatars();
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VectorOfMotionStates motionStates;
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DependencyManager::get<AvatarManager>()->getObjectsToDelete(motionStates);
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_physicsEngine->deleteObjects(motionStates);
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DependencyManager::get<AvatarManager>()->getObjectsToRemoveFromPhysics(motionStates);
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_physicsEngine->removeObjects(motionStates);
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DependencyManager::destroy<OffscreenUi>();
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DependencyManager::destroy<AvatarManager>();
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@ -3085,11 +3085,11 @@ void Application::update(float deltaTime) {
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PerformanceTimer perfTimer("physics");
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static VectorOfMotionStates motionStates;
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_entitySimulation.getObjectsToDelete(motionStates);
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_physicsEngine->deleteObjects(motionStates);
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_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
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_physicsEngine->removeObjects(motionStates);
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getEntities()->getTree()->withWriteLock([&] {
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_entitySimulation.getObjectsToAdd(motionStates);
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_entitySimulation.getObjectsToAddToPhysics(motionStates);
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_physicsEngine->addObjects(motionStates);
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});
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@ -3102,9 +3102,9 @@ void Application::update(float deltaTime) {
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_entitySimulation.applyActionChanges();
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AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
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avatarManager->getObjectsToDelete(motionStates);
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_physicsEngine->deleteObjects(motionStates);
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avatarManager->getObjectsToAdd(motionStates);
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avatarManager->getObjectsToRemoveFromPhysics(motionStates);
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_physicsEngine->removeObjects(motionStates);
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avatarManager->getObjectsToAddToPhysics(motionStates);
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_physicsEngine->addObjects(motionStates);
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avatarManager->getObjectsToChange(motionStates);
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_physicsEngine->changeObjects(motionStates);
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@ -4083,7 +4083,7 @@ bool Application::nearbyEntitiesAreReadyForPhysics() {
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});
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foreach (EntityItemPointer entity, entities) {
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if (!entity->isReadyToComputeShape()) {
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if (entity->shouldBePhysical() && !entity->isReadyToComputeShape()) {
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static QString repeatedMessage =
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LogHandler::getInstance().addRepeatedMessageRegex("Physics disabled until entity loads: .*");
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qCDebug(interfaceapp) << "Physics disabled until entity loads: " << entity->getID() << entity->getName();
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@ -108,7 +108,13 @@ Avatar::Avatar(RigPointer rig) :
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}
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Avatar::~Avatar() {
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assert(_motionState == nullptr);
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for(auto attachment : _unusedAttachments) {
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delete attachment;
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}
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if (_motionState) {
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delete _motionState;
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_motionState = nullptr;
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}
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}
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const float BILLBOARD_LOD_DISTANCE = 40.0f;
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@ -165,7 +165,12 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
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if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
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avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
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fadingIterator = _avatarFades.erase(fadingIterator);
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// only remove from _avatarFades if we're sure its motionState has been removed from PhysicsEngine
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if (_motionStatesToRemoveFromPhysics.empty()) {
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fadingIterator = _avatarFades.erase(fadingIterator);
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} else {
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++fadingIterator;
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}
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} else {
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avatar->simulate(deltaTime);
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++fadingIterator;
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@ -193,20 +198,6 @@ AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWe
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return newAvatar;
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}
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// protected
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void AvatarManager::removeAvatarMotionState(AvatarSharedPointer avatar) {
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auto rawPointer = std::static_pointer_cast<Avatar>(avatar);
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AvatarMotionState* motionState = rawPointer->getMotionState();
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if (motionState) {
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// clean up physics stuff
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motionState->clearObjectBackPointer();
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rawPointer->setMotionState(nullptr);
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_avatarMotionStates.remove(motionState);
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_motionStatesToAdd.remove(motionState);
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_motionStatesToDelete.push_back(motionState);
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}
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}
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// virtual
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void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
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QWriteLocker locker(&_hashLock);
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@ -220,8 +211,16 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
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void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar) {
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AvatarHashMap::handleRemovedAvatar(removedAvatar);
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removedAvatar->die();
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removeAvatarMotionState(removedAvatar);
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Avatar* avatar = static_cast<Avatar*>(removedAvatar.get());
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avatar->die();
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AvatarMotionState* motionState = avatar->getMotionState();
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if (motionState) {
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_motionStatesThatMightUpdate.remove(motionState);
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_motionStatesToAddToPhysics.remove(motionState);
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_motionStatesToRemoveFromPhysics.push_back(motionState);
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}
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_avatarFades.push_back(removedAvatar);
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}
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@ -274,22 +273,22 @@ AvatarData* AvatarManager::getAvatar(QUuid avatarID) {
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}
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void AvatarManager::getObjectsToDelete(VectorOfMotionStates& result) {
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void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
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result.clear();
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result.swap(_motionStatesToDelete);
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result.swap(_motionStatesToRemoveFromPhysics);
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}
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void AvatarManager::getObjectsToAdd(VectorOfMotionStates& result) {
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void AvatarManager::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
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result.clear();
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for (auto motionState : _motionStatesToAdd) {
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for (auto motionState : _motionStatesToAddToPhysics) {
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result.push_back(motionState);
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}
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_motionStatesToAdd.clear();
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_motionStatesToAddToPhysics.clear();
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}
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void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
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result.clear();
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for (auto state : _avatarMotionStates) {
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for (auto state : _motionStatesThatMightUpdate) {
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if (state->_dirtyFlags > 0) {
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result.push_back(state);
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}
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@ -344,8 +343,8 @@ void AvatarManager::addAvatarToSimulation(Avatar* avatar) {
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// we don't add to the simulation now, we put it on a list to be added later
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AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
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avatar->setMotionState(motionState);
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_motionStatesToAdd.insert(motionState);
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_avatarMotionStates.insert(motionState);
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_motionStatesToAddToPhysics.insert(motionState);
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_motionStatesThatMightUpdate.insert(motionState);
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}
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}
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@ -59,8 +59,8 @@ public:
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Q_INVOKABLE AvatarData* getAvatar(QUuid avatarID);
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void getObjectsToDelete(VectorOfMotionStates& motionStates);
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void getObjectsToAdd(VectorOfMotionStates& motionStates);
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void getObjectsToRemoveFromPhysics(VectorOfMotionStates& motionStates);
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void getObjectsToAddToPhysics(VectorOfMotionStates& motionStates);
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void getObjectsToChange(VectorOfMotionStates& motionStates);
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void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
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void handleCollisionEvents(const CollisionEvents& collisionEvents);
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@ -80,7 +80,6 @@ private:
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// virtual overrides
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virtual AvatarSharedPointer newSharedAvatar();
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virtual AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer);
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void removeAvatarMotionState(AvatarSharedPointer avatar);
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virtual void removeAvatar(const QUuid& sessionUUID);
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virtual void handleRemovedAvatar(const AvatarSharedPointer& removedAvatar);
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@ -93,9 +92,9 @@ private:
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bool _shouldShowReceiveStats = false;
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SetOfAvatarMotionStates _avatarMotionStates;
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SetOfMotionStates _motionStatesToAdd;
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VectorOfMotionStates _motionStatesToDelete;
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SetOfAvatarMotionStates _motionStatesThatMightUpdate;
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SetOfMotionStates _motionStatesToAddToPhysics;
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VectorOfMotionStates _motionStatesToRemoveFromPhysics;
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};
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Q_DECLARE_METATYPE(AvatarManager::LocalLight)
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@ -25,20 +25,17 @@ AvatarMotionState::AvatarMotionState(Avatar* avatar, btCollisionShape* shape) :
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}
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AvatarMotionState::~AvatarMotionState() {
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assert(_avatar);
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_avatar = nullptr;
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}
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// virtual
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uint32_t AvatarMotionState::getIncomingDirtyFlags() {
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uint32_t dirtyFlags = 0;
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if (_body && _avatar) {
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dirtyFlags = _dirtyFlags;
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}
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return dirtyFlags;
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return _body ? _dirtyFlags : 0;
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}
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void AvatarMotionState::clearIncomingDirtyFlags() {
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if (_body && _avatar) {
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if (_body) {
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_dirtyFlags = 0;
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}
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}
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@ -50,12 +47,9 @@ MotionType AvatarMotionState::computeObjectMotionType() const {
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// virtual and protected
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btCollisionShape* AvatarMotionState::computeNewShape() {
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if (_avatar) {
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ShapeInfo shapeInfo;
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_avatar->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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return nullptr;
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ShapeInfo shapeInfo;
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_avatar->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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// virtual
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@ -65,9 +59,6 @@ bool AvatarMotionState::isMoving() const {
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// virtual
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void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
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if (!_avatar) {
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return;
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}
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worldTrans.setOrigin(glmToBullet(getObjectPosition()));
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worldTrans.setRotation(glmToBullet(getObjectRotation()));
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if (_body) {
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@ -78,9 +69,6 @@ void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
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// virtual
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void AvatarMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_avatar) {
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return;
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}
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// HACK: The PhysicsEngine does not actually move OTHER avatars -- instead it slaves their local RigidBody to the transform
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// as specified by a remote simulation. However, to give the remote simulation time to respond to our own objects we tie
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// the other avatar's body to its true position with a simple spring. This is a HACK that will have to be improved later.
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@ -159,10 +147,3 @@ int16_t AvatarMotionState::computeCollisionGroup() {
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return COLLISION_GROUP_OTHER_AVATAR;
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}
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// virtual
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void AvatarMotionState::clearObjectBackPointer() {
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ObjectMotionState::clearObjectBackPointer();
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_avatar = nullptr;
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}
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@ -68,8 +68,7 @@ public:
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protected:
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virtual bool isReadyToComputeShape() { return true; }
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virtual btCollisionShape* computeNewShape();
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virtual void clearObjectBackPointer();
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Avatar* _avatar;
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Avatar* _avatar; // do NOT use smartpointer here
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uint32_t _dirtyFlags;
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};
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@ -344,9 +344,6 @@ public:
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glm::vec3 getClientGlobalPosition() { return _globalPosition; }
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void die() { _isDead = true; }
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bool isDead() const { return _isDead; }
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public slots:
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void sendAvatarDataPacket();
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void sendIdentityPacket();
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@ -423,8 +420,6 @@ protected:
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// updates about one avatar to another.
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glm::vec3 _globalPosition;
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bool _isDead { false };
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private:
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friend void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
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static QUrl _defaultFullAvatarModelUrl;
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@ -77,7 +77,7 @@ public:
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glm::mat4 localToVoxelMatrix() const;
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virtual ShapeType getShapeType() const;
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virtual bool shouldBePhysical() const { return true; }
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virtual bool shouldBePhysical() const { return !isDead(); }
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virtual bool isReadyToComputeShape();
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virtual void computeShapeInfo(ShapeInfo& info);
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@ -53,7 +53,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
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virtual bool shouldBePhysical() const { return true; }
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virtual bool shouldBePhysical() const { return !isDead(); }
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virtual void debugDump() const;
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@ -302,7 +302,7 @@ public:
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virtual bool contains(const glm::vec3& point) const;
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virtual bool isReadyToComputeShape() { return true; }
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virtual bool isReadyToComputeShape() { return !isDead(); }
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virtual void computeShapeInfo(ShapeInfo& info);
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virtual float getVolumeEstimate() const { return getDimensions().x * getDimensions().y * getDimensions().z; }
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@ -38,16 +38,17 @@ void EntitySimulation::updateEntities() {
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sortEntitiesThatMoved();
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}
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void EntitySimulation::getEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
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void EntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
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QMutexLocker lock(&_mutex);
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for (auto entity : _entitiesToDelete) {
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// this entity is still in its tree, so we insert into the external list
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// push this entity onto the external list
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entitiesToDelete.push_back(entity);
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}
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_entitiesToDelete.clear();
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}
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void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
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// remove from all internal lists except _entitiesToDelete
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_mortalEntities.remove(entity);
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_entitiesToUpdate.remove(entity);
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_entitiesToSort.remove(entity);
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@ -59,6 +60,7 @@ void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
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void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
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assert(entity);
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assert(entity->isSimulated());
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assert(entity->isDead());
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entity->clearActions(this);
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removeEntityInternal(entity);
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_entitiesToDelete.insert(entity);
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@ -89,6 +91,7 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
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quint64 expiry = entity->getExpiry();
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if (expiry < now) {
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itemItr = _mortalEntities.erase(itemItr);
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entity->die();
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prepareEntityForDelete(entity);
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} else {
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if (expiry < _nextExpiry) {
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@ -134,6 +137,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
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if (success && !domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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itemItr = _entitiesToSort.erase(itemItr);
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entity->die();
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prepareEntityForDelete(entity);
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} else {
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moveOperator.addEntityToMoveList(entity, newCube);
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@ -193,6 +197,7 @@ void EntitySimulation::changeEntity(EntityItemPointer entity) {
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AACube newCube = entity->getQueryAACube(success);
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if (success && !domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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entity->die();
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prepareEntityForDelete(entity);
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wasRemoved = true;
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}
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@ -226,14 +231,15 @@ void EntitySimulation::clearEntities() {
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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_simpleKinematicEntities.clear();
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_entitiesToDelete.clear();
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clearEntitiesInternal();
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for (auto entityItr : _allEntities) {
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entityItr->setSimulated(false);
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for (auto entity : _allEntities) {
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entity->setSimulated(false);
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entity->die();
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}
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_allEntities.clear();
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_entitiesToDelete.clear();
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}
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void EntitySimulation::moveSimpleKinematics(const quint64& now) {
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@ -73,7 +73,7 @@ public:
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EntityTreePointer getEntityTree() { return _entityTree; }
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void getEntitiesToDelete(VectorOfEntities& entitiesToDelete);
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virtual void takeEntitiesToDelete(VectorOfEntities& entitiesToDelete);
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/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
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virtual void prepareEntityForDelete(EntityItemPointer entity);
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@ -442,6 +442,7 @@ void EntityTree::processRemovedEntities(const DeleteEntityOperator& theOperator)
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const RemovedEntities& entities = theOperator.getEntities();
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foreach(const EntityToDeleteDetails& details, entities) {
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EntityItemPointer theEntity = details.entity;
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theEntity->die();
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if (getIsServer()) {
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// set up the deleted entities ID
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@ -1005,7 +1006,7 @@ void EntityTree::update() {
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withWriteLock([&] {
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_simulation->updateEntities();
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VectorOfEntities pendingDeletes;
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_simulation->getEntitiesToDelete(pendingDeletes);
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_simulation->takeEntitiesToDelete(pendingDeletes);
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if (pendingDeletes.size() > 0) {
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// translate into list of ID's
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@ -377,7 +377,7 @@ void ModelEntityItem::setAnimationFPS(float value) {
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// virtual
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bool ModelEntityItem::shouldBePhysical() const {
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return getShapeType() != SHAPE_TYPE_NONE;
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return !isDead() && getShapeType() != SHAPE_TYPE_NONE;
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}
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void ModelEntityItem::resizeJointArrays(int newSize) {
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@ -52,7 +52,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_SPHERE; }
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virtual bool shouldBePhysical() const { return true; }
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virtual bool shouldBePhysical() const { return !isDead(); }
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virtual bool supportsDetailedRayIntersection() const { return true; }
|
||||
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
|
|
|
@ -57,7 +57,7 @@ public:
|
|||
static bool getDrawZoneBoundaries() { return _drawZoneBoundaries; }
|
||||
static void setDrawZoneBoundaries(bool value) { _drawZoneBoundaries = value; }
|
||||
|
||||
virtual bool isReadyToComputeShape() { return true; }
|
||||
virtual bool isReadyToComputeShape() { return false; }
|
||||
void updateShapeType(ShapeType type) { _shapeType = type; }
|
||||
virtual ShapeType getShapeType() const;
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
|
|||
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
bool EntityMotionState::entityTreeIsLocked() const {
|
||||
EntityTreeElementPointer element = _entity ? _entity->getElement() : nullptr;
|
||||
EntityTreeElementPointer element = _entity->getElement();
|
||||
EntityTreePointer tree = element ? element->getTree() : nullptr;
|
||||
if (!tree) {
|
||||
return true;
|
||||
|
@ -48,7 +48,7 @@ bool entityTreeIsLocked() {
|
|||
#endif
|
||||
|
||||
|
||||
EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
|
||||
EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity) :
|
||||
ObjectMotionState(shape),
|
||||
_entity(entity),
|
||||
_sentInactive(true),
|
||||
|
@ -69,14 +69,14 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
|
|||
_loopsWithoutOwner(0)
|
||||
{
|
||||
_type = MOTIONSTATE_TYPE_ENTITY;
|
||||
assert(_entity != nullptr);
|
||||
assert(_entity);
|
||||
assert(entityTreeIsLocked());
|
||||
setMass(_entity->computeMass());
|
||||
}
|
||||
|
||||
EntityMotionState::~EntityMotionState() {
|
||||
// be sure to clear _entity before calling the destructor
|
||||
assert(!_entity);
|
||||
assert(_entity);
|
||||
_entity = nullptr;
|
||||
}
|
||||
|
||||
void EntityMotionState::updateServerPhysicsVariables(const QUuid& sessionID) {
|
||||
|
@ -138,11 +138,6 @@ bool EntityMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine*
|
|||
return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
|
||||
}
|
||||
|
||||
void EntityMotionState::clearObjectBackPointer() {
|
||||
ObjectMotionState::clearObjectBackPointer();
|
||||
_entity = nullptr;
|
||||
}
|
||||
|
||||
MotionType EntityMotionState::computeObjectMotionType() const {
|
||||
if (!_entity) {
|
||||
return MOTION_TYPE_STATIC;
|
||||
|
@ -222,21 +217,15 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
|
||||
// virtual and protected
|
||||
bool EntityMotionState::isReadyToComputeShape() {
|
||||
if (_entity) {
|
||||
return _entity->isReadyToComputeShape();
|
||||
}
|
||||
return false;
|
||||
return _entity->isReadyToComputeShape();
|
||||
}
|
||||
|
||||
// virtual and protected
|
||||
btCollisionShape* EntityMotionState::computeNewShape() {
|
||||
if (_entity) {
|
||||
ShapeInfo shapeInfo;
|
||||
assert(entityTreeIsLocked());
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
return getShapeManager()->getShape(shapeInfo);
|
||||
}
|
||||
return nullptr;
|
||||
ShapeInfo shapeInfo;
|
||||
assert(entityTreeIsLocked());
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
return getShapeManager()->getShape(shapeInfo);
|
||||
}
|
||||
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
|
@ -553,26 +542,17 @@ void EntityMotionState::clearIncomingDirtyFlags() {
|
|||
|
||||
// virtual
|
||||
quint8 EntityMotionState::getSimulationPriority() const {
|
||||
if (_entity) {
|
||||
return _entity->getSimulationPriority();
|
||||
}
|
||||
return NO_PRORITY;
|
||||
return _entity->getSimulationPriority();
|
||||
}
|
||||
|
||||
// virtual
|
||||
QUuid EntityMotionState::getSimulatorID() const {
|
||||
if (_entity) {
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getSimulatorID();
|
||||
}
|
||||
return QUuid();
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getSimulatorID();
|
||||
}
|
||||
|
||||
// virtual
|
||||
void EntityMotionState::bump(quint8 priority) {
|
||||
if (_entity) {
|
||||
setOutgoingPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
|
||||
}
|
||||
setOutgoingPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
|
||||
}
|
||||
|
||||
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
||||
|
@ -624,18 +604,12 @@ void EntityMotionState::setMotionType(MotionType motionType) {
|
|||
|
||||
// virtual
|
||||
QString EntityMotionState::getName() {
|
||||
if (_entity) {
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getName();
|
||||
}
|
||||
return "";
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getName();
|
||||
}
|
||||
|
||||
// virtual
|
||||
int16_t EntityMotionState::computeCollisionGroup() {
|
||||
if (!_entity) {
|
||||
return COLLISION_GROUP_STATIC;
|
||||
}
|
||||
if (_entity->getIgnoreForCollisions()) {
|
||||
return COLLISION_GROUP_COLLISIONLESS;
|
||||
}
|
||||
|
|
|
@ -25,7 +25,7 @@ class EntityItem;
|
|||
class EntityMotionState : public ObjectMotionState {
|
||||
public:
|
||||
|
||||
EntityMotionState(btCollisionShape* shape, EntityItemPointer item);
|
||||
EntityMotionState(btCollisionShape* shape, EntityItem* item);
|
||||
virtual ~EntityMotionState();
|
||||
|
||||
void updateServerPhysicsVariables(const QUuid& sessionID);
|
||||
|
@ -73,7 +73,7 @@ public:
|
|||
virtual QUuid getSimulatorID() const;
|
||||
virtual void bump(quint8 priority);
|
||||
|
||||
EntityItemPointer getEntity() const { return _entity; }
|
||||
EntityItem* getEntity() const { return _entity; }
|
||||
|
||||
void resetMeasuredBodyAcceleration();
|
||||
void measureBodyAcceleration();
|
||||
|
@ -94,10 +94,9 @@ protected:
|
|||
|
||||
virtual bool isReadyToComputeShape();
|
||||
virtual btCollisionShape* computeNewShape();
|
||||
virtual void clearObjectBackPointer();
|
||||
virtual void setMotionType(MotionType motionType);
|
||||
|
||||
EntityItemPointer _entity;
|
||||
EntityItem* _entity { nullptr }; // do NOT use smartpointer here
|
||||
|
||||
bool _sentInactive; // true if body was inactive when we sent last update
|
||||
|
||||
|
|
|
@ -71,9 +71,9 @@ ObjectMotionState::ObjectMotionState(btCollisionShape* shape) :
|
|||
}
|
||||
|
||||
ObjectMotionState::~ObjectMotionState() {
|
||||
// adebug TODO: move shape release out of PhysicsEngine and into into the ObjectMotionState dtor
|
||||
assert(!_body);
|
||||
assert(!_shape);
|
||||
releaseShape();
|
||||
_type = MOTIONSTATE_TYPE_INVALID;
|
||||
}
|
||||
|
||||
void ObjectMotionState::setBodyLinearVelocity(const glm::vec3& velocity) const {
|
||||
|
|
|
@ -153,9 +153,6 @@ protected:
|
|||
void setMotionType(MotionType motionType);
|
||||
void updateCCDConfiguration();
|
||||
|
||||
// clearObjectBackPointer() overrrides should call the base method, then actually clear the object back pointer.
|
||||
virtual void clearObjectBackPointer() { _type = MOTIONSTATE_TYPE_INVALID; }
|
||||
|
||||
void setRigidBody(btRigidBody* body);
|
||||
|
||||
MotionStateType _type = MOTIONSTATE_TYPE_INVALID; // type of MotionState
|
||||
|
|
|
@ -44,6 +44,7 @@ void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) {
|
|||
|
||||
void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
|
||||
assert(entity);
|
||||
assert(!entity->isDead());
|
||||
if (entity->shouldBePhysical()) {
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
|
||||
if (!motionState) {
|
||||
|
@ -60,8 +61,6 @@ void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
|
|||
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState) {
|
||||
motionState->clearObjectBackPointer();
|
||||
entity->setPhysicsInfo(nullptr);
|
||||
_outgoingChanges.remove(motionState);
|
||||
_entitiesToRemoveFromPhysics.insert(entity);
|
||||
} else {
|
||||
|
@ -69,6 +68,23 @@ void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
|
|||
}
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
|
||||
QMutexLocker lock(&_mutex);
|
||||
for (auto entity : _entitiesToDelete) {
|
||||
// this entity is still in its tree, so we insert into the external list
|
||||
entitiesToDelete.push_back(entity);
|
||||
|
||||
// Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
|
||||
// rather than do it here
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState) {
|
||||
delete motionState;
|
||||
entity->setPhysicsInfo(nullptr);
|
||||
}
|
||||
}
|
||||
_entitiesToDelete.clear();
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
|
||||
// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
|
||||
assert(entity);
|
||||
|
@ -106,17 +122,26 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
|
|||
// first disconnect each MotionStates from its Entity
|
||||
for (auto stateItr : _physicalObjects) {
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
|
||||
EntityItemPointer entity = motionState->getEntity();
|
||||
if (entity) {
|
||||
entity->setPhysicsInfo(nullptr);
|
||||
}
|
||||
motionState->clearObjectBackPointer();
|
||||
EntityItem* entity = motionState->getEntity();
|
||||
assert(entity);
|
||||
_entitiesToDelete.insert(EntityItemPointer(entity));
|
||||
}
|
||||
|
||||
// then delete the objects (aka MotionStates)
|
||||
_physicsEngine->deleteObjects(_physicalObjects);
|
||||
// then remove the objects from physics (aka MotionStates)
|
||||
_physicsEngine->removeObjects(_physicalObjects);
|
||||
|
||||
// finally clear all lists (which now have only dangling pointers)
|
||||
// delete the objects (aka MotionStates)
|
||||
// Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
|
||||
// rather than do it here
|
||||
for (auto entity : _entitiesToDelete) {
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState) {
|
||||
delete motionState;
|
||||
entity->setPhysicsInfo(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// finally clear all lists maintained by this class
|
||||
_physicalObjects.clear();
|
||||
_entitiesToRemoveFromPhysics.clear();
|
||||
_entitiesToAddToPhysics.clear();
|
||||
|
@ -128,16 +153,13 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
|
|||
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
|
||||
assert(entity);
|
||||
assert(entity->isSimulated());
|
||||
assert(entity->isDead());
|
||||
entity->clearActions(this);
|
||||
removeEntityInternal(entity);
|
||||
|
||||
// the PhysicalEntitySimulation must pull the corresponding object out of the PhysicsEngine
|
||||
// before the Entity is ready to delete so we first put them on this list
|
||||
_entitiesToRemoveFromPhysics.insert(entity);
|
||||
}
|
||||
// end EntitySimulation overrides
|
||||
|
||||
void PhysicalEntitySimulation::getObjectsToDelete(VectorOfMotionStates& result) {
|
||||
void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
|
||||
result.clear();
|
||||
QMutexLocker lock(&_mutex);
|
||||
for (auto entity: _entitiesToRemoveFromPhysics) {
|
||||
|
@ -145,28 +167,30 @@ void PhysicalEntitySimulation::getObjectsToDelete(VectorOfMotionStates& result)
|
|||
if (motionState) {
|
||||
_pendingChanges.remove(motionState);
|
||||
_physicalObjects.remove(motionState);
|
||||
motionState->clearObjectBackPointer();
|
||||
result.push_back(motionState);
|
||||
}
|
||||
_entitiesToAddToPhysics.remove(entity);
|
||||
entity->setPhysicsInfo(nullptr);
|
||||
_entitiesToDelete.insert(entity);
|
||||
if (entity->isDead()) {
|
||||
_entitiesToDelete.insert(entity);
|
||||
}
|
||||
}
|
||||
_entitiesToRemoveFromPhysics.clear();
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::getObjectsToAdd(VectorOfMotionStates& result) {
|
||||
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
|
||||
result.clear();
|
||||
QMutexLocker lock(&_mutex);
|
||||
SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
|
||||
while (entityItr != _entitiesToAddToPhysics.end()) {
|
||||
EntityItemPointer entity = *entityItr;
|
||||
EntityItem* entity = (*entityItr).get();
|
||||
assert(!entity->getPhysicsInfo());
|
||||
if (!entity->shouldBePhysical()) {
|
||||
if (entity->isDead()) {
|
||||
prepareEntityForDelete(EntityItemPointer(entity));
|
||||
} else if (!entity->shouldBePhysical()) {
|
||||
// this entity should no longer be on the internal _entitiesToAddToPhysics
|
||||
entityItr = _entitiesToAddToPhysics.erase(entityItr);
|
||||
if (entity->isMoving()) {
|
||||
_simpleKinematicEntities.insert(entity);
|
||||
_simpleKinematicEntities.insert(EntityItemPointer(entity));
|
||||
}
|
||||
} else if (entity->isReadyToComputeShape()) {
|
||||
ShapeInfo shapeInfo;
|
||||
|
@ -212,13 +236,12 @@ void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates&
|
|||
ObjectMotionState* state = &(*stateItr);
|
||||
if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
|
||||
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
|
||||
EntityItemPointer entity = entityState->getEntity();
|
||||
if (entity) {
|
||||
if (entityState->isCandidateForOwnership(sessionID)) {
|
||||
_outgoingChanges.insert(entityState);
|
||||
}
|
||||
_entitiesToSort.insert(entityState->getEntity());
|
||||
EntityItem* entity = entityState->getEntity();
|
||||
assert(entity);
|
||||
if (entityState->isCandidateForOwnership(sessionID)) {
|
||||
_outgoingChanges.insert(entityState);
|
||||
}
|
||||
_entitiesToSort.insert(EntityItemPointer(entity));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -35,6 +35,8 @@ public:
|
|||
virtual void addAction(EntityActionPointer action) override;
|
||||
virtual void applyActionChanges() override;
|
||||
|
||||
virtual void takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) override;
|
||||
|
||||
protected: // only called by EntitySimulation
|
||||
// overrides for EntitySimulation
|
||||
virtual void updateEntitiesInternal(const quint64& now) override;
|
||||
|
@ -46,8 +48,8 @@ protected: // only called by EntitySimulation
|
|||
public:
|
||||
virtual void prepareEntityForDelete(EntityItemPointer entity) override;
|
||||
|
||||
void getObjectsToDelete(VectorOfMotionStates& result);
|
||||
void getObjectsToAdd(VectorOfMotionStates& result);
|
||||
void getObjectsToRemoveFromPhysics(VectorOfMotionStates& result);
|
||||
void getObjectsToAddToPhysics(VectorOfMotionStates& result);
|
||||
void setObjectsToChange(const VectorOfMotionStates& objectsToChange);
|
||||
void getObjectsToChange(VectorOfMotionStates& result);
|
||||
|
||||
|
@ -58,7 +60,7 @@ public:
|
|||
|
||||
private:
|
||||
SetOfEntities _entitiesToRemoveFromPhysics;
|
||||
SetOfEntities _entitiesToAddToPhysics; // entities to be be added to PhysicsEngine (and a their EntityMotionState created)
|
||||
SetOfEntities _entitiesToAddToPhysics;
|
||||
|
||||
SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
|
||||
SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we need to send updates to entity-server
|
||||
|
|
|
@ -156,7 +156,7 @@ void PhysicsEngine::removeObjectFromDynamicsWorld(ObjectMotionState* object) {
|
|||
_dynamicsWorld->removeRigidBody(body);
|
||||
}
|
||||
|
||||
void PhysicsEngine::deleteObjects(const VectorOfMotionStates& objects) {
|
||||
void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
|
||||
for (auto object : objects) {
|
||||
removeObjectFromDynamicsWorld(object);
|
||||
|
||||
|
@ -165,14 +165,11 @@ void PhysicsEngine::deleteObjects(const VectorOfMotionStates& objects) {
|
|||
object->setRigidBody(nullptr);
|
||||
body->setMotionState(nullptr);
|
||||
delete body;
|
||||
// adebug TODO: move this into ObjectMotionState dtor
|
||||
object->releaseShape();
|
||||
delete object;
|
||||
}
|
||||
}
|
||||
|
||||
// Same as above, but takes a Set instead of a Vector. Should only be called during teardown.
|
||||
void PhysicsEngine::deleteObjects(const SetOfMotionStates& objects) {
|
||||
void PhysicsEngine::removeObjects(const SetOfMotionStates& objects) {
|
||||
for (auto object : objects) {
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
removeObjectFromDynamicsWorld(object);
|
||||
|
@ -181,9 +178,6 @@ void PhysicsEngine::deleteObjects(const SetOfMotionStates& objects) {
|
|||
object->setRigidBody(nullptr);
|
||||
body->setMotionState(nullptr);
|
||||
delete body;
|
||||
// adebug TODO: move this into ObjectMotionState dtor
|
||||
object->releaseShape();
|
||||
delete object;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -54,8 +54,8 @@ public:
|
|||
void setSessionUUID(const QUuid& sessionID) { _sessionID = sessionID; }
|
||||
const QUuid& getSessionID() const { return _sessionID; }
|
||||
|
||||
void deleteObjects(const VectorOfMotionStates& objects);
|
||||
void deleteObjects(const SetOfMotionStates& objects); // only called during teardown
|
||||
void removeObjects(const VectorOfMotionStates& objects);
|
||||
void removeObjects(const SetOfMotionStates& objects); // only called during teardown
|
||||
|
||||
void addObjects(const VectorOfMotionStates& objects);
|
||||
VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);
|
||||
|
@ -84,8 +84,6 @@ public:
|
|||
/// \brief call bump on any objects that touch the object corresponding to motionState
|
||||
void bump(ObjectMotionState* motionState);
|
||||
|
||||
void removeRigidBody(btRigidBody* body);
|
||||
|
||||
void setCharacterController(CharacterController* character);
|
||||
|
||||
void dumpNextStats() { _dumpNextStats = true; }
|
||||
|
|
|
@ -34,7 +34,7 @@ enum class NestableType {
|
|||
class SpatiallyNestable : public std::enable_shared_from_this<SpatiallyNestable> {
|
||||
public:
|
||||
SpatiallyNestable(NestableType nestableType, QUuid id);
|
||||
virtual ~SpatiallyNestable() { }
|
||||
virtual ~SpatiallyNestable() { assert(_isDead); }
|
||||
|
||||
virtual const QUuid& getID() const { return _id; }
|
||||
virtual void setID(const QUuid& id) { _id = id; }
|
||||
|
@ -115,6 +115,9 @@ public:
|
|||
void forEachChild(std::function<void(SpatiallyNestablePointer)> actor);
|
||||
void forEachDescendant(std::function<void(SpatiallyNestablePointer)> actor);
|
||||
|
||||
void die() { _isDead = true; }
|
||||
bool isDead() const { return _isDead; }
|
||||
|
||||
protected:
|
||||
const NestableType _nestableType; // EntityItem or an AvatarData
|
||||
QUuid _id;
|
||||
|
@ -141,7 +144,8 @@ protected:
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private:
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||||
mutable ReadWriteLockable _transformLock;
|
||||
Transform _transform; // this is to be combined with parent's world-transform to produce this' world-transform.
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mutable bool _parentKnowsMe = false;
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||||
mutable bool _parentKnowsMe { false };
|
||||
bool _isDead { false };
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue