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:
Andrew Meadows 2015-12-30 15:20:53 -08:00
parent 8886f48c78
commit 6eb177091b
25 changed files with 159 additions and 182 deletions

View file

@ -1084,8 +1084,8 @@ Application::~Application() {
// remove avatars from physics engine
DependencyManager::get<AvatarManager>()->clearOtherAvatars();
VectorOfMotionStates motionStates;
DependencyManager::get<AvatarManager>()->getObjectsToDelete(motionStates);
_physicsEngine->deleteObjects(motionStates);
DependencyManager::get<AvatarManager>()->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
DependencyManager::destroy<OffscreenUi>();
DependencyManager::destroy<AvatarManager>();
@ -3085,11 +3085,11 @@ void Application::update(float deltaTime) {
PerformanceTimer perfTimer("physics");
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToDelete(motionStates);
_physicsEngine->deleteObjects(motionStates);
_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.getObjectsToAdd(motionStates);
_entitySimulation.getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
@ -3102,9 +3102,9 @@ void Application::update(float deltaTime) {
_entitySimulation.applyActionChanges();
AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
avatarManager->getObjectsToDelete(motionStates);
_physicsEngine->deleteObjects(motionStates);
avatarManager->getObjectsToAdd(motionStates);
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
avatarManager->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
@ -4083,7 +4083,7 @@ bool Application::nearbyEntitiesAreReadyForPhysics() {
});
foreach (EntityItemPointer entity, entities) {
if (!entity->isReadyToComputeShape()) {
if (entity->shouldBePhysical() && !entity->isReadyToComputeShape()) {
static QString repeatedMessage =
LogHandler::getInstance().addRepeatedMessageRegex("Physics disabled until entity loads: .*");
qCDebug(interfaceapp) << "Physics disabled until entity loads: " << entity->getID() << entity->getName();

View file

@ -108,7 +108,13 @@ Avatar::Avatar(RigPointer rig) :
}
Avatar::~Avatar() {
assert(_motionState == nullptr);
for(auto attachment : _unusedAttachments) {
delete attachment;
}
if (_motionState) {
delete _motionState;
_motionState = nullptr;
}
}
const float BILLBOARD_LOD_DISTANCE = 40.0f;

View file

@ -165,7 +165,12 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
fadingIterator = _avatarFades.erase(fadingIterator);
// only remove from _avatarFades if we're sure its motionState has been removed from PhysicsEngine
if (_motionStatesToRemoveFromPhysics.empty()) {
fadingIterator = _avatarFades.erase(fadingIterator);
} else {
++fadingIterator;
}
} else {
avatar->simulate(deltaTime);
++fadingIterator;
@ -193,20 +198,6 @@ AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWe
return newAvatar;
}
// protected
void AvatarManager::removeAvatarMotionState(AvatarSharedPointer avatar) {
auto rawPointer = std::static_pointer_cast<Avatar>(avatar);
AvatarMotionState* motionState = rawPointer->getMotionState();
if (motionState) {
// clean up physics stuff
motionState->clearObjectBackPointer();
rawPointer->setMotionState(nullptr);
_avatarMotionStates.remove(motionState);
_motionStatesToAdd.remove(motionState);
_motionStatesToDelete.push_back(motionState);
}
}
// virtual
void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
QWriteLocker locker(&_hashLock);
@ -220,8 +211,16 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar) {
AvatarHashMap::handleRemovedAvatar(removedAvatar);
removedAvatar->die();
removeAvatarMotionState(removedAvatar);
Avatar* avatar = static_cast<Avatar*>(removedAvatar.get());
avatar->die();
AvatarMotionState* motionState = avatar->getMotionState();
if (motionState) {
_motionStatesThatMightUpdate.remove(motionState);
_motionStatesToAddToPhysics.remove(motionState);
_motionStatesToRemoveFromPhysics.push_back(motionState);
}
_avatarFades.push_back(removedAvatar);
}
@ -274,22 +273,22 @@ AvatarData* AvatarManager::getAvatar(QUuid avatarID) {
}
void AvatarManager::getObjectsToDelete(VectorOfMotionStates& result) {
void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
result.clear();
result.swap(_motionStatesToDelete);
result.swap(_motionStatesToRemoveFromPhysics);
}
void AvatarManager::getObjectsToAdd(VectorOfMotionStates& result) {
void AvatarManager::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
result.clear();
for (auto motionState : _motionStatesToAdd) {
for (auto motionState : _motionStatesToAddToPhysics) {
result.push_back(motionState);
}
_motionStatesToAdd.clear();
_motionStatesToAddToPhysics.clear();
}
void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
result.clear();
for (auto state : _avatarMotionStates) {
for (auto state : _motionStatesThatMightUpdate) {
if (state->_dirtyFlags > 0) {
result.push_back(state);
}
@ -344,8 +343,8 @@ void AvatarManager::addAvatarToSimulation(Avatar* avatar) {
// we don't add to the simulation now, we put it on a list to be added later
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
avatar->setMotionState(motionState);
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
_motionStatesToAddToPhysics.insert(motionState);
_motionStatesThatMightUpdate.insert(motionState);
}
}

View file

@ -59,8 +59,8 @@ public:
Q_INVOKABLE AvatarData* getAvatar(QUuid avatarID);
void getObjectsToDelete(VectorOfMotionStates& motionStates);
void getObjectsToAdd(VectorOfMotionStates& motionStates);
void getObjectsToRemoveFromPhysics(VectorOfMotionStates& motionStates);
void getObjectsToAddToPhysics(VectorOfMotionStates& motionStates);
void getObjectsToChange(VectorOfMotionStates& motionStates);
void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
@ -80,7 +80,6 @@ private:
// virtual overrides
virtual AvatarSharedPointer newSharedAvatar();
virtual AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer);
void removeAvatarMotionState(AvatarSharedPointer avatar);
virtual void removeAvatar(const QUuid& sessionUUID);
virtual void handleRemovedAvatar(const AvatarSharedPointer& removedAvatar);
@ -93,9 +92,9 @@ private:
bool _shouldShowReceiveStats = false;
SetOfAvatarMotionStates _avatarMotionStates;
SetOfMotionStates _motionStatesToAdd;
VectorOfMotionStates _motionStatesToDelete;
SetOfAvatarMotionStates _motionStatesThatMightUpdate;
SetOfMotionStates _motionStatesToAddToPhysics;
VectorOfMotionStates _motionStatesToRemoveFromPhysics;
};
Q_DECLARE_METATYPE(AvatarManager::LocalLight)

View file

@ -25,20 +25,17 @@ AvatarMotionState::AvatarMotionState(Avatar* avatar, btCollisionShape* shape) :
}
AvatarMotionState::~AvatarMotionState() {
assert(_avatar);
_avatar = nullptr;
}
// virtual
uint32_t AvatarMotionState::getIncomingDirtyFlags() {
uint32_t dirtyFlags = 0;
if (_body && _avatar) {
dirtyFlags = _dirtyFlags;
}
return dirtyFlags;
return _body ? _dirtyFlags : 0;
}
void AvatarMotionState::clearIncomingDirtyFlags() {
if (_body && _avatar) {
if (_body) {
_dirtyFlags = 0;
}
}
@ -50,12 +47,9 @@ MotionType AvatarMotionState::computeObjectMotionType() const {
// virtual and protected
btCollisionShape* AvatarMotionState::computeNewShape() {
if (_avatar) {
ShapeInfo shapeInfo;
_avatar->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
return nullptr;
ShapeInfo shapeInfo;
_avatar->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
// virtual
@ -65,9 +59,6 @@ bool AvatarMotionState::isMoving() const {
// virtual
void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
if (!_avatar) {
return;
}
worldTrans.setOrigin(glmToBullet(getObjectPosition()));
worldTrans.setRotation(glmToBullet(getObjectRotation()));
if (_body) {
@ -78,9 +69,6 @@ void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
// virtual
void AvatarMotionState::setWorldTransform(const btTransform& worldTrans) {
if (!_avatar) {
return;
}
// HACK: The PhysicsEngine does not actually move OTHER avatars -- instead it slaves their local RigidBody to the transform
// as specified by a remote simulation. However, to give the remote simulation time to respond to our own objects we tie
// the other avatar's body to its true position with a simple spring. This is a HACK that will have to be improved later.
@ -159,10 +147,3 @@ int16_t AvatarMotionState::computeCollisionGroup() {
return COLLISION_GROUP_OTHER_AVATAR;
}
// virtual
void AvatarMotionState::clearObjectBackPointer() {
ObjectMotionState::clearObjectBackPointer();
_avatar = nullptr;
}

View file

@ -68,8 +68,7 @@ public:
protected:
virtual bool isReadyToComputeShape() { return true; }
virtual btCollisionShape* computeNewShape();
virtual void clearObjectBackPointer();
Avatar* _avatar;
Avatar* _avatar; // do NOT use smartpointer here
uint32_t _dirtyFlags;
};

View file

@ -344,9 +344,6 @@ public:
glm::vec3 getClientGlobalPosition() { return _globalPosition; }
void die() { _isDead = true; }
bool isDead() const { return _isDead; }
public slots:
void sendAvatarDataPacket();
void sendIdentityPacket();
@ -423,8 +420,6 @@ protected:
// updates about one avatar to another.
glm::vec3 _globalPosition;
bool _isDead { false };
private:
friend void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
static QUrl _defaultFullAvatarModelUrl;

View file

@ -77,7 +77,7 @@ public:
glm::mat4 localToVoxelMatrix() const;
virtual ShapeType getShapeType() const;
virtual bool shouldBePhysical() const { return true; }
virtual bool shouldBePhysical() const { return !isDead(); }
virtual bool isReadyToComputeShape();
virtual void computeShapeInfo(ShapeInfo& info);

View file

@ -53,7 +53,7 @@ public:
}
virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
virtual bool shouldBePhysical() const { return true; }
virtual bool shouldBePhysical() const { return !isDead(); }
virtual void debugDump() const;

View file

@ -302,7 +302,7 @@ public:
virtual bool contains(const glm::vec3& point) const;
virtual bool isReadyToComputeShape() { return true; }
virtual bool isReadyToComputeShape() { return !isDead(); }
virtual void computeShapeInfo(ShapeInfo& info);
virtual float getVolumeEstimate() const { return getDimensions().x * getDimensions().y * getDimensions().z; }

View file

@ -38,16 +38,17 @@ void EntitySimulation::updateEntities() {
sortEntitiesThatMoved();
}
void EntitySimulation::getEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
void EntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
QMutexLocker lock(&_mutex);
for (auto entity : _entitiesToDelete) {
// this entity is still in its tree, so we insert into the external list
// push this entity onto the external list
entitiesToDelete.push_back(entity);
}
_entitiesToDelete.clear();
}
void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
// remove from all internal lists except _entitiesToDelete
_mortalEntities.remove(entity);
_entitiesToUpdate.remove(entity);
_entitiesToSort.remove(entity);
@ -59,6 +60,7 @@ void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isSimulated());
assert(entity->isDead());
entity->clearActions(this);
removeEntityInternal(entity);
_entitiesToDelete.insert(entity);
@ -89,6 +91,7 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
quint64 expiry = entity->getExpiry();
if (expiry < now) {
itemItr = _mortalEntities.erase(itemItr);
entity->die();
prepareEntityForDelete(entity);
} else {
if (expiry < _nextExpiry) {
@ -134,6 +137,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
if (success && !domainBounds.touches(newCube)) {
qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
itemItr = _entitiesToSort.erase(itemItr);
entity->die();
prepareEntityForDelete(entity);
} else {
moveOperator.addEntityToMoveList(entity, newCube);
@ -193,6 +197,7 @@ void EntitySimulation::changeEntity(EntityItemPointer entity) {
AACube newCube = entity->getQueryAACube(success);
if (success && !domainBounds.touches(newCube)) {
qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
entity->die();
prepareEntityForDelete(entity);
wasRemoved = true;
}
@ -226,14 +231,15 @@ void EntitySimulation::clearEntities() {
_entitiesToUpdate.clear();
_entitiesToSort.clear();
_simpleKinematicEntities.clear();
_entitiesToDelete.clear();
clearEntitiesInternal();
for (auto entityItr : _allEntities) {
entityItr->setSimulated(false);
for (auto entity : _allEntities) {
entity->setSimulated(false);
entity->die();
}
_allEntities.clear();
_entitiesToDelete.clear();
}
void EntitySimulation::moveSimpleKinematics(const quint64& now) {

View file

@ -73,7 +73,7 @@ public:
EntityTreePointer getEntityTree() { return _entityTree; }
void getEntitiesToDelete(VectorOfEntities& entitiesToDelete);
virtual void takeEntitiesToDelete(VectorOfEntities& entitiesToDelete);
/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
virtual void prepareEntityForDelete(EntityItemPointer entity);

View file

@ -442,6 +442,7 @@ void EntityTree::processRemovedEntities(const DeleteEntityOperator& theOperator)
const RemovedEntities& entities = theOperator.getEntities();
foreach(const EntityToDeleteDetails& details, entities) {
EntityItemPointer theEntity = details.entity;
theEntity->die();
if (getIsServer()) {
// set up the deleted entities ID
@ -1005,7 +1006,7 @@ void EntityTree::update() {
withWriteLock([&] {
_simulation->updateEntities();
VectorOfEntities pendingDeletes;
_simulation->getEntitiesToDelete(pendingDeletes);
_simulation->takeEntitiesToDelete(pendingDeletes);
if (pendingDeletes.size() > 0) {
// translate into list of ID's

View file

@ -377,7 +377,7 @@ void ModelEntityItem::setAnimationFPS(float value) {
// virtual
bool ModelEntityItem::shouldBePhysical() const {
return getShapeType() != SHAPE_TYPE_NONE;
return !isDead() && getShapeType() != SHAPE_TYPE_NONE;
}
void ModelEntityItem::resizeJointArrays(int newSize) {

View file

@ -52,7 +52,7 @@ public:
}
virtual ShapeType getShapeType() const { return SHAPE_TYPE_SPHERE; }
virtual bool shouldBePhysical() const { return true; }
virtual bool shouldBePhysical() const { return !isDead(); }
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,

View file

@ -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;

View file

@ -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;
}

View file

@ -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

View file

@ -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 {

View file

@ -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

View file

@ -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));
}
}

View file

@ -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

View file

@ -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;
}
}

View file

@ -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; }

View file

@ -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:
private:
mutable ReadWriteLockable _transformLock;
Transform _transform; // this is to be combined with parent's world-transform to produce this' world-transform.
mutable bool _parentKnowsMe = false;
mutable bool _parentKnowsMe { false };
bool _isDead { false };
};