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Merge pull request #15880 from AndrewMeadows/fix-safe-landing-redux
BUGZ-863: wait for objects to be added to physics before completing SafeLanding
This commit is contained in:
commit
8ce64d95ab
14 changed files with 84 additions and 58 deletions
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@ -201,6 +201,7 @@ void OtherAvatar::computeShapeLOD() {
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break;
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case workload::Region::UNKNOWN:
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case workload::Region::INVALID:
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case workload::Region::R4:
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case workload::Region::R3:
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default:
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newLOD = BodyLOD::Sphere;
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@ -203,8 +203,22 @@ bool SafeLanding::isEntityPhysicsReady(const EntityItemPointer& entity) {
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if (hasAABox && downloadedCollisionTypes.count(modelEntity->getShapeType()) != 0) {
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auto space = _entityTreeRenderer->getWorkloadSpace();
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uint8_t region = space ? space->getRegion(entity->getSpaceIndex()) : (uint8_t)workload::Region::INVALID;
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bool shouldBePhysical = region < workload::Region::R3 && entity->shouldBePhysical();
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return (!shouldBePhysical || entity->isInPhysicsSimulation() || modelEntity->computeShapeFailedToLoad());
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// Note: the meanings of the workload regions are:
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// R1 = in physics simulation and willing to own simulation
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// R2 = in physics simulation but does NOT want to own simulation
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// R3 = not in physics simulation but kinematically animated when velocities are non-zero
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// R4 = sorted by workload and found to be outside R3
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// UNKNOWN = known to workload but not yet sorted
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// INVALID = not known to workload
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// So any entity sorted into R3 or R4 is definitelyNotPhysical
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bool definitelyNotPhysical = region == workload::Region::R3 ||
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region == workload::Region::R4 ||
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!entity->shouldBePhysical() ||
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modelEntity->unableToLoadCollisionShape();
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bool definitelyPhysical = entity->isInPhysicsSimulation();
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return definitelyNotPhysical || definitelyPhysical;
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}
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}
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}
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@ -282,27 +282,26 @@ bool RenderableModelEntityItem::findDetailedParabolaIntersection(const glm::vec3
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}
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void RenderableModelEntityItem::fetchCollisionGeometryResource() {
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_compoundShapeResource = DependencyManager::get<ModelCache>()->getCollisionGeometryResource(getCollisionShapeURL());
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_collisionGeometryResource = DependencyManager::get<ModelCache>()->getCollisionGeometryResource(getCollisionShapeURL());
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}
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bool RenderableModelEntityItem::computeShapeFailedToLoad() {
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if (!_compoundShapeResource) {
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bool RenderableModelEntityItem::unableToLoadCollisionShape() {
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if (!_collisionGeometryResource) {
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fetchCollisionGeometryResource();
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}
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return (_compoundShapeResource && _compoundShapeResource->isFailed());
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return (_collisionGeometryResource && _collisionGeometryResource->isFailed());
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}
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void RenderableModelEntityItem::setShapeType(ShapeType type) {
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ModelEntityItem::setShapeType(type);
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auto shapeType = getShapeType();
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if (shapeType == SHAPE_TYPE_COMPOUND || shapeType == SHAPE_TYPE_SIMPLE_COMPOUND) {
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if (!_compoundShapeResource && !getCollisionShapeURL().isEmpty()) {
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if (!_collisionGeometryResource && !getCollisionShapeURL().isEmpty()) {
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fetchCollisionGeometryResource();
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}
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} else if (_compoundShapeResource && !getCompoundShapeURL().isEmpty()) {
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} else if (_collisionGeometryResource && !getCompoundShapeURL().isEmpty()) {
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// the compoundURL has been set but the shapeType does not agree
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_compoundShapeResource.reset();
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_collisionGeometryResource.reset();
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}
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}
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@ -333,11 +332,11 @@ bool RenderableModelEntityItem::isReadyToComputeShape() const {
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}
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if (model->isLoaded()) {
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if (!shapeURL.isEmpty() && !_compoundShapeResource) {
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if (!shapeURL.isEmpty() && !_collisionGeometryResource) {
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const_cast<RenderableModelEntityItem*>(this)->fetchCollisionGeometryResource();
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}
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if (_compoundShapeResource && _compoundShapeResource->isLoaded()) {
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if (_collisionGeometryResource && _collisionGeometryResource->isLoaded()) {
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// we have both URLs AND both geometries AND they are both fully loaded.
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if (_needsInitialSimulation) {
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// the _model's offset will be wrong until _needsInitialSimulation is false
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@ -368,7 +367,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
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}
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if (type == SHAPE_TYPE_COMPOUND) {
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if (!_compoundShapeResource || !_compoundShapeResource->isLoaded()) {
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if (!_collisionGeometryResource || !_collisionGeometryResource->isLoaded()) {
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return;
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}
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@ -376,8 +375,8 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
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// should never fall in here when collision model not fully loaded
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// TODO: assert that all geometries exist and are loaded
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//assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
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const HFMModel& collisionGeometry = _compoundShapeResource->getHFMModel();
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//assert(_model && _model->isLoaded() && _collisionGeometryResource && _collisionGeometryResource->isLoaded());
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const HFMModel& collisionGeometry = _collisionGeometryResource->getHFMModel();
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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pointCollection.clear();
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@ -499,7 +498,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
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std::vector<std::shared_ptr<const graphics::Mesh>> meshes;
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if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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auto& hfmMeshes = _compoundShapeResource->getHFMModel().meshes;
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auto& hfmMeshes = _collisionGeometryResource->getHFMModel().meshes;
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meshes.reserve(hfmMeshes.size());
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for (auto& hfmMesh : hfmMeshes) {
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meshes.push_back(hfmMesh._mesh);
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@ -727,10 +726,10 @@ int RenderableModelEntityItem::avatarJointIndex(int modelJointIndex) {
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bool RenderableModelEntityItem::contains(const glm::vec3& point) const {
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auto model = getModel();
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if (EntityItem::contains(point) && model && _compoundShapeResource && _compoundShapeResource->isLoaded()) {
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if (EntityItem::contains(point) && model && _collisionGeometryResource && _collisionGeometryResource->isLoaded()) {
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glm::mat4 worldToHFMMatrix = model->getWorldToHFMMatrix();
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glm::vec3 hfmPoint = worldToHFMMatrix * glm::vec4(point, 1.0f);
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return _compoundShapeResource->getHFMModel().convexHullContains(hfmPoint);
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return _collisionGeometryResource->getHFMModel().convexHullContains(hfmPoint);
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}
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return false;
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@ -79,7 +79,7 @@ public:
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virtual bool isReadyToComputeShape() const override;
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virtual void computeShapeInfo(ShapeInfo& shapeInfo) override;
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bool computeShapeFailedToLoad();
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bool unableToLoadCollisionShape();
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virtual bool contains(const glm::vec3& point) const override;
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void stopModelOverrideIfNoParent();
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@ -120,7 +120,7 @@ private:
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bool readyToAnimate() const;
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void fetchCollisionGeometryResource();
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GeometryResource::Pointer _compoundShapeResource;
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GeometryResource::Pointer _collisionGeometryResource;
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std::vector<int> _jointMap;
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QVariantMap _originalTextures;
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bool _jointMapCompleted { false };
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@ -49,9 +49,9 @@ void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
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assert(entity);
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assert(!entity->isDead());
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uint8_t region = _space->getRegion(entity->getSpaceIndex());
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bool shouldBePhysical = region < workload::Region::R3 && entity->shouldBePhysical();
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bool maybeShouldBePhysical = (region < workload::Region::R3 || region == workload::Region::UNKNOWN) && entity->shouldBePhysical();
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bool canBeKinematic = region <= workload::Region::R3;
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if (shouldBePhysical) {
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if (maybeShouldBePhysical) {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
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if (motionState) {
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motionState->setRegion(region);
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@ -330,6 +330,18 @@ void PhysicalEntitySimulation::buildMotionStatesForEntitiesThatNeedThem() {
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continue;
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}
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uint8_t region = _space->getRegion(entity->getSpaceIndex());
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if (region == workload::Region::UNKNOWN) {
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// the workload hasn't categorized it yet --> skip for later
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++entityItr;
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continue;
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}
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if (region > workload::Region::R2) {
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// not in physical zone --> remove from list
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entityItr = _entitiesToAddToPhysics.erase(entityItr);
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continue;
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}
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if (entity->isReadyToComputeShape()) {
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ShapeRequest shapeRequest(entity);
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ShapeRequests::iterator requestItr = _shapeRequests.find(shapeRequest);
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@ -18,17 +18,17 @@ public:
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using Type = uint8_t;
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enum Name : uint8_t {
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R1 = 0,
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R2,
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R3,
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UNKNOWN,
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INVALID,
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R1 = 0, // R1 = in physics simulation and client will bid for simulation ownership
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R2, // R2 = in physics simulation but client prefers to NOT have simulation ownership
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R3, // R3 = are NOT in physics simulation but yes kinematically animated when velocities are non-zero
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R4, // R4 = known to workload but outside R3, not in physics, not animated if moving
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UNKNOWN, // UNKNOWN = known to workload but unsorted
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INVALID, // INVALID = not known to workload
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};
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static const uint8_t NUM_CLASSIFICATIONS = 4;
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static const uint8_t NUM_TRANSITIONS = NUM_CLASSIFICATIONS * (NUM_CLASSIFICATIONS - 1);
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static const uint8_t NUM_VIEW_REGIONS = (NUM_CLASSIFICATIONS - 1);
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static constexpr uint32_t NUM_KNOWN_REGIONS = uint32_t(Region::R4 - Region::R1 + 1); // R1 through R4 inclusive
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static constexpr uint32_t NUM_TRACKED_REGIONS = uint32_t(Region::R3 - Region::R1 + 1); // R1 through R3 inclusive
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static const uint8_t NUM_REGION_TRANSITIONS = NUM_KNOWN_REGIONS * (NUM_KNOWN_REGIONS - 1);
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static uint8_t computeTransitionIndex(uint8_t prevIndex, uint8_t newIndex);
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@ -62,13 +62,13 @@ inline uint8_t Region::computeTransitionIndex(uint8_t prevIndex, uint8_t newInde
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// 3 | | | | |
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// | 9 | 10 | 11 | -1 |
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// +-------+-------+-------+-------+
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uint8_t p = prevIndex + Region::NUM_CLASSIFICATIONS * newIndex;
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if (0 == (p % (Region::NUM_CLASSIFICATIONS + 1))) {
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uint8_t p = prevIndex + Region::NUM_KNOWN_REGIONS * newIndex;
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if (0 == (p % (Region::NUM_KNOWN_REGIONS + 1))) {
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return -1;
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}
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return p - (1 + p / (Region::NUM_CLASSIFICATIONS + 1));
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return p - (1 + p / (Region::NUM_KNOWN_REGIONS + 1));
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}
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} // namespace workload
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#endif // hifi_workload_Region_h
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#endif // hifi_workload_Region_h
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@ -28,7 +28,9 @@ void RegionState::run(const workload::WorkloadContextPointer& renderContext, con
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// ...
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// inputs[2N] = vector of ids exiting region N
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// inputs[2N + 1] = vector of ids entering region N
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assert(inputs.size() == 2 * Region::UNKNOWN);
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//
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// But we only pass inputs for R1 through R3
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assert(inputs.size() == 2 * RegionState::NUM_REGIONS_TRACKED);
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// The id's in each vector are sorted in ascending order
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// because the source vectors are scanned in ascending order.
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@ -53,9 +53,7 @@ namespace workload {
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using Inputs = IndexVectors;
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using JobModel = workload::Job::ModelI<RegionState, Inputs, Config>;
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RegionState() {
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_state.resize(Region::UNKNOWN);
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}
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RegionState() { _state.resize(workload::Region::NUM_TRACKED_REGIONS); }
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void configure(const Config& config);
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void run(const workload::WorkloadContextPointer& renderContext, const Inputs& inputs);
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@ -33,15 +33,15 @@ void RegionTracker::run(const WorkloadContextPointer& context, Outputs& outputs)
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//Changes changes;
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space->categorizeAndGetChanges(outChanges);
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// use exit/enter lists for each region less than Region::UNKNOWN
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outRegionChanges.resize(2 * (workload::Region::NUM_CLASSIFICATIONS - 1));
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// use exit/enter lists for each region less than Region::R4
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outRegionChanges.resize(2 * workload::Region::NUM_TRACKED_REGIONS);
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for (uint32_t i = 0; i < outChanges.size(); ++i) {
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Space::Change& change = outChanges[i];
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if (change.prevRegion < Region::UNKNOWN) {
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if (change.prevRegion < Region::R4) {
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// EXIT list index = 2 * regionIndex
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outRegionChanges[2 * change.prevRegion].push_back(change.proxyId);
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}
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if (change.region < Region::UNKNOWN) {
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if (change.region < Region::R4) {
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// ENTER list index = 2 * regionIndex + 1
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outRegionChanges[2 * change.region + 1].push_back(change.proxyId);
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}
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@ -99,7 +99,7 @@ void Space::categorizeAndGetChanges(std::vector<Space::Change>& changes) {
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if (proxy.region < Region::INVALID) {
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glm::vec3 proxyCenter = glm::vec3(proxy.sphere);
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float proxyRadius = proxy.sphere.w;
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uint8_t region = Region::UNKNOWN;
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uint8_t region = Region::R4;
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for (uint32_t j = 0; j < numViews; ++j) {
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auto& view = _views[j];
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// for each 'view' we need only increment 'k' below the current value of 'region'
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@ -42,11 +42,11 @@ Sphere View::evalRegionSphere(const View& view, float originRadius, float maxDis
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}
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void View::updateRegionsDefault(View& view) {
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std::vector<float> config(Region::NUM_VIEW_REGIONS * 2, 0.0f);
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std::vector<float> config(Region::NUM_TRACKED_REGIONS * 2, 0.0f);
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float refFar = 10.0f;
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float refClose = 2.0f;
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for (int i = 0; i < Region::NUM_VIEW_REGIONS; i++) {
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for (int i = 0; i < (int)Region::NUM_TRACKED_REGIONS; i++) {
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float weight = i + 1.0f;
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config[i * 2] = refClose;
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config[i * 2 + 1] = refFar * weight;
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@ -56,13 +56,13 @@ void View::updateRegionsDefault(View& view) {
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}
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void View::updateRegionsFromBackFronts(View& view) {
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for (int i = 0; i < Region::NUM_VIEW_REGIONS; i++) {
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for (int i = 0; i < (int)Region::NUM_TRACKED_REGIONS; i++) {
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view.regions[i] = evalRegionSphere(view, view.regionBackFronts[i].x, view.regionBackFronts[i].y);
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}
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}
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void View::updateRegionsFromBackFrontDistances(View& view, const float* configDistances) {
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for (int i = 0; i < Region::NUM_VIEW_REGIONS; i++) {
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for (int i = 0; i < (int)Region::NUM_TRACKED_REGIONS; i++) {
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view.regionBackFronts[i] = glm::vec2(configDistances[i * 2], configDistances[i * 2 + 1]);
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}
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updateRegionsFromBackFronts(view);
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@ -48,10 +48,10 @@ public:
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float originRadius{ 0.5f };
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// N regions distances
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glm::vec2 regionBackFronts[Region::NUM_VIEW_REGIONS + 1];
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glm::vec2 regionBackFronts[Region::NUM_TRACKED_REGIONS];
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// N regions spheres
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Sphere regions[Region::NUM_VIEW_REGIONS];
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Sphere regions[Region::NUM_TRACKED_REGIONS];
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// Set fov properties from angle
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void setFov(float angleRad);
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@ -82,7 +82,7 @@ void SetupViews::run(const WorkloadContextPointer& renderContext, const Input& i
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ControlViews::ControlViews() {
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for (int32_t i = 0; i < workload::Region::NUM_VIEW_REGIONS; i++) {
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for (uint32_t i = 0; i < workload::Region::NUM_TRACKED_REGIONS; i++) {
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regionBackFronts[i] = MIN_VIEW_BACK_FRONTS[i];
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regionRegulators[i] = Regulator(std::chrono::milliseconds(2), MIN_VIEW_BACK_FRONTS[i], MAX_VIEW_BACK_FRONTS[i], glm::vec2(RELATIVE_STEP_DOWN), glm::vec2(RELATIVE_STEP_UP));
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}
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@ -166,7 +166,7 @@ glm::vec2 Regulator::clamp(const glm::vec2& backFront) const {
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void ControlViews::regulateViews(workload::Views& outViews, const workload::Timings& timings) {
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for (auto& outView : outViews) {
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for (int32_t r = 0; r < workload::Region::NUM_VIEW_REGIONS; r++) {
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for (uint32_t r = 0; r < workload::Region::NUM_TRACKED_REGIONS; r++) {
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outView.regionBackFronts[r] = regionBackFronts[r];
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}
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}
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@ -198,13 +198,13 @@ void ControlViews::enforceRegionContainment() {
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// and each region should never exceed its min/max limits
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const glm::vec2 MIN_REGION_GAP = { 1.0f, 2.0f };
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// enforce outside --> in
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for (int32_t i = workload::Region::NUM_VIEW_REGIONS - 2; i >= 0; --i) {
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for (int32_t i = (int32_t)workload::Region::NUM_TRACKED_REGIONS - 2; i >= 0; --i) {
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int32_t j = i + 1;
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regionBackFronts[i] = regionRegulators[i].clamp(glm::min(regionBackFronts[i], regionBackFronts[j] - MIN_REGION_GAP));
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}
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// enforce inside --> out
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for (int32_t i = 1; i < workload::Region::NUM_VIEW_REGIONS; ++i) {
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int32_t j = i - 1;
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for (uint32_t i = 1; i < workload::Region::NUM_TRACKED_REGIONS; ++i) {
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uint32_t j = i - 1;
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regionBackFronts[i] = regionRegulators[i].clamp(glm::max(regionBackFronts[i], regionBackFronts[j] + MIN_REGION_GAP));
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}
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}
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@ -196,7 +196,7 @@ namespace workload {
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} data;
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struct DataExport {
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static const int SIZE{ workload::Region::NUM_VIEW_REGIONS };
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static const int SIZE{ workload::Region::NUM_TRACKED_REGIONS };
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float timings[SIZE];
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glm::vec2 ranges[SIZE];
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QList<qreal> _timings { 6, 2.0 };
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@ -252,8 +252,8 @@ namespace workload {
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void configure(const Config& config);
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void run(const workload::WorkloadContextPointer& runContext, const Input& inputs, Output& outputs);
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std::array<glm::vec2, workload::Region::NUM_VIEW_REGIONS> regionBackFronts;
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std::array<Regulator, workload::Region::NUM_VIEW_REGIONS> regionRegulators;
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std::array<glm::vec2, workload::Region::NUM_TRACKED_REGIONS> regionBackFronts;
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std::array<Regulator, workload::Region::NUM_TRACKED_REGIONS> regionRegulators;
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void regulateViews(workload::Views& views, const workload::Timings& timings);
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void enforceRegionContainment();
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