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174 lines
7.5 KiB
C++
174 lines
7.5 KiB
C++
/*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it freely,
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* subject to the following restrictions:
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*
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* 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.
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Copied and modified from btDiscreteDynamicsWorld.cpp by AndrewMeadows on 2014.11.12.
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* */
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#include "ThreadSafeDynamicsWorld.h"
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#include <LinearMath/btQuickprof.h>
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#include "Profile.h"
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ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(
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btDispatcher* dispatcher,
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btBroadphaseInterface* pairCache,
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btConstraintSolver* constraintSolver,
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btCollisionConfiguration* collisionConfiguration)
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: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration) {
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}
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int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep, int maxSubSteps,
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btScalar fixedTimeStep, SubStepCallback onSubStep) {
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DETAILED_PROFILE_RANGE(simulation_physics, "stepWithCB");
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BT_PROFILE("stepSimulationWithSubstepCallback");
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int subSteps = 0;
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if (maxSubSteps) {
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//fixed timestep with interpolation
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m_fixedTimeStep = fixedTimeStep;
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m_localTime += timeStep;
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if (m_localTime >= fixedTimeStep)
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{
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subSteps = int( m_localTime / fixedTimeStep);
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m_localTime -= subSteps * fixedTimeStep;
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}
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} else {
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//variable timestep
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fixedTimeStep = timeStep;
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m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
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m_fixedTimeStep = 0;
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if (btFuzzyZero(timeStep))
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{
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subSteps = 0;
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maxSubSteps = 0;
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} else
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{
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subSteps = 1;
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maxSubSteps = 1;
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}
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}
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if (subSteps) {
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//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
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int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;
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_numSubsteps += clampedSimulationSteps;
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ObjectMotionState::setWorldSimulationStep(_numSubsteps);
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saveKinematicState(fixedTimeStep*clampedSimulationSteps);
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{
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DETAILED_PROFILE_RANGE(simulation_physics, "applyGravity");
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BT_PROFILE("applyGravity");
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applyGravity();
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}
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for (int i=0;i<clampedSimulationSteps;i++) {
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DETAILED_PROFILE_RANGE(simulation_physics, "substep");
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internalSingleStepSimulation(fixedTimeStep);
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onSubStep();
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}
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}
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// NOTE: We do NOT call synchronizeMotionStates() after each substep (to avoid multiple locks on the
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// object data outside of the physics engine). A consequence of this is that the transforms of the
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// external objects only ever update at the end of the full step.
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// NOTE: We do NOT call synchronizeMotionStates() here. Instead it is called by an external class
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// that knows how to lock threads correctly.
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clearForces();
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return subSteps;
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}
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// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
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void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
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btAssert(body);
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btAssert(body->getMotionState());
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if (body->isKinematicObject()) {
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ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
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if (objectMotionState->hasInternalKinematicChanges()) {
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// this is a special case where the kinematic motion has been updated by an Action
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// so we supply the body's current transform to the MotionState
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objectMotionState->clearInternalKinematicChanges();
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body->getMotionState()->setWorldTransform(body->getWorldTransform());
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}
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return;
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}
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btTransform interpolatedTransform;
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btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),
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body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),
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(m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),
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interpolatedTransform);
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body->getMotionState()->setWorldTransform(interpolatedTransform);
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}
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void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
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PROFILE_RANGE(simulation_physics, "SyncMotionStates");
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BT_PROFILE("syncMotionStates");
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_changedMotionStates.clear();
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// NOTE: m_synchronizeAllMotionStates is 'false' by default for optimization.
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// See PhysicsEngine::init() where we call _dynamicsWorld->setForceUpdateAllAabbs(false)
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if (m_synchronizeAllMotionStates) {
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//iterate over all collision objects
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for (int i=0;i<m_collisionObjects.size();i++) {
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->getMotionState()) {
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synchronizeMotionState(body);
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_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
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}
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}
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} else {
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//iterate over all active rigid bodies
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// TODO? if this becomes a performance bottleneck we could derive our own SimulationIslandManager
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// that remembers a list of objects deactivated last step
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_activeStates.clear();
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_deactivatedStates.clear();
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for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
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btRigidBody* body = m_nonStaticRigidBodies[i];
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(body->getMotionState());
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if (motionState) {
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if (body->isActive()) {
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synchronizeMotionState(body);
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_changedMotionStates.push_back(motionState);
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_activeStates.insert(motionState);
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} else if (_lastActiveStates.find(motionState) != _lastActiveStates.end()) {
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// this object was active last frame but is no longer
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_deactivatedStates.push_back(motionState);
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}
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}
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}
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}
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_activeStates.swap(_lastActiveStates);
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}
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void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
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DETAILED_PROFILE_RANGE(simulation_physics, "saveKinematicState");
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BT_PROFILE("saveKinematicState");
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for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body && body->isKinematicObject() && body->getActivationState() != ISLAND_SLEEPING) {
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if (body->getMotionState()) {
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btMotionState* motionState = body->getMotionState();
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ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(motionState);
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objectMotionState->saveKinematicState(timeStep);
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} else {
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body->saveKinematicState(timeStep);
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}
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}
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}
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}
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