overte-JulianGro/libraries/physics/src/ThreadSafeDynamicsWorld.cpp
2018-07-02 15:04:11 -07:00

174 lines
7.5 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 "ThreadSafeDynamicsWorld.h"
#include <LinearMath/btQuickprof.h>
#include "Profile.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) {
DETAILED_PROFILE_RANGE(simulation_physics, "stepWithCB");
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;
}
}
if (subSteps) {
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;
_numSubsteps += clampedSimulationSteps;
ObjectMotionState::setWorldSimulationStep(_numSubsteps);
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
{
DETAILED_PROFILE_RANGE(simulation_physics, "applyGravity");
BT_PROFILE("applyGravity");
applyGravity();
}
for (int i=0;i<clampedSimulationSteps;i++) {
DETAILED_PROFILE_RANGE(simulation_physics, "substep");
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);
btAssert(body->getMotionState());
if (body->isKinematicObject()) {
ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
if (objectMotionState->hasInternalKinematicChanges()) {
// this is a special case where the kinematic motion has been updated by an Action
// so we supply the body's current transform to the MotionState
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() {
PROFILE_RANGE(simulation_physics, "SyncMotionStates");
BT_PROFILE("syncMotionStates");
_changedMotionStates.clear();
// NOTE: m_synchronizeAllMotionStates is 'false' by default for optimization.
// See PhysicsEngine::init() where we call _dynamicsWorld->setForceUpdateAllAabbs(false)
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 && body->getMotionState()) {
synchronizeMotionState(body);
_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
}
}
} else {
//iterate over all active rigid bodies
// TODO? if this becomes a performance bottleneck we could derive our own SimulationIslandManager
// that remembers a list of objects deactivated last step
_activeStates.clear();
_deactivatedStates.clear();
for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
btRigidBody* body = m_nonStaticRigidBodies[i];
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(body->getMotionState());
if (motionState) {
if (body->isActive()) {
synchronizeMotionState(body);
_changedMotionStates.push_back(motionState);
_activeStates.insert(motionState);
} else if (_lastActiveStates.find(motionState) != _lastActiveStates.end()) {
// this object was active last frame but is no longer
_deactivatedStates.push_back(motionState);
}
}
}
}
_activeStates.swap(_lastActiveStates);
}
void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
DETAILED_PROFILE_RANGE(simulation_physics, "saveKinematicState");
BT_PROFILE("saveKinematicState");
for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body && body->isKinematicObject() && body->getActivationState() != ISLAND_SLEEPING) {
if (body->getMotionState()) {
btMotionState* motionState = body->getMotionState();
ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(motionState);
objectMotionState->saveKinematicState(timeStep);
} else {
body->saveKinematicState(timeStep);
}
}
}
}