overhaul of MotionState and shape creations

This commit is contained in:
Andrew Meadows 2019-05-01 11:41:40 -07:00
parent 3c8c68d187
commit 3eed8218ca
20 changed files with 318 additions and 486 deletions

View file

@ -2782,21 +2782,15 @@ Application::~Application() {
// remove avatars from physics engine
auto avatarManager = DependencyManager::get<AvatarManager>();
avatarManager->clearOtherAvatars();
auto myCharacterController = getMyAvatar()->getCharacterController();
myCharacterController->clearDetailedMotionStates();
PhysicsEngine::Transaction transaction;
avatarManager->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
avatarManager->handleProcessedPhysicsTransaction(transaction);
avatarManager->deleteAllAvatars();
auto myCharacterController = getMyAvatar()->getCharacterController();
myCharacterController->clearDetailedMotionStates();
myCharacterController->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
myCharacterController->handleProcessedPhysicsTransaction(transaction);
_physicsEngine->setCharacterController(nullptr);
// the _shapeManager should have zero references
@ -6412,32 +6406,11 @@ void Application::update(float deltaTime) {
PROFILE_RANGE(simulation_physics, "PrePhysics");
PerformanceTimer perfTimer("prePhysics)");
{
PROFILE_RANGE(simulation_physics, "RemoveEntities");
const VectorOfMotionStates& motionStates = _entitySimulation->getObjectsToRemoveFromPhysics();
{
PROFILE_RANGE_EX(simulation_physics, "NumObjs", 0xffff0000, (uint64_t)motionStates.size());
_physicsEngine->removeObjects(motionStates);
}
_entitySimulation->deleteObjectsRemovedFromPhysics();
}
{
PROFILE_RANGE(simulation_physics, "AddEntities");
VectorOfMotionStates motionStates;
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToAddToPhysics(motionStates);
PROFILE_RANGE_EX(simulation_physics, "NumObjs", 0xffff0000, (uint64_t)motionStates.size());
_physicsEngine->addObjects(motionStates);
});
}
{
VectorOfMotionStates motionStates;
PROFILE_RANGE(simulation_physics, "ChangeEntities");
getEntities()->getTree()->withReadLock([&] {
_entitySimulation->getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation->setObjectsToChange(stillNeedChange);
});
PROFILE_RANGE(simulation_physics, "Entities");
PhysicsEngine::Transaction transaction;
_entitySimulation->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
_entitySimulation->handleProcessedPhysicsTransaction(transaction);
}
_entitySimulation->applyDynamicChanges();
@ -6450,9 +6423,6 @@ void Application::update(float deltaTime) {
avatarManager->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
avatarManager->handleProcessedPhysicsTransaction(transaction);
myAvatar->getCharacterController()->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
myAvatar->getCharacterController()->handleProcessedPhysicsTransaction(transaction);
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->enableGlobalContactAddedCallback(myAvatar->isFlying());
}

View file

@ -101,7 +101,7 @@ AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWe
}
AvatarManager::~AvatarManager() {
assert(_avatarsToChangeInPhysics.empty());
assert(_otherAvatarsToChangeInPhysics.empty());
}
void AvatarManager::init() {
@ -314,7 +314,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
// remove the orb if it is there
avatar->removeOrb();
if (avatar->needsPhysicsUpdate()) {
_avatarsToChangeInPhysics.insert(avatar);
_otherAvatarsToChangeInPhysics.insert(avatar);
}
} else {
avatar->updateOrbPosition();
@ -419,69 +419,112 @@ AvatarSharedPointer AvatarManager::newSharedAvatar(const QUuid& sessionUUID) {
}
void AvatarManager::queuePhysicsChange(const OtherAvatarPointer& avatar) {
_avatarsToChangeInPhysics.insert(avatar);
_otherAvatarsToChangeInPhysics.insert(avatar);
}
DetailedMotionState* AvatarManager::createDetailedMotionState(OtherAvatarPointer avatar, int32_t jointIndex) {
bool isBound = false;
std::vector<int32_t> boundJoints;
const btCollisionShape* shape = avatar->createCollisionShape(jointIndex, isBound, boundJoints);
if (shape) {
//std::shared_ptr<OtherAvatar> avatar = shared_from_this();
//std::shared_ptr<Avatar> avatar = getThisPointer();
DetailedMotionState* motionState = new DetailedMotionState(avatar, shape, jointIndex);
motionState->setMass(0.0f); // DetailedMotionState has KINEMATIC MotionType, so zero mass is ok
motionState->setIsBound(isBound, boundJoints);
return motionState;
}
return nullptr;
}
void AvatarManager::rebuildAvatarPhysics(PhysicsEngine::Transaction& transaction, OtherAvatarPointer avatar) {
if (!avatar->_motionState) {
avatar->_motionState = new AvatarMotionState(avatar, nullptr);
}
AvatarMotionState* motionState = avatar->_motionState;
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
const btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
assert(shape);
motionState->setShape(shape);
motionState->setMass(avatar->computeMass());
if (motionState->getRigidBody()) {
transaction.objectsToReinsert.push_back(motionState);
} else {
transaction.objectsToAdd.push_back(motionState);
}
motionState->clearIncomingDirtyFlags();
// Rather than reconcile numbers of joints after change to model or LOD
// we blow away old detailedMotionStates and create anew all around.
// delete old detailedMotionStates
auto& detailedMotionStates = avatar->getDetailedMotionStates();
if (detailedMotionStates.size() != 0) {
for (auto& detailedMotionState : detailedMotionStates) {
transaction.objectsToRemove.push_back(detailedMotionState);
}
avatar->resetDetailedMotionStates();
}
// build new detailedMotionStates
OtherAvatar::BodyLOD lod = avatar->getBodyLOD();
if (lod == OtherAvatar::BodyLOD::Sphere) {
auto dMotionState = createDetailedMotionState(avatar, -1);
detailedMotionStates.push_back(dMotionState);
} else {
int32_t numJoints = avatar->getJointCount();
for (int32_t i = 0; i < numJoints; i++) {
auto dMotionState = createDetailedMotionState(avatar, i);
if (dMotionState) {
detailedMotionStates.push_back(dMotionState);
}
}
}
avatar->_needsReinsertion = false;
}
void AvatarManager::buildPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
SetOfOtherAvatars failedShapeBuilds;
for (auto avatar : _avatarsToChangeInPhysics) {
_myAvatar->getCharacterController()->buildPhysicsTransaction(transaction);
for (auto avatar : _otherAvatarsToChangeInPhysics) {
bool isInPhysics = avatar->isInPhysicsSimulation();
if (isInPhysics != avatar->shouldBeInPhysicsSimulation()) {
if (isInPhysics) {
transaction.objectsToRemove.push_back(avatar->_motionState);
avatar->_motionState = nullptr;
auto& detailedMotionStates = avatar->getDetailedMotionStates();
for (auto& mState : detailedMotionStates) {
transaction.objectsToRemove.push_back(mState);
for (auto& motionState : detailedMotionStates) {
transaction.objectsToRemove.push_back(motionState);
}
avatar->resetDetailedMotionStates();
} else {
if (avatar->getDetailedMotionStates().size() == 0) {
avatar->createDetailedMotionStates(avatar);
for (auto dMotionState : avatar->getDetailedMotionStates()) {
transaction.objectsToAdd.push_back(dMotionState);
}
}
if (avatar->getDetailedMotionStates().size() > 0) {
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
motionState->setMass(avatar->computeMass());
avatar->_motionState = motionState;
transaction.objectsToAdd.push_back(motionState);
} else {
failedShapeBuilds.insert(avatar);
}
} else {
failedShapeBuilds.insert(avatar);
}
rebuildAvatarPhysics(transaction, avatar);
}
} else if (isInPhysics) {
transaction.objectsToChange.push_back(avatar->_motionState);
auto& detailedMotionStates = avatar->getDetailedMotionStates();
for (auto& mState : detailedMotionStates) {
if (mState) {
transaction.objectsToChange.push_back(mState);
AvatarMotionState* motionState = avatar->_motionState;
if (motionState->needsNewShape()) {
rebuildAvatarPhysics(transaction, avatar);
} else {
uint32_t flags = motionState->getIncomingDirtyFlags();
motionState->clearIncomingDirtyFlags();
if (flags | EASY_DIRTY_PHYSICS_FLAGS) {
motionState->handleEasyChanges(flags);
}
// NOTE: we don't call detailedMotionState->handleEasyChanges() here is because they are KINEMATIC
// and Bullet will automagically call DetailedMotionState::getWorldTransform() on all that are active.
if (flags | (Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_COLLISION_GROUP)) {
transaction.objectsToReinsert.push_back(motionState);
for (auto detailedMotionState : avatar->getDetailedMotionStates()) {
transaction.objectsToReinsert.push_back(detailedMotionState);
}
}
}
}
}
_avatarsToChangeInPhysics.swap(failedShapeBuilds);
}
void AvatarManager::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
// things on objectsToChange correspond to failed changes
// so we push them back onto _avatarsToChangeInPhysics
for (auto object : transaction.objectsToChange) {
AvatarMotionState* motionState = static_cast<AvatarMotionState*>(object);
assert(motionState);
assert(motionState->_avatar);
_avatarsToChangeInPhysics.insert(motionState->_avatar);
}
// things on objectsToRemove are ready for delete
for (auto object : transaction.objectsToRemove) {
delete object;
@ -570,7 +613,7 @@ void AvatarManager::clearOtherAvatars() {
++avatarIterator;
}
}
}
}
for (auto& av : removedAvatars) {
handleRemovedAvatar(av);
@ -578,7 +621,7 @@ void AvatarManager::clearOtherAvatars() {
}
void AvatarManager::deleteAllAvatars() {
assert(_avatarsToChangeInPhysics.empty());
assert(_otherAvatarsToChangeInPhysics.empty());
QReadLocker locker(&_hashLock);
AvatarHash::iterator avatarIterator = _avatarHash.begin();
while (avatarIterator != _avatarHash.end()) {
@ -588,7 +631,7 @@ void AvatarManager::deleteAllAvatars() {
if (avatar != _myAvatar) {
auto otherAvatar = std::static_pointer_cast<OtherAvatar>(avatar);
assert(!otherAvatar->_motionState);
assert(otherAvatar->getDetailedMotionStates().size() == 0);
assert(otherAvatar->getDetailedMotionStates().size() == 0);
}
}
}

View file

@ -273,6 +273,8 @@ public slots:
protected:
AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) override;
DetailedMotionState* createDetailedMotionState(OtherAvatarPointer avatar, int32_t jointIndex);
void rebuildAvatarPhysics(PhysicsEngine::Transaction& transaction, OtherAvatarPointer avatar);
private:
explicit AvatarManager(QObject* parent = 0);
@ -288,7 +290,7 @@ private:
void handleTransitAnimations(AvatarTransit::Status status);
using SetOfOtherAvatars = std::set<OtherAvatarPointer>;
SetOfOtherAvatars _avatarsToChangeInPhysics;
SetOfOtherAvatars _otherAvatarsToChangeInPhysics;
std::shared_ptr<MyAvatar> _myAvatar;
quint64 _lastSendAvatarDataTime = 0; // Controls MyAvatar send data rate.

View file

@ -29,17 +29,13 @@ void AvatarMotionState::handleEasyChanges(uint32_t& flags) {
}
}
bool AvatarMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
AvatarMotionState::~AvatarMotionState() {
assert(_avatar);
_avatar = nullptr;
}
// virtual
uint32_t AvatarMotionState::getIncomingDirtyFlags() {
uint32_t AvatarMotionState::getIncomingDirtyFlags() const {
return _body ? _dirtyFlags : 0;
}
@ -54,13 +50,6 @@ PhysicsMotionType AvatarMotionState::computePhysicsMotionType() const {
return MOTION_TYPE_DYNAMIC;
}
// virtual and protected
const btCollisionShape* AvatarMotionState::computeNewShape() {
ShapeInfo shapeInfo;
_avatar->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
// virtual
bool AvatarMotionState::isMoving() const {
return false;

View file

@ -23,44 +23,44 @@ class AvatarMotionState : public ObjectMotionState {
public:
AvatarMotionState(OtherAvatarPointer avatar, const btCollisionShape* shape);
virtual void handleEasyChanges(uint32_t& flags) override;
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
void handleEasyChanges(uint32_t& flags) override;
virtual PhysicsMotionType getMotionType() const override { return _motionType; }
PhysicsMotionType getMotionType() const override { return _motionType; }
virtual uint32_t getIncomingDirtyFlags() override;
virtual void clearIncomingDirtyFlags() override;
uint32_t getIncomingDirtyFlags() const override;
void clearIncomingDirtyFlags() override;
virtual PhysicsMotionType computePhysicsMotionType() const override;
PhysicsMotionType computePhysicsMotionType() const override;
virtual bool isMoving() const override;
bool isMoving() const override;
// this relays incoming position/rotation to the RigidBody
virtual void getWorldTransform(btTransform& worldTrans) const override;
void getWorldTransform(btTransform& worldTrans) const override;
// this relays outgoing position/rotation to the EntityItem
virtual void setWorldTransform(const btTransform& worldTrans) override;
void setWorldTransform(const btTransform& worldTrans) override;
// These pure virtual methods must be implemented for each MotionState type
// and make it possible to implement more complicated methods in this base class.
// pure virtual overrides from ObjectMotionState
virtual float getObjectRestitution() const override;
virtual float getObjectFriction() const override;
virtual float getObjectLinearDamping() const override;
virtual float getObjectAngularDamping() const override;
float getObjectRestitution() const override;
float getObjectFriction() const override;
float getObjectLinearDamping() const override;
float getObjectAngularDamping() const override;
virtual glm::vec3 getObjectPosition() const override;
virtual glm::quat getObjectRotation() const override;
virtual glm::vec3 getObjectLinearVelocity() const override;
virtual glm::vec3 getObjectAngularVelocity() const override;
virtual glm::vec3 getObjectGravity() const override;
glm::vec3 getObjectPosition() const override;
glm::quat getObjectRotation() const override;
glm::vec3 getObjectLinearVelocity() const override;
glm::vec3 getObjectAngularVelocity() const override;
glm::vec3 getObjectGravity() const override;
virtual const QUuid getObjectID() const override;
const QUuid getObjectID() const override;
virtual QString getName() const override;
virtual QUuid getSimulatorID() const override;
QString getName() const override;
ShapeType getShapeType() const override { return SHAPE_TYPE_CAPSULE_Y; }
QUuid getSimulatorID() const override;
void setBoundingBox(const glm::vec3& corner, const glm::vec3& diagonal);
@ -69,9 +69,9 @@ public:
void setCollisionGroup(int32_t group) { _collisionGroup = group; }
int32_t getCollisionGroup() { return _collisionGroup; }
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
virtual float getMass() const override;
float getMass() const override;
friend class AvatarManager;
friend class Avatar;
@ -85,9 +85,6 @@ protected:
// ever called by the Avatar class dtor.
~AvatarMotionState();
virtual bool isReadyToComputeShape() const override { return true; }
virtual const btCollisionShape* computeNewShape() override;
OtherAvatarPointer _avatar;
float _diameter { 0.0f };
int32_t _collisionGroup;

View file

@ -17,7 +17,7 @@
#include "MyAvatar.h"
DetailedMotionState::DetailedMotionState(AvatarPointer avatar, const btCollisionShape* shape, int jointIndex) :
DetailedMotionState::DetailedMotionState(AvatarPointer avatar, const btCollisionShape* shape, int32_t jointIndex) :
ObjectMotionState(shape), _avatar(avatar), _jointIndex(jointIndex) {
assert(_avatar);
if (!_avatar->isMyAvatar()) {
@ -33,17 +33,13 @@ void DetailedMotionState::handleEasyChanges(uint32_t& flags) {
}
}
bool DetailedMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
DetailedMotionState::~DetailedMotionState() {
assert(_avatar);
_avatar = nullptr;
}
// virtual
uint32_t DetailedMotionState::getIncomingDirtyFlags() {
uint32_t DetailedMotionState::getIncomingDirtyFlags() const {
return _body ? _dirtyFlags : 0;
}
@ -54,26 +50,9 @@ void DetailedMotionState::clearIncomingDirtyFlags() {
}
PhysicsMotionType DetailedMotionState::computePhysicsMotionType() const {
// TODO?: support non-DYNAMIC motion for avatars? (e.g. when sitting)
return MOTION_TYPE_KINEMATIC;
}
// virtual and protected
const btCollisionShape* DetailedMotionState::computeNewShape() {
btCollisionShape* shape = nullptr;
if (!_avatar->isMyAvatar()) {
if (_otherAvatar != nullptr) {
shape = _otherAvatar->createCollisionShape(_jointIndex, _isBound, _boundJoints);
}
} else {
std::shared_ptr<MyAvatar> myAvatar = std::static_pointer_cast<MyAvatar>(_avatar);
if (myAvatar) {
shape = myAvatar->getCharacterController()->createDetailedCollisionShapeForJoint(_jointIndex);
}
}
return shape;
}
// virtual
bool DetailedMotionState::isMoving() const {
return false;
@ -185,4 +164,4 @@ void DetailedMotionState::forceActive() {
if (_body && !_body->isActive()) {
_body->setActivationState(ACTIVE_TAG);
}
}
}

View file

@ -23,55 +23,55 @@ class DetailedMotionState : public ObjectMotionState {
public:
DetailedMotionState(AvatarPointer avatar, const btCollisionShape* shape, int jointIndex);
virtual void handleEasyChanges(uint32_t& flags) override;
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
void handleEasyChanges(uint32_t& flags) override;
virtual PhysicsMotionType getMotionType() const override { return _motionType; }
PhysicsMotionType getMotionType() const override { return _motionType; }
virtual uint32_t getIncomingDirtyFlags() override;
virtual void clearIncomingDirtyFlags() override;
uint32_t getIncomingDirtyFlags() const override;
void clearIncomingDirtyFlags() override;
virtual PhysicsMotionType computePhysicsMotionType() const override;
PhysicsMotionType computePhysicsMotionType() const override;
virtual bool isMoving() const override;
bool isMoving() const override;
// this relays incoming position/rotation to the RigidBody
virtual void getWorldTransform(btTransform& worldTrans) const override;
void getWorldTransform(btTransform& worldTrans) const override;
// this relays outgoing position/rotation to the EntityItem
virtual void setWorldTransform(const btTransform& worldTrans) override;
void setWorldTransform(const btTransform& worldTrans) override;
// These pure virtual methods must be implemented for each MotionState type
// and make it possible to implement more complicated methods in this base class.
// pure virtual overrides from ObjectMotionState
virtual float getObjectRestitution() const override;
virtual float getObjectFriction() const override;
virtual float getObjectLinearDamping() const override;
virtual float getObjectAngularDamping() const override;
float getObjectRestitution() const override;
float getObjectFriction() const override;
float getObjectLinearDamping() const override;
float getObjectAngularDamping() const override;
virtual glm::vec3 getObjectPosition() const override;
virtual glm::quat getObjectRotation() const override;
virtual glm::vec3 getObjectLinearVelocity() const override;
virtual glm::vec3 getObjectAngularVelocity() const override;
virtual glm::vec3 getObjectGravity() const override;
glm::vec3 getObjectPosition() const override;
glm::quat getObjectRotation() const override;
glm::vec3 getObjectLinearVelocity() const override;
glm::vec3 getObjectAngularVelocity() const override;
glm::vec3 getObjectGravity() const override;
virtual const QUuid getObjectID() const override;
const QUuid getObjectID() const override;
virtual QString getName() const override;
virtual QUuid getSimulatorID() const override;
QString getName() const override;
ShapeType getShapeType() const override { return SHAPE_TYPE_HULL; }
QUuid getSimulatorID() const override;
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
virtual float getMass() const override;
float getMass() const override;
void forceActive();
QUuid getAvatarID() const { return _avatar->getID(); }
int getJointIndex() const { return _jointIndex; }
void setIsBound(bool isBound, std::vector<int> boundJoints) { _isBound = isBound; _boundJoints = boundJoints; }
bool getIsBound(std::vector<int>& boundJoints) const { boundJoints = _boundJoints; return _isBound; }
int32_t getJointIndex() const { return _jointIndex; }
void setIsBound(bool isBound, const std::vector<int32_t>& boundJoints) { _isBound = isBound; _boundJoints = boundJoints; }
bool getIsBound(std::vector<int32_t>& boundJoints) const { boundJoints = _boundJoints; return _isBound; }
friend class AvatarManager;
friend class Avatar;
@ -84,17 +84,14 @@ protected:
// ever called by the Avatar class dtor.
~DetailedMotionState();
virtual bool isReadyToComputeShape() const override { return true; }
virtual const btCollisionShape* computeNewShape() override;
AvatarPointer _avatar;
float _diameter { 0.0f };
uint32_t _dirtyFlags;
int _jointIndex { -1 };
int32_t _jointIndex { -1 };
OtherAvatarPointer _otherAvatar { nullptr };
bool _isBound { false };
std::vector<int> _boundJoints;
std::vector<int32_t> _boundJoints;
};
#endif // hifi_DetailedMotionState_h

View file

@ -377,21 +377,18 @@ void MyCharacterController::updateMassProperties() {
_rigidBody->setMassProps(mass, inertia);
}
btCollisionShape* MyCharacterController::createDetailedCollisionShapeForJoint(int jointIndex) {
const btCollisionShape* MyCharacterController::createDetailedCollisionShapeForJoint(int32_t jointIndex) {
ShapeInfo shapeInfo;
_avatar->computeDetailedShapeInfo(shapeInfo, jointIndex);
if (shapeInfo.getType() != SHAPE_TYPE_NONE) {
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
shape->setMargin(0.001f);
}
const btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
return shape;
}
return nullptr;
}
DetailedMotionState* MyCharacterController::createDetailedMotionStateForJoint(int jointIndex) {
auto shape = createDetailedCollisionShapeForJoint(jointIndex);
DetailedMotionState* MyCharacterController::createDetailedMotionStateForJoint(int32_t jointIndex) {
const btCollisionShape* shape = createDetailedCollisionShapeForJoint(jointIndex);
if (shape) {
DetailedMotionState* motionState = new DetailedMotionState(_avatar, shape, jointIndex);
motionState->setMass(_avatar->computeMass());
@ -423,25 +420,16 @@ void MyCharacterController::buildPhysicsTransaction(PhysicsEngine::Transaction&
}
if (_pendingFlags & PENDING_FLAG_ADD_DETAILED_TO_SIMULATION) {
_pendingFlags &= ~PENDING_FLAG_ADD_DETAILED_TO_SIMULATION;
for (int i = 0; i < _avatar->getJointCount(); i++) {
for (int32_t i = 0; i < _avatar->getJointCount(); i++) {
auto dMotionState = createDetailedMotionStateForJoint(i);
if (dMotionState) {
_detailedMotionStates.push_back(dMotionState);
transaction.objectsToAdd.push_back(dMotionState);
}
}
}
}
void MyCharacterController::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
// things on objectsToRemove are ready for delete
for (auto object : transaction.objectsToRemove) {
delete object;
}
transaction.clear();
}
class DetailedRayResultCallback : public btCollisionWorld::AllHitsRayResultCallback {
public:
DetailedRayResultCallback()
@ -467,7 +455,7 @@ std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTe
_dynamicsWorld->rayTest(origin, end, rayCallback);
if (rayCallback.m_hitFractions.size() > 0) {
foundAvatars.reserve(rayCallback.m_hitFractions.size());
for (int i = 0; i < rayCallback.m_hitFractions.size(); i++) {
for (int32_t i = 0; i < rayCallback.m_hitFractions.size(); i++) {
auto object = rayCallback.m_collisionObjects[i];
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(object->getUserPointer());
if (motionState && motionState->getType() == MOTIONSTATE_TYPE_DETAILED) {
@ -493,4 +481,4 @@ std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTe
}
}
return foundAvatars;
}
}

View file

@ -44,27 +44,25 @@ public:
void setDensity(btScalar density) { _density = density; }
btCollisionShape* createDetailedCollisionShapeForJoint(int jointIndex);
DetailedMotionState* createDetailedMotionStateForJoint(int jointIndex);
const btCollisionShape* createDetailedCollisionShapeForJoint(int32_t jointIndex);
DetailedMotionState* createDetailedMotionStateForJoint(int32_t jointIndex);
std::vector<DetailedMotionState*>& getDetailedMotionStates() { return _detailedMotionStates; }
void clearDetailedMotionStates();
void resetDetailedMotionStates();
void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction);
void handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction);
struct RayAvatarResult {
bool _intersect { false };
bool _isBound { false };
QUuid _intersectWithAvatar;
int _intersectWithJoint { -1 };
int32_t _intersectWithJoint { -1 };
float _distance { 0.0f };
float _maxDistance { 0.0f };
QVariantMap _extraInfo;
glm::vec3 _intersectionPoint;
glm::vec3 _intersectionNormal;
std::vector<int> _boundJoints;
std::vector<int32_t> _boundJoints;
};
std::vector<RayAvatarResult> rayTest(const btVector3& origin, const btVector3& direction, const btScalar& length,
const QVector<uint>& jointsToExclude) const;

View file

@ -116,6 +116,8 @@ void OtherAvatar::updateSpaceProxy(workload::Transaction& transaction) const {
int OtherAvatar::parseDataFromBuffer(const QByteArray& buffer) {
int32_t bytesRead = Avatar::parseDataFromBuffer(buffer);
for (size_t i = 0; i < _detailedMotionStates.size(); i++) {
// NOTE: we activate _detailedMotionStates is because they are KINEMATIC
// and Bullet will automagically call DetailedMotionState::getWorldTransform() when active.
_detailedMotionStates[i]->forceActive();
}
if (_moving && _motionState) {
@ -124,11 +126,11 @@ int OtherAvatar::parseDataFromBuffer(const QByteArray& buffer) {
return bytesRead;
}
btCollisionShape* OtherAvatar::createCollisionShape(int jointIndex, bool& isBound, std::vector<int>& boundJoints) {
const btCollisionShape* OtherAvatar::createCollisionShape(int32_t jointIndex, bool& isBound, std::vector<int32_t>& boundJoints) {
ShapeInfo shapeInfo;
isBound = false;
QString jointName = "";
if (jointIndex > -1 && jointIndex < (int)_multiSphereShapes.size()) {
QString jointName = "";
if (jointIndex > -1 && jointIndex < (int32_t)_multiSphereShapes.size()) {
jointName = _multiSphereShapes[jointIndex].getJointName();
}
switch (_bodyLOD) {
@ -163,39 +165,21 @@ btCollisionShape* OtherAvatar::createCollisionShape(int jointIndex, bool& isBoun
}
break;
}
// Note: MultiSphereLow case really means: "skip fingers and use spheres for hands,
// else fall through to MultiSphereHigh case"
case BodyLOD::MultiSphereHigh:
computeDetailedShapeInfo(shapeInfo, jointIndex);
break;
default:
assert(false); // should never reach here
break;
}
if (shapeInfo.getType() != SHAPE_TYPE_NONE) {
auto shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
shape->setMargin(0.001f);
}
return shape;
}
return nullptr;
}
DetailedMotionState* OtherAvatar::createMotionState(std::shared_ptr<OtherAvatar> avatar, int jointIndex) {
bool isBound = false;
std::vector<int> boundJoints;
btCollisionShape* shape = createCollisionShape(jointIndex, isBound, boundJoints);
if (shape) {
DetailedMotionState* motionState = new DetailedMotionState(avatar, shape, jointIndex);
motionState->setMass(computeMass());
motionState->setIsBound(isBound, boundJoints);
return motionState;
}
return nullptr;
return ObjectMotionState::getShapeManager()->getShape(shapeInfo);
}
void OtherAvatar::resetDetailedMotionStates() {
for (size_t i = 0; i < _detailedMotionStates.size(); i++) {
_detailedMotionStates[i] = nullptr;
}
// NOTE: the DetailedMotionStates are deleted after being added to PhysicsEngine::Transaction::_objectsToRemove
// See AvatarManager::handleProcessedPhysicsTransaction()
_detailedMotionStates.clear();
}
@ -231,11 +215,11 @@ void OtherAvatar::computeShapeLOD() {
}
bool OtherAvatar::isInPhysicsSimulation() const {
return _motionState != nullptr && _detailedMotionStates.size() > 0;
return _motionState && _motionState->getRigidBody();
}
bool OtherAvatar::shouldBeInPhysicsSimulation() const {
return !isDead() && !(isInPhysicsSimulation() && _needsReinsertion);
return !isDead() && _workloadRegion < workload::Region::R3;
}
bool OtherAvatar::needsPhysicsUpdate() const {
@ -245,12 +229,9 @@ bool OtherAvatar::needsPhysicsUpdate() const {
void OtherAvatar::rebuildCollisionShape() {
if (_motionState) {
// do not actually rebuild here, instead flag for later
_motionState->addDirtyFlags(Simulation::DIRTY_SHAPE | Simulation::DIRTY_MASS);
}
for (size_t i = 0; i < _detailedMotionStates.size(); i++) {
if (_detailedMotionStates[i]) {
_detailedMotionStates[i]->addDirtyFlags(Simulation::DIRTY_SHAPE | Simulation::DIRTY_MASS);
}
_needsReinsertion = true;
}
}
@ -260,25 +241,6 @@ void OtherAvatar::setCollisionWithOtherAvatarsFlags() {
}
}
void OtherAvatar::createDetailedMotionStates(const std::shared_ptr<OtherAvatar>& avatar) {
auto& detailedMotionStates = getDetailedMotionStates();
assert(detailedMotionStates.empty());
if (_bodyLOD == BodyLOD::Sphere) {
auto dMotionState = createMotionState(avatar, -1);
if (dMotionState) {
detailedMotionStates.push_back(dMotionState);
}
} else {
for (int i = 0; i < getJointCount(); i++) {
auto dMotionState = createMotionState(avatar, i);
if (dMotionState) {
detailedMotionStates.push_back(dMotionState);
}
}
}
_needsReinsertion = false;
}
void OtherAvatar::simulate(float deltaTime, bool inView) {
PROFILE_RANGE(simulation, "simulate");

View file

@ -52,9 +52,7 @@ public:
bool shouldBeInPhysicsSimulation() const;
bool needsPhysicsUpdate() const;
btCollisionShape* createCollisionShape(int jointIndex, bool& isBound, std::vector<int>& boundJoints);
DetailedMotionState* createMotionState(std::shared_ptr<OtherAvatar> avatar, int jointIndex);
void createDetailedMotionStates(const std::shared_ptr<OtherAvatar>& avatar);
const btCollisionShape* createCollisionShape(int32_t jointIndex, bool& isBound, std::vector<int32_t>& boundJoints);
std::vector<DetailedMotionState*>& getDetailedMotionStates() { return _detailedMotionStates; }
void resetDetailedMotionStates();
BodyLOD getBodyLOD() { return _bodyLOD; }

View file

@ -25,23 +25,6 @@
#include "PhysicsHelpers.h"
#include "PhysicsLogging.h"
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
#include "EntityTree.h"
bool EntityMotionState::entityTreeIsLocked() const {
EntityTreeElementPointer element = _entity->getElement();
EntityTreePointer tree = element ? element->getTree() : nullptr;
if (!tree) {
return true;
}
return true;
}
#else
bool entityTreeIsLocked() {
return true;
}
#endif
const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
@ -74,7 +57,6 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
_type = MOTIONSTATE_TYPE_ENTITY;
assert(_entity);
assert(entityTreeIsLocked());
setMass(_entity->computeMass());
// we need the side-effects of EntityMotionState::setShape() so we call it explicitly here
// rather than pass the legit shape pointer to the ObjectMotionState ctor above.
@ -143,7 +125,6 @@ void EntityMotionState::handleDeactivation() {
// virtual
void EntityMotionState::handleEasyChanges(uint32_t& flags) {
assert(entityTreeIsLocked());
updateServerPhysicsVariables();
ObjectMotionState::handleEasyChanges(flags);
@ -191,17 +172,10 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
}
// virtual
bool EntityMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
updateServerPhysicsVariables();
return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
if (!_entity) {
return MOTION_TYPE_STATIC;
}
assert(entityTreeIsLocked());
if (_entity->getLocked()) {
if (_entity->isMoving()) {
@ -226,7 +200,6 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
}
bool EntityMotionState::isMoving() const {
assert(entityTreeIsLocked());
return _entity && _entity->isMovingRelativeToParent();
}
@ -240,7 +213,6 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
if (!_entity) {
return;
}
assert(entityTreeIsLocked());
if (_motionType == MOTION_TYPE_KINEMATIC) {
BT_PROFILE("kinematicIntegration");
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
@ -271,7 +243,6 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
// This callback is invoked by the physics simulation at the end of each simulation step...
// iff the corresponding RigidBody is DYNAMIC and ACTIVE.
void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
assert(entityTreeIsLocked());
measureBodyAcceleration();
// If transform or velocities are flagged as dirty it means a network or scripted change
@ -309,19 +280,6 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
}
// virtual and protected
bool EntityMotionState::isReadyToComputeShape() const {
return _entity->isReadyToComputeShape();
}
// virtual and protected
const btCollisionShape* EntityMotionState::computeNewShape() {
ShapeInfo shapeInfo;
assert(entityTreeIsLocked());
_entity->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
const uint8_t MAX_NUM_INACTIVE_UPDATES = 20;
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
@ -439,7 +397,6 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
DETAILED_PROFILE_RANGE(simulation_physics, "ShouldSend");
// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
assert(entityTreeIsLocked());
// this case is prevented by setting _ownershipState to UNOWNABLE in EntityMotionState::ctor
assert(!(_entity->isAvatarEntity() && _entity->getOwningAvatarID() != Physics::getSessionUUID()));
@ -505,7 +462,6 @@ void EntityMotionState::updateSendVelocities() {
void EntityMotionState::sendBid(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Bid");
assert(entityTreeIsLocked());
updateSendVelocities();
@ -546,7 +502,6 @@ void EntityMotionState::sendBid(OctreeEditPacketSender* packetSender, uint32_t s
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Send");
assert(entityTreeIsLocked());
assert(isLocallyOwned());
updateSendVelocities();
@ -645,8 +600,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
_bumpedPriority = 0;
}
uint32_t EntityMotionState::getIncomingDirtyFlags() {
assert(entityTreeIsLocked());
uint32_t EntityMotionState::getIncomingDirtyFlags() const {
uint32_t dirtyFlags = 0;
if (_body && _entity) {
dirtyFlags = _entity->getDirtyFlags();
@ -677,7 +631,6 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
}
void EntityMotionState::clearIncomingDirtyFlags() {
assert(entityTreeIsLocked());
if (_body && _entity) {
_entity->clearDirtyFlags(DIRTY_PHYSICS_FLAGS);
}
@ -694,7 +647,6 @@ void EntityMotionState::slaveBidPriority() {
// virtual
QUuid EntityMotionState::getSimulatorID() const {
assert(entityTreeIsLocked());
return _entity->getSimulatorID();
}
@ -762,6 +714,10 @@ glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
return _measuredAcceleration * _measuredDeltaTime;
}
bool EntityMotionState::shouldBeInPhysicsSimulation() const {
return _region < workload::Region::R3 && _entity->shouldBePhysical();
}
// virtual
void EntityMotionState::setMotionType(PhysicsMotionType motionType) {
ObjectMotionState::setMotionType(motionType);
@ -770,7 +726,6 @@ void EntityMotionState::setMotionType(PhysicsMotionType motionType) {
// virtual
QString EntityMotionState::getName() const {
assert(entityTreeIsLocked());
return _entity->getName();
}

View file

@ -39,7 +39,6 @@ public:
void handleDeactivation();
virtual void handleEasyChanges(uint32_t& flags) override;
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
/// \return PhysicsMotionType based on params set in EntityItem
virtual PhysicsMotionType computePhysicsMotionType() const override;
@ -56,7 +55,7 @@ public:
void sendBid(OctreeEditPacketSender* packetSender, uint32_t step);
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
virtual uint32_t getIncomingDirtyFlags() override;
virtual uint32_t getIncomingDirtyFlags() const override;
virtual void clearIncomingDirtyFlags() override;
virtual float getObjectRestitution() const override { return _entity->getRestitution(); }
@ -85,6 +84,7 @@ public:
void measureBodyAcceleration();
virtual QString getName() const override;
ShapeType getShapeType() const override { return _entity->getShapeType(); }
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
@ -113,12 +113,8 @@ protected:
void clearObjectVelocities() const;
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
bool entityTreeIsLocked() const;
#endif
bool isReadyToComputeShape() const override;
const btCollisionShape* computeNewShape() override;
bool isInPhysicsSimulation() const { return _body != nullptr; }
bool shouldBeInPhysicsSimulation() const;
void setMotionType(PhysicsMotionType motionType) override;
// EntityMotionState keeps a SharedPointer to its EntityItem which is only set in the CTOR

View file

@ -201,6 +201,9 @@ void ObjectMotionState::setShape(const btCollisionShape* shape) {
if (_body && _type != MOTIONSTATE_TYPE_DETAILED) {
updateCCDConfiguration();
}
} else if (shape) {
// we need to release unused reference to shape
getShapeManager()->releaseShape(shape);
}
}
@ -285,50 +288,6 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
}
}
bool ObjectMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
assert(_body && _shape);
if (flags & Simulation::DIRTY_SHAPE) {
// make sure the new shape is valid
if (!isReadyToComputeShape()) {
return false;
}
const btCollisionShape* newShape = computeNewShape();
if (!newShape) {
qCDebug(physics) << "Warning: failed to generate new shape!";
// failed to generate new shape! --> keep old shape and remove shape-change flag
flags &= ~Simulation::DIRTY_SHAPE;
// TODO: force this object out of PhysicsEngine rather than just use the old shape
if ((flags & HARD_DIRTY_PHYSICS_FLAGS) == 0) {
// no HARD flags remain, so do any EASY changes
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags);
}
return true;
}
} else {
if (_shape == newShape) {
// the shape didn't actually change, so we clear the DIRTY_SHAPE flag
flags &= ~Simulation::DIRTY_SHAPE;
// and clear the reference we just created
getShapeManager()->releaseShape(_shape);
} else {
_body->setCollisionShape(const_cast<btCollisionShape*>(newShape));
setShape(newShape);
}
}
}
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags);
}
// it is possible there are no HARD flags at this point (if DIRTY_SHAPE was removed)
// so we check again before we reinsert:
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
engine->reinsertObject(this);
}
return true;
}
void ObjectMotionState::updateBodyMaterialProperties() {
_body->setRestitution(getObjectRestitution());
_body->setFriction(getObjectFriction());

View file

@ -100,7 +100,6 @@ public:
virtual ~ObjectMotionState();
virtual void handleEasyChanges(uint32_t& flags);
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine);
void updateBodyMaterialProperties();
void updateBodyVelocities();
@ -123,11 +122,12 @@ public:
glm::vec3 getBodyAngularVelocity() const;
virtual glm::vec3 getObjectLinearVelocityChange() const;
virtual uint32_t getIncomingDirtyFlags() = 0;
virtual uint32_t getIncomingDirtyFlags() const = 0;
virtual void clearIncomingDirtyFlags() = 0;
virtual PhysicsMotionType computePhysicsMotionType() const = 0;
virtual bool needsNewShape() const { return _shape == nullptr || getIncomingDirtyFlags() & Simulation::DIRTY_SHAPE; }
const btCollisionShape* getShape() const { return _shape; }
btRigidBody* getRigidBody() const { return _body; }
@ -154,6 +154,7 @@ public:
virtual void bump(uint8_t priority) {}
virtual QString getName() const { return ""; }
virtual ShapeType getShapeType() const = 0;
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const = 0;
@ -172,8 +173,6 @@ public:
friend class PhysicsEngine;
protected:
virtual bool isReadyToComputeShape() const = 0;
virtual const btCollisionShape* computeNewShape() = 0;
virtual void setMotionType(PhysicsMotionType motionType);
void updateCCDConfiguration();
@ -187,7 +186,7 @@ protected:
btRigidBody* _body { nullptr };
float _density { 1.0f };
// ACTION_CAN_CONTROL_KINEMATIC_OBJECT_HACK: These date members allow an Action
// ACTION_CAN_CONTROL_KINEMATIC_OBJECT_HACK: These data members allow an Action
// to operate on a kinematic object without screwing up our default kinematic integration
// which is done in the MotionState::getWorldTransform().
mutable uint32_t _lastKinematicStep;

View file

@ -227,56 +227,16 @@ void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity)
}
// end EntitySimulation overrides
const VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToRemoveFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
_entitiesToAddToPhysics.remove(entity);
if (entity->isDead() && entity->getElement()) {
_deadEntities.insert(entity);
}
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_incomingChanges.remove(motionState);
removeOwnershipData(motionState);
_physicalObjects.remove(motionState);
// remember this motionState and delete it later (after removing its RigidBody from the PhysicsEngine)
_objectsToDelete.push_back(motionState);
}
}
_entitiesToRemoveFromPhysics.clear();
return _objectsToDelete;
}
void PhysicalEntitySimulation::deleteObjectsRemovedFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto motionState : _objectsToDelete) {
// someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
// until then we must do it here
// NOTE: a reference to the EntityItemPointer is released in the EntityMotionState::dtor
delete motionState;
}
_objectsToDelete.clear();
}
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
result.clear();
void PhysicalEntitySimulation::buildMotionStatesForEntitiesThatNeedThem() {
// this lambda for when we decide to actually build the motionState
auto buildMotionState = [&](btCollisionShape* shape, EntityItemPointer entity) {
EntityMotionState* motionState = new EntityMotionState(shape, entity);
entity->setPhysicsInfo(static_cast<void*>(motionState));
motionState->setRegion(_space->getRegion(entity->getSpaceIndex()));
_physicalObjects.insert(motionState);
result.push_back(motionState);
_incomingChanges.insert(motionState);
};
// TODO:
// (1) make all changes to MotionState in "managers" (PhysicalEntitySimulation and AvatarManager)
// (2) store relevant change-flags on MotionState (maybe just EASY or HARD?)
// (3) remove knowledge of PhysicsEngine from ObjectMotionState
// (4) instead PhysicsEngine gets list of changed MotionStates, reads change-flags and applies changes accordingly
QMutexLocker lock(&_mutex);
uint32_t deliveryCount = ObjectMotionState::getShapeManager()->getWorkDeliveryCount();
if (deliveryCount != _lastWorkDeliveryCount) {
@ -319,7 +279,7 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
} else {
// this is a CHANGE because motionState already exists
if (ObjectMotionState::getShapeManager()->hasShapeWithKey(requestItr->shapeHash)) {
// TODO? reset DIRTY_SHAPE flag?
entity->markDirtyFlags(Simulation::DIRTY_SHAPE);
_incomingChanges.insert(motionState);
requestItr = _shapeRequests.erase(requestItr);
} else {
@ -338,7 +298,7 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
prepareEntityForDelete(entity);
entityItr = _entitiesToAddToPhysics.erase(entityItr);
} else if (!entity->shouldBePhysical()) {
// this entity should no longer be on the internal _entitiesToAddToPhysics
// this entity should no longer be on _entitiesToAddToPhysics
entityItr = _entitiesToAddToPhysics.erase(entityItr);
if (entity->isMovingRelativeToParent()) {
SetOfEntities::iterator itr = _simpleKinematicEntities.find(entity);
@ -347,16 +307,27 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
}
}
} else if (entity->isReadyToComputeShape()) {
// check to see if we're waiting for a shape
ShapeRequest shapeRequest(entity);
ShapeRequests::iterator requestItr = _shapeRequests.find(shapeRequest);
if (requestItr == _shapeRequests.end()) {
// not waiting for a shape (yet)
ShapeInfo shapeInfo;
entity->computeShapeInfo(shapeInfo);
uint32_t requestCount = ObjectMotionState::getShapeManager()->getWorkRequestCount();
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
buildMotionState(shape, entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (!motionState) {
buildMotionState(shape, entity);
} else {
// Is it possible to fall in here?
// entity shouldn't be on _entitiesToAddToPhysics list if it already has a motionState.
// but just in case...
motionState->setShape(shape);
motionState->setRegion(_space->getRegion(entity->getSpaceIndex()));
_physicalObjects.insert(motionState);
_incomingChanges.insert(motionState);
}
} else if (requestCount != ObjectMotionState::getShapeManager()->getWorkRequestCount()) {
// shape doesn't exist but a new worker has been spawned to build it --> add to shapeRequests and wait
shapeRequest.shapeHash = shapeInfo.getHash();
@ -389,6 +360,80 @@ void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result)
_incomingChanges.clear();
}
void PhysicalEntitySimulation::buildPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
buildMotionStatesForEntitiesThatNeedThem();
for (auto& object : _incomingChanges) {
uint32_t flags = object->getIncomingDirtyFlags();
object->clearIncomingDirtyFlags();
bool isInPhysicsSimulation = object->isInPhysicsSimulation();
if (isInPhysicsSimulation != object->shouldBeInPhysicsSimulation()) {
if (isInPhysicsSimulation) {
transaction.objectsToRemove.push_back(object);
continue;
} else {
transaction.objectsToAdd.push_back(object);
}
}
bool reinsert = false;
if (object->needsNewShape()) {
ShapeType shapeType = object->getShapeType();
if (shapeType == SHAPE_TYPE_STATIC_MESH) {
ShapeRequest shapeRequest(object->_entity);
ShapeRequests::iterator requestItr = _shapeRequests.find(shapeRequest);
if (requestItr == _shapeRequests.end()) {
ShapeInfo shapeInfo;
object->_entity->computeShapeInfo(shapeInfo);
uint32_t requestCount = ObjectMotionState::getShapeManager()->getWorkRequestCount();
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
object->setShape(shape);
reinsert = true;
} else if (requestCount != ObjectMotionState::getShapeManager()->getWorkRequestCount()) {
// shape doesn't exist but a new worker has been spawned to build it --> add to shapeRequests and wait
shapeRequest.shapeHash = shapeInfo.getHash();
_shapeRequests.insert(shapeRequest);
} else {
// failed to build shape --> will not be added/updated
}
} else {
// continue waiting for shape request
}
} else {
ShapeInfo shapeInfo;
object->_entity->computeShapeInfo(shapeInfo);
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
object->setShape(shape);
reinsert = true;
} else {
// failed to build shape --> will not be added
}
}
}
if (!isInPhysicsSimulation) {
continue;
}
if (flags | EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(flags);
}
if (flags | (Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_COLLISION_GROUP) || reinsert) {
transaction.objectsToReinsert.push_back(object);
} else if (flags & Simulation::DIRTY_PHYSICS_ACTIVATION && object->getRigidBody()->isStaticObject()) {
transaction.activeStaticObjects.push_back(object);
}
}
}
void PhysicalEntitySimulation::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
// things on objectsToRemove are ready for delete
for (auto object : transaction.objectsToRemove) {
delete object;
}
transaction.clear();
}
void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
bool serverlessMode = getEntityTree()->isServerlessMode();
for (auto stateItr : motionStates) {

View file

@ -14,6 +14,7 @@
#include <stdint.h>
#include <map>
#include <set>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
@ -80,13 +81,12 @@ protected: // only called by EntitySimulation
public:
virtual void prepareEntityForDelete(EntityItemPointer entity) override;
const VectorOfMotionStates& getObjectsToRemoveFromPhysics();
void deleteObjectsRemovedFromPhysics();
void getObjectsToAddToPhysics(VectorOfMotionStates& result);
void setObjectsToChange(const VectorOfMotionStates& objectsToChange);
void getObjectsToChange(VectorOfMotionStates& result);
void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction);
void handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction);
void handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates);
void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
@ -99,23 +99,20 @@ public:
void sendOwnedUpdates(uint32_t numSubsteps);
private:
void buildMotionStatesForEntitiesThatNeedThem();
class ShapeRequest {
public:
ShapeRequest() : entity(), shapeHash(0) {}
ShapeRequest(const EntityItemPointer& e) : entity(e), shapeHash(0) {}
ShapeRequest() { }
ShapeRequest(const EntityItemPointer& e) : entity(e) { }
bool operator<(const ShapeRequest& other) const { return entity.get() < other.entity.get(); }
bool operator==(const ShapeRequest& other) const { return entity.get() == other.entity.get(); }
EntityItemPointer entity;
mutable uint64_t shapeHash;
EntityItemPointer entity { nullptr };
mutable uint64_t shapeHash { 0 };
};
SetOfEntities _entitiesToAddToPhysics;
SetOfEntities _entitiesToAddToPhysics; // we could also call this: _entitiesThatNeedMotionStates
SetOfEntities _entitiesToRemoveFromPhysics;
VectorOfMotionStates _objectsToDelete;
SetOfEntityMotionStates _incomingChanges; // EntityMotionStates that have changed from external sources
// and need their RigidBodies updated
SetOfEntityMotionStates _incomingChanges; // EntityMotionStates changed by external events
SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
using ShapeRequests = std::set<ShapeRequest>;

View file

@ -260,35 +260,6 @@ void PhysicsEngine::addObjects(const VectorOfMotionStates& objects) {
}
}
VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& objects) {
VectorOfMotionStates stillNeedChange;
for (auto object : objects) {
uint32_t flags = object->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
if (object->handleHardAndEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
} else if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(flags);
object->clearIncomingDirtyFlags();
}
if (object->getMotionType() == MOTION_TYPE_STATIC && object->isActive()) {
_activeStaticBodies.insert(object->getRigidBody());
}
}
// active static bodies have changed (in an Easy way) and need their Aabbs updated
// but we've configured Bullet to NOT update them automatically (for improved performance)
// so we must do it ourselves
std::set<btRigidBody*>::const_iterator itr = _activeStaticBodies.begin();
while (itr != _activeStaticBodies.end()) {
_dynamicsWorld->updateSingleAabb(*itr);
++itr;
}
return stillNeedChange;
}
void PhysicsEngine::reinsertObject(ObjectMotionState* object) {
// remove object from DynamicsWorld
bumpAndPruneContacts(object);
@ -320,7 +291,6 @@ void PhysicsEngine::processTransaction(PhysicsEngine::Transaction& transaction)
body->setMotionState(nullptr);
delete body;
}
object->clearIncomingDirtyFlags();
}
// adds
@ -328,34 +298,16 @@ void PhysicsEngine::processTransaction(PhysicsEngine::Transaction& transaction)
addObjectToDynamicsWorld(object);
}
// changes
std::vector<ObjectMotionState*> failedChanges;
for (auto object : transaction.objectsToChange) {
uint32_t flags = object->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
if (object->handleHardAndEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
failedChanges.push_back(object);
}
} else if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(flags);
object->clearIncomingDirtyFlags();
}
if (object->getMotionType() == MOTION_TYPE_STATIC && object->isActive()) {
_activeStaticBodies.insert(object->getRigidBody());
}
// reinserts
for (auto object : transaction.objectsToReinsert) {
reinsertObject(object);
}
// activeStaticBodies have changed (in an Easy way) and need their Aabbs updated
// but we've configured Bullet to NOT update them automatically (for improved performance)
// so we must do it ourselves
std::set<btRigidBody*>::const_iterator itr = _activeStaticBodies.begin();
while (itr != _activeStaticBodies.end()) {
_dynamicsWorld->updateSingleAabb(*itr);
++itr;
for (auto object : transaction.activeStaticObjects) {
btRigidBody* body = object->getRigidBody();
_dynamicsWorld->updateSingleAabb(body);
_activeStaticBodies.insert(body);
}
// we replace objectsToChange with any that failed
transaction.objectsToChange.swap(failedChanges);
}
void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {

View file

@ -79,11 +79,13 @@ public:
void clear() {
objectsToRemove.clear();
objectsToAdd.clear();
objectsToChange.clear();
objectsToReinsert.clear();
activeStaticObjects.clear();
}
std::vector<ObjectMotionState*> objectsToRemove;
std::vector<ObjectMotionState*> objectsToAdd;
std::vector<ObjectMotionState*> objectsToChange;
std::vector<ObjectMotionState*> objectsToReinsert;
std::vector<ObjectMotionState*> activeStaticObjects;
};
PhysicsEngine(const glm::vec3& offset);
@ -97,7 +99,7 @@ public:
void removeSetOfObjects(const SetOfMotionStates& objects); // only called during teardown
void addObjects(const VectorOfMotionStates& objects);
VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);
void changeObjects(const VectorOfMotionStates& objects);
void reinsertObject(ObjectMotionState* object);
void processTransaction(Transaction& transaction);

View file

@ -293,6 +293,8 @@ const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info)
radiuses.push_back(sphereData.w);
}
shape = new btMultiSphereShape(positions.data(), radiuses.data(), (int)positions.size());
const float MULTI_SPHERE_MARGIN = 0.001f;
shape->setMargin(MULTI_SPHERE_MARGIN);
}
break;
case SHAPE_TYPE_ELLIPSOID: {
@ -459,6 +461,8 @@ const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info)
shape = compound;
}
}
} else {
// TODO: warn about this case
}
return shape;
}