Merge pull request from AndrewMeadows/build-shapes-off-mainloop

case 22166: Build complex shapes in ThreadPool instead of MainLoop
This commit is contained in:
Shannon Romano 2019-05-09 17:14:50 -07:00 committed by GitHub
commit 930032bcc6
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GPG key ID: 4AEE18F83AFDEB23
54 changed files with 858 additions and 702 deletions

View file

@ -37,6 +37,7 @@ void EntityTreeHeadlessViewer::update() {
if (_tree) {
EntityTreePointer tree = std::static_pointer_cast<EntityTree>(_tree);
tree->withTryWriteLock([&] {
tree->preUpdate();
tree->update();
});
}

View file

@ -2790,21 +2790,15 @@ 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
@ -6414,64 +6408,42 @@ void Application::update(float deltaTime) {
PROFILE_RANGE(simulation_physics, "Simulation");
PerformanceTimer perfTimer("simulation");
if (_physicsEnabled) {
auto t0 = std::chrono::high_resolution_clock::now();
auto t1 = t0;
getEntities()->preUpdate();
auto t0 = std::chrono::high_resolution_clock::now();
auto t1 = t0;
{
PROFILE_RANGE(simulation_physics, "PrePhysics");
PerformanceTimer perfTimer("prePhysics)");
{
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, "Entities");
PhysicsEngine::Transaction transaction;
_entitySimulation->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
_entitySimulation->handleProcessedPhysicsTransaction(transaction);
}
{
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);
});
}
t1 = std::chrono::high_resolution_clock::now();
{
PROFILE_RANGE(simulation_physics, "Avatars");
PhysicsEngine::Transaction transaction;
avatarManager->buildPhysicsTransaction(transaction);
_physicsEngine->processTransaction(transaction);
avatarManager->handleProcessedPhysicsTransaction(transaction);
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->enableGlobalContactAddedCallback(myAvatar->isFlying());
}
}
if (_physicsEnabled) {
{
PROFILE_RANGE(simulation_physics, "PrepareActions");
_entitySimulation->applyDynamicChanges();
t1 = std::chrono::high_resolution_clock::now();
{
PROFILE_RANGE(simulation_physics, "Avatars");
PhysicsEngine::Transaction transaction;
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());
}
{
PROFILE_RANGE(simulation_physics, "PrepareActions");
_physicsEngine->forEachDynamic([&](EntityDynamicPointer dynamic) {
dynamic->prepareForPhysicsSimulation();
});
}
_physicsEngine->forEachDynamic([&](EntityDynamicPointer dynamic) {
dynamic->prepareForPhysicsSimulation();
});
}
auto t2 = std::chrono::high_resolution_clock::now();
{

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() {
@ -295,7 +295,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
render::Transaction renderTransaction;
workload::Transaction workloadTransaction;
for (int p = kHero; p < NumVariants; p++) {
auto& priorityQueue = avatarPriorityQueues[p];
// Sorting the current queue HERE as part of the measured timing.
@ -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 +419,111 @@ 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) {
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);
if (dMotionState) {
detailedMotionStates.push_back(dMotionState);
transaction.objectsToAdd.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);
transaction.objectsToAdd.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;
uint32_t flags = motionState->getIncomingDirtyFlags();
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
motionState->handleEasyChanges(flags);
}
// NOTE: we don't call detailedMotionState->handleEasyChanges() here because they are KINEMATIC
// and Bullet will automagically call DetailedMotionState::getWorldTransform() on all that are active.
if (motionState->needsNewShape()) {
rebuildAvatarPhysics(transaction, avatar);
} else {
if (flags & (Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_COLLISION_GROUP)) {
transaction.objectsToReinsert.push_back(motionState);
}
motionState->clearIncomingDirtyFlags();
}
}
}
_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 +612,7 @@ void AvatarManager::clearOtherAvatars() {
++avatarIterator;
}
}
}
}
for (auto& av : removedAvatars) {
handleRemovedAvatar(av);
@ -578,7 +620,7 @@ 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 +630,7 @@ 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

@ -29,23 +29,19 @@ 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;
}
void AvatarMotionState::clearIncomingDirtyFlags() {
void AvatarMotionState::clearIncomingDirtyFlags(uint32_t mask) {
if (_body) {
_dirtyFlags = 0;
_dirtyFlags &= ~mask;
}
}
@ -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(uint32_t mask = DIRTY_PHYSICS_FLAGS) 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()) {
@ -33,47 +33,26 @@ 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;
}
void DetailedMotionState::clearIncomingDirtyFlags() {
void DetailedMotionState::clearIncomingDirtyFlags(uint32_t mask) {
if (_body) {
_dirtyFlags = 0;
_dirtyFlags &= ~mask;
}
}
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;
@ -178,11 +157,23 @@ void DetailedMotionState::setRigidBody(btRigidBody* body) {
}
void DetailedMotionState::setShape(const btCollisionShape* shape) {
ObjectMotionState::setShape(shape);
if (_shape != shape) {
if (_shape) {
getShapeManager()->releaseShape(_shape);
}
_shape = shape;
if (_body) {
assert(_shape);
_body->setCollisionShape(const_cast<btCollisionShape*>(_shape));
}
} else if (shape) {
// we need to release unused reference to shape
getShapeManager()->releaseShape(shape);
}
}
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(uint32_t mask = DIRTY_PHYSICS_FLAGS) 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

@ -168,7 +168,7 @@ bool isEntityPhysicsReady(const EntityItemPointer& entity) {
bool hasAABox;
entity->getAABox(hasAABox);
if (hasAABox && downloadedCollisionTypes.count(modelEntity->getShapeType()) != 0) {
return (!entity->shouldBePhysical() || entity->isReadyToComputeShape() || modelEntity->computeShapeFailedToLoad());
return (!entity->shouldBePhysical() || entity->isInPhysicsSimulation() || modelEntity->computeShapeFailedToLoad());
}
}
}

View file

@ -481,6 +481,12 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
}
}
void EntityTreeRenderer::preUpdate() {
if (_tree && !_shuttingDown) {
_tree->preUpdate();
}
}
void EntityTreeRenderer::update(bool simulate) {
PROFILE_RANGE(simulation_physics, "ETR::update");
PerformanceTimer perfTimer("ETRupdate");

View file

@ -78,6 +78,7 @@ public:
void setSetPrecisionPickingOperator(std::function<void(unsigned int, bool)> setPrecisionPickingOperator) { _setPrecisionPickingOperator = setPrecisionPickingOperator; }
void shutdown();
void preUpdate();
void update(bool simulate);
EntityTreePointer getTree() { return std::static_pointer_cast<EntityTree>(_tree); }

View file

@ -735,13 +735,15 @@ bool RenderableModelEntityItem::shouldBePhysical() const {
auto model = getModel();
// If we have a model, make sure it hasn't failed to download.
// If it has, we'll report back that we shouldn't be physical so that physics aren't held waiting for us to be ready.
if (model && (getShapeType() == SHAPE_TYPE_COMPOUND || getShapeType() == SHAPE_TYPE_SIMPLE_COMPOUND) && model->didCollisionGeometryRequestFail()) {
return false;
} else if (model && getShapeType() != SHAPE_TYPE_NONE && model->didVisualGeometryRequestFail()) {
return false;
} else {
return ModelEntityItem::shouldBePhysical();
ShapeType shapeType = getShapeType();
if (model) {
if ((shapeType == SHAPE_TYPE_COMPOUND || shapeType == SHAPE_TYPE_SIMPLE_COMPOUND) && model->didCollisionGeometryRequestFail()) {
return false;
} else if (shapeType != SHAPE_TYPE_NONE && model->didVisualGeometryRequestFail()) {
return false;
}
}
return !isDead() && shapeType != SHAPE_TYPE_NONE && QUrl(_modelURL).isValid();
}
int RenderableModelEntityItem::getJointParent(int index) const {

View file

@ -72,7 +72,6 @@ public:
glm::mat4 localToVoxelMatrix() const;
virtual ShapeType getShapeType() const override;
virtual bool shouldBePhysical() const override { return !isDead(); }
virtual bool isReadyToComputeShape() const override;
virtual void computeShapeInfo(ShapeInfo& info) override;

View file

@ -1828,42 +1828,42 @@ void EntityItem::setParentID(const QUuid& value) {
if (!value.isNull() && tree) {
EntityItemPointer entity = tree->findEntityByEntityItemID(value);
if (entity) {
newParentNoBootstrapping = entity->getSpecialFlags() & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
newParentNoBootstrapping = entity->getSpecialFlags() & Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
}
}
if (!oldParentID.isNull() && tree) {
EntityItemPointer entity = tree->findEntityByEntityItemID(oldParentID);
if (entity) {
oldParentNoBootstrapping = entity->getDirtyFlags() & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
oldParentNoBootstrapping = entity->getDirtyFlags() & Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
}
}
if (!value.isNull() && (value == Physics::getSessionUUID() || value == AVATAR_SELF_ID)) {
newParentNoBootstrapping |= Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
newParentNoBootstrapping |= Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
}
if (!oldParentID.isNull() && (oldParentID == Physics::getSessionUUID() || oldParentID == AVATAR_SELF_ID)) {
oldParentNoBootstrapping |= Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
oldParentNoBootstrapping |= Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
}
if ((bool)(oldParentNoBootstrapping ^ newParentNoBootstrapping)) {
if ((bool)(newParentNoBootstrapping & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING)) {
markSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
if ((bool)(newParentNoBootstrapping & Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING)) {
markSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
forEachDescendant([&](SpatiallyNestablePointer object) {
if (object->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
entity->markDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
entity->markSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
entity->markSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
}
});
} else {
clearSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
clearSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
forEachDescendant([&](SpatiallyNestablePointer object) {
if (object->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
entity->markDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
entity->clearSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
entity->clearSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
}
});
}
@ -2102,7 +2102,7 @@ void EntityItem::computeCollisionGroupAndFinalMask(int32_t& group, int32_t& mask
}
}
if ((bool)(_flags & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING)) {
if ((bool)(_flags & Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING)) {
userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
}
mask = Physics::getDefaultCollisionMask(group) & (int32_t)(userMask);
@ -2173,8 +2173,8 @@ bool EntityItem::addAction(EntitySimulationPointer simulation, EntityDynamicPoin
}
void EntityItem::enableNoBootstrap() {
if (!(bool)(_flags & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING)) {
_flags |= Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
if (!(bool)(_flags & Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING)) {
_flags |= Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
_flags |= Simulation::DIRTY_COLLISION_GROUP; // may need to not collide with own avatar
// NOTE: unlike disableNoBootstrap() below, we do not call simulation->changeEntity() here
@ -2186,7 +2186,7 @@ void EntityItem::enableNoBootstrap() {
if (child->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(child);
entity->markDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
entity->markSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
entity->markSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
}
});
}
@ -2194,7 +2194,7 @@ void EntityItem::enableNoBootstrap() {
void EntityItem::disableNoBootstrap() {
if (!stillHasMyGrabAction()) {
_flags &= ~Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING;
_flags &= ~Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING;
_flags |= Simulation::DIRTY_COLLISION_GROUP; // may need to not collide with own avatar
EntityTreePointer entityTree = getTree();
@ -2207,7 +2207,7 @@ void EntityItem::disableNoBootstrap() {
if (child->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(child);
entity->markDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
entity->clearSpecialFlags(Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING);
entity->clearSpecialFlags(Simulation::SPECIAL_FLAG_NO_BOOTSTRAPPING);
simulation->changeEntity(entity);
}
});
@ -2326,7 +2326,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulationPoi
if (removedActionType == DYNAMIC_TYPE_HOLD || removedActionType == DYNAMIC_TYPE_FAR_GRAB) {
disableNoBootstrap();
} else {
// NO-OP: we assume SPECIAL_FLAGS_NO_BOOTSTRAPPING bits and collision group are correct
// NO-OP: we assume SPECIAL_FLAG_NO_BOOTSTRAPPING bits and collision group are correct
// because they should have been set correctly when the action was added
// and/or when children were linked
}
@ -3154,21 +3154,21 @@ DEFINE_PROPERTY_ACCESSOR(quint32, StaticCertificateVersion, staticCertificateVer
uint32_t EntityItem::getDirtyFlags() const {
uint32_t result;
withReadLock([&] {
result = _flags & Simulation::DIRTY_FLAGS;
result = _flags & Simulation::DIRTY_FLAGS_MASK;
});
return result;
}
void EntityItem::markDirtyFlags(uint32_t mask) {
withWriteLock([&] {
mask &= Simulation::DIRTY_FLAGS;
mask &= Simulation::DIRTY_FLAGS_MASK;
_flags |= mask;
});
}
void EntityItem::clearDirtyFlags(uint32_t mask) {
withWriteLock([&] {
mask &= Simulation::DIRTY_FLAGS;
mask &= Simulation::DIRTY_FLAGS_MASK;
_flags &= ~mask;
});
}
@ -3176,21 +3176,21 @@ void EntityItem::clearDirtyFlags(uint32_t mask) {
uint32_t EntityItem::getSpecialFlags() const {
uint32_t result;
withReadLock([&] {
result = _flags & Simulation::SPECIAL_FLAGS;
result = _flags & Simulation::SPECIAL_FLAGS_MASK;
});
return result;
}
void EntityItem::markSpecialFlags(uint32_t mask) {
withWriteLock([&] {
mask &= Simulation::SPECIAL_FLAGS;
mask &= Simulation::SPECIAL_FLAGS_MASK;
_flags |= mask;
});
}
void EntityItem::clearSpecialFlags(uint32_t mask) {
withWriteLock([&] {
mask &= Simulation::SPECIAL_FLAGS;
mask &= Simulation::SPECIAL_FLAGS_MASK;
_flags &= ~mask;
});
}

View file

@ -23,6 +23,7 @@
#include <OctreeElement.h> // for OctreeElement::AppendState
#include <OctreePacketData.h>
#include <PhysicsCollisionGroups.h>
#include <SimulationFlags.h>
#include <ShapeInfo.h>
#include <Transform.h>
#include <SpatiallyNestable.h>
@ -33,11 +34,11 @@
#include "EntityPropertyFlags.h"
#include "EntityTypes.h"
#include "SimulationOwner.h"
#include "SimulationFlags.h"
#include "EntityDynamicInterface.h"
#include "GrabPropertyGroup.h"
class EntitySimulation;
using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
class EntityTreeElement;
class EntityTreeElementExtraEncodeData;
class EntityDynamicInterface;
@ -322,7 +323,7 @@ public:
bool getDynamic() const;
void setDynamic(bool value);
virtual bool shouldBePhysical() const { return false; }
virtual bool shouldBePhysical() const { return !isDead() && getShapeType() != SHAPE_TYPE_NONE; }
bool isVisuallyReady() const { return _visuallyReady; }
bool getLocked() const;
@ -423,8 +424,9 @@ public:
bool isSimulated() const { return _simulated; }
void* getPhysicsInfo() const { return _physicsInfo; }
bool isInPhysicsSimulation() const { return (bool)(_flags & Simulation::SPECIAL_FLAG_IN_PHYSICS_SIMULATION); }
void* getPhysicsInfo() const { return _physicsInfo; }
void setPhysicsInfo(void* data) { _physicsInfo = data; }
EntityTreeElementPointer getElement() const { return _element; }

View file

@ -176,47 +176,44 @@ void EntitySimulation::addEntity(EntityItemPointer entity) {
void EntitySimulation::changeEntity(EntityItemPointer entity) {
QMutexLocker lock(&_mutex);
assert(entity);
if (!entity->isSimulated()) {
// This entity was either never added to the simulation or has been removed
// (probably for pending delete), so we don't want to keep a pointer to it
// on any internal lists.
return;
}
_changedEntities.insert(entity);
}
// Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
// it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence
// we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
void EntitySimulation::processChangedEntities() {
QMutexLocker lock(&_mutex);
PROFILE_RANGE_EX(simulation_physics, "processChangedEntities", 0xffff00ff, (uint64_t)_changedEntities.size());
for (auto& entity : _changedEntities) {
if (entity->isSimulated()) {
processChangedEntity(entity);
}
}
_changedEntities.clear();
}
void EntitySimulation::processChangedEntity(const EntityItemPointer& entity) {
uint32_t dirtyFlags = entity->getDirtyFlags();
if (dirtyFlags & Simulation::DIRTY_POSITION) {
AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE);
bool success;
AACube newCube = entity->getQueryAACube(success);
if (success && !domainBounds.touches(newCube)) {
qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
entity->die();
prepareEntityForDelete(entity);
return;
}
}
if (dirtyFlags & Simulation::DIRTY_LIFETIME) {
if (entity->isMortal()) {
_mortalEntities.insert(entity);
uint64_t expiry = entity->getExpiry();
if (expiry < _nextExpiry) {
_nextExpiry = expiry;
if (dirtyFlags & (Simulation::DIRTY_LIFETIME | Simulation::DIRTY_UPDATEABLE)) {
if (dirtyFlags & Simulation::DIRTY_LIFETIME) {
if (entity->isMortal()) {
_mortalEntities.insert(entity);
uint64_t expiry = entity->getExpiry();
if (expiry < _nextExpiry) {
_nextExpiry = expiry;
}
} else {
_mortalEntities.remove(entity);
}
} else {
_mortalEntities.remove(entity);
}
entity->clearDirtyFlags(Simulation::DIRTY_LIFETIME);
if (dirtyFlags & Simulation::DIRTY_UPDATEABLE) {
if (entity->needsToCallUpdate()) {
_entitiesToUpdate.insert(entity);
} else {
_entitiesToUpdate.remove(entity);
}
}
entity->clearDirtyFlags(Simulation::DIRTY_LIFETIME | Simulation::DIRTY_UPDATEABLE);
}
if (entity->needsToCallUpdate()) {
_entitiesToUpdate.insert(entity);
} else {
_entitiesToUpdate.remove(entity);
}
changeEntityInternal(entity);
}
void EntitySimulation::clearEntities() {

View file

@ -13,6 +13,7 @@
#define hifi_EntitySimulation_h
#include <limits>
#include <unordered_set>
#include <QtCore/QObject>
#include <QSet>
@ -82,13 +83,15 @@ public:
/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
virtual void prepareEntityForDelete(EntityItemPointer entity);
void processChangedEntities();
protected:
// These pure virtual methods are protected because they are not to be called will-nilly. The base class
// calls them in the right places.
virtual void updateEntitiesInternal(uint64_t now) = 0;
virtual void addEntityInternal(EntityItemPointer entity) = 0;
virtual void removeEntityInternal(EntityItemPointer entity);
virtual void changeEntityInternal(EntityItemPointer entity) = 0;
virtual void processChangedEntity(const EntityItemPointer& entity);
virtual void clearEntitiesInternal() = 0;
void expireMortalEntities(uint64_t now);
@ -114,11 +117,11 @@ private:
// We maintain multiple lists, each for its distinct purpose.
// An entity may be in more than one list.
std::unordered_set<EntityItemPointer> _changedEntities; // all changes this frame
SetOfEntities _allEntities; // tracks all entities added the simulation
SetOfEntities _mortalEntities; // entities that have an expiry
uint64_t _nextExpiry;
SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update()
};

View file

@ -2079,7 +2079,6 @@ void EntityTree::entityChanged(EntityItemPointer entity) {
}
void EntityTree::fixupNeedsParentFixups() {
PROFILE_RANGE(simulation_physics, "FixupParents");
MovingEntitiesOperator moveOperator;
QVector<EntityItemWeakPointer> entitiesToFixup;
{
@ -2189,11 +2188,19 @@ void EntityTree::addToNeedsParentFixupList(EntityItemPointer entity) {
_needsParentFixup.append(entity);
}
void EntityTree::preUpdate() {
withWriteLock([&] {
fixupNeedsParentFixups();
if (_simulation) {
_simulation->processChangedEntities();
}
});
}
void EntityTree::update(bool simulate) {
PROFILE_RANGE(simulation_physics, "UpdateTree");
PerformanceTimer perfTimer("updateTree");
withWriteLock([&] {
fixupNeedsParentFixups();
if (simulate && _simulation) {
_simulation->updateEntities();
{

View file

@ -109,9 +109,10 @@ public:
virtual void releaseSceneEncodeData(OctreeElementExtraEncodeData* extraEncodeData) const override;
virtual void update() override { update(true); }
void update(bool simulate);
// Why preUpdate() and update()?
// Because sometimes we need to do stuff between the two.
void preUpdate() override;
void update(bool simulate = true) override;
// The newer API...
void postAddEntity(EntityItemPointer entityItem);

View file

@ -421,11 +421,6 @@ void ModelEntityItem::setAnimationFPS(float value) {
});
}
// virtual
bool ModelEntityItem::shouldBePhysical() const {
return !isDead() && getShapeType() != SHAPE_TYPE_NONE && QUrl(_modelURL).isValid();
}
void ModelEntityItem::resizeJointArrays(int newSize) {
if (newSize < 0) {
return;

View file

@ -118,8 +118,6 @@ public:
const QString getTextures() const;
void setTextures(const QString& textures);
virtual bool shouldBePhysical() const override;
virtual void setJointRotations(const QVector<glm::quat>& rotations);
virtual void setJointRotationsSet(const QVector<bool>& rotationsSet);
virtual void setJointTranslations(const QVector<glm::vec3>& translations);

View file

@ -231,6 +231,8 @@ public:
EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
bool& somethingChanged) override;
bool shouldBePhysical() const override { return false; }
void setColor(const glm::u8vec3& value);
glm::u8vec3 getColor() const { return _particleProperties.color.gradient.target; }

View file

@ -164,7 +164,6 @@ class PolyVoxEntityItem : public EntityItem {
glm::vec3 getSurfacePositionAdjustment() const;
virtual ShapeType getShapeType() const override;
virtual bool shouldBePhysical() const override { return !isDead(); }
bool isEdged() const;

View file

@ -84,8 +84,6 @@ public:
void setUnscaledDimensions(const glm::vec3& value) override;
bool shouldBePhysical() const override { return !isDead(); }
bool supportsDetailedIntersection() const override;
bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& element, float& distance,

View file

@ -85,7 +85,9 @@ void SimpleEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
_entitiesThatNeedSimulationOwner.remove(entity);
}
void SimpleEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
void SimpleEntitySimulation::processChangedEntity(const EntityItemPointer& entity) {
EntitySimulation::processChangedEntity(entity);
uint32_t flags = entity->getDirtyFlags();
if ((flags & Simulation::DIRTY_SIMULATOR_ID) || (flags & Simulation::DIRTY_VELOCITIES)) {
if (entity->getSimulatorID().isNull()) {

View file

@ -31,7 +31,7 @@ protected:
void updateEntitiesInternal(uint64_t now) override;
void addEntityInternal(EntityItemPointer entity) override;
void removeEntityInternal(EntityItemPointer entity) override;
void changeEntityInternal(EntityItemPointer entity) override;
void processChangedEntity(const EntityItemPointer& entity) override;
void clearEntitiesInternal() override;
void sortEntitiesThatMoved() override;

View file

@ -89,6 +89,8 @@
// (14) When an entity's ownership priority drops to YIELD (=1, below VOLUNTEER) other participants may
// bid for it immediately at VOLUNTEER.
//
/* These declarations temporarily moved to SimulationFlags.h while we unravel some spaghetti dependencies.
* The intent is to move them back here once the dust settles.
const uint8_t YIELD_SIMULATION_PRIORITY = 1;
const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;
const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
@ -101,6 +103,7 @@ const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY
// which really just means: things that collide with it will be bid at a priority level one lower
const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;
*/
class SimulationOwner {

View file

@ -62,6 +62,7 @@ public:
virtual bool isReadyToComputeShape() const override { return false; }
virtual void setShapeType(ShapeType type) override;
virtual ShapeType getShapeType() const override;
bool shouldBePhysical() const override { return false; }
QString getCompoundShapeURL() const;
virtual void setCompoundShapeURL(const QString& url);

View file

@ -145,7 +145,10 @@ public:
virtual bool rootElementHasData() const { return false; }
virtual void releaseSceneEncodeData(OctreeElementExtraEncodeData* extraEncodeData) const { }
virtual void update() { } // nothing to do by default
// Why preUpdate() and update()?
// Because EntityTree needs them.
virtual void preUpdate() { }
virtual void update(bool simulate = true) { }
OctreeElementPointer getRoot() { return _rootElement; }

View file

@ -242,6 +242,7 @@ bool OctreePersistThread::backupCurrentFile() {
}
void OctreePersistThread::process() {
_tree->preUpdate();
_tree->update();
auto now = std::chrono::steady_clock::now();

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();
@ -676,10 +630,9 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
return dirtyFlags;
}
void EntityMotionState::clearIncomingDirtyFlags() {
assert(entityTreeIsLocked());
void EntityMotionState::clearIncomingDirtyFlags(uint32_t mask) {
if (_body && _entity) {
_entity->clearDirtyFlags(DIRTY_PHYSICS_FLAGS);
_entity->clearDirtyFlags(mask);
}
}
@ -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();
}
@ -788,6 +743,15 @@ bool EntityMotionState::shouldSendBid() const {
&& !_entity->getLocked();
}
void EntityMotionState::setRigidBody(btRigidBody* body) {
ObjectMotionState::setRigidBody(body);
if (_body) {
_entity->markSpecialFlags(Simulation::SPECIAL_FLAG_IN_PHYSICS_SIMULATION);
} else {
_entity->clearSpecialFlags(Simulation::SPECIAL_FLAG_IN_PHYSICS_SIMULATION);
}
}
uint8_t EntityMotionState::computeFinalBidPriority() const {
return (_region == workload::Region::R1) ?
glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) : 0;

View file

@ -12,6 +12,7 @@
#ifndef hifi_EntityMotionState_h
#define hifi_EntityMotionState_h
#include <EntityItem.h>
#include <EntityTypes.h>
#include <AACube.h>
#include <workload/Region.h>
@ -38,7 +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;
@ -55,8 +55,8 @@ public:
void sendBid(OctreeEditPacketSender* packetSender, uint32_t step);
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
virtual uint32_t getIncomingDirtyFlags() override;
virtual void clearIncomingDirtyFlags() override;
virtual uint32_t getIncomingDirtyFlags() const override;
virtual void clearIncomingDirtyFlags(uint32_t mask = DIRTY_PHYSICS_FLAGS) override;
virtual float getObjectRestitution() const override { return _entity->getRestitution(); }
virtual float getObjectFriction() const override { return _entity->getFriction(); }
@ -84,6 +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;
@ -99,6 +100,8 @@ public:
void saveKinematicState(btScalar timeStep) override;
protected:
void setRigidBody(btRigidBody* body) override;
uint8_t computeFinalBidPriority() const;
void updateSendVelocities();
uint64_t getNextBidExpiry() const { return _nextBidExpiry; }
@ -112,12 +115,8 @@ 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

@ -11,7 +11,8 @@
#include "ObjectActionTractor.h"
#include "QVariantGLM.h"
#include <EntityItem.h>
#include <QVariantGLM.h>
#include "PhysicsLogging.h"

View file

@ -13,7 +13,9 @@
#include <glm/gtc/quaternion.hpp>
#include "QVariantGLM.h"
#include <EntityItem.h>
#include <QVariantGLM.h>
#include "PhysicsLogging.h"
const uint16_t ObjectActionTravelOriented::actionVersion = 1;

View file

@ -17,7 +17,9 @@
#include <btBulletDynamicsCommon.h>
#include <EntityItemID.h>
#include <shared/ReadWriteLockable.h>
#include <SpatiallyNestable.h>
#include "ObjectMotionState.h"
#include "BulletUtil.h"

View file

@ -198,9 +198,14 @@ void ObjectMotionState::setShape(const btCollisionShape* shape) {
getShapeManager()->releaseShape(_shape);
}
_shape = shape;
if (_body && _type != MOTIONSTATE_TYPE_DETAILED) {
if (_body) {
assert(_shape);
_body->setCollisionShape(const_cast<btCollisionShape*>(_shape));
updateCCDConfiguration();
}
} else if (shape) {
// we need to release unused reference to shape
getShapeManager()->releaseShape(shape);
}
}
@ -285,50 +290,6 @@ 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

@ -18,7 +18,7 @@
#include <QSet>
#include <QVector>
#include <EntityItem.h>
#include <SimulationFlags.h>
#include "ContactInfo.h"
#include "ShapeManager.h"
@ -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 void clearIncomingDirtyFlags() = 0;
virtual uint32_t getIncomingDirtyFlags() const = 0;
virtual void clearIncomingDirtyFlags(uint32_t mask = DIRTY_PHYSICS_FLAGS) = 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

@ -131,10 +131,10 @@ void PhysicalEntitySimulation::takeDeadAvatarEntities(SetOfEntities& deadEntitie
_deadAvatarEntities.clear();
}
void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
void PhysicalEntitySimulation::processChangedEntity(const EntityItemPointer& entity) {
EntitySimulation::processChangedEntity(entity);
// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
QMutexLocker lock(&_mutex);
assert(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
uint8_t region = _space->getRegion(entity->getSpaceIndex());
bool shouldBePhysical = region < workload::Region::R3 && entity->shouldBePhysical();
@ -156,7 +156,6 @@ void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
// remove from the physical simulation
_incomingChanges.remove(motionState);
_physicalObjects.remove(motionState);
removeOwnershipData(motionState);
_entitiesToRemoveFromPhysics.insert(entity);
if (canBeKinematic && entity->isMovingRelativeToParent()) {
@ -227,44 +226,68 @@ void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity)
}
// end EntitySimulation overrides
const VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToRemoveFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
assert(motionState);
// TODO CLEan this, just a n extra check to avoid the crash that shouldn;t happen
if (motionState) {
_entitiesToAddToPhysics.remove(entity);
if (entity->isDead() && entity->getElement()) {
_deadEntities.insert(entity);
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);
_incomingChanges.insert(motionState);
};
uint32_t deliveryCount = ObjectMotionState::getShapeManager()->getWorkDeliveryCount();
if (deliveryCount != _lastWorkDeliveryCount) {
// new off-thread shapes have arrived --> find adds whose shapes have arrived
_lastWorkDeliveryCount = deliveryCount;
ShapeRequests::iterator requestItr = _shapeRequests.begin();
while (requestItr != _shapeRequests.end()) {
EntityItemPointer entity = requestItr->entity;
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (!motionState) {
// this is an ADD because motionState doesn't exist yet
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShapeByKey(requestItr->shapeHash));
if (shape) {
// shape is ready at last!
// But the entity's desired shape might have changed since last requested
// --> rebuild the ShapeInfo to verify hash
// TODO? is there a better way to do this?
ShapeInfo shapeInfo;
entity->computeShapeInfo(shapeInfo);
if (shapeInfo.getHash() != requestItr->shapeHash) {
// bummer, the hashes are different and we no longer want the shape we've received
ObjectMotionState::getShapeManager()->releaseShape(shape);
// try again
shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
buildMotionState(shape, entity);
requestItr = _shapeRequests.erase(requestItr);
} else {
requestItr->shapeHash = shapeInfo.getHash();
++requestItr;
}
} else {
buildMotionState(shape, entity);
requestItr = _shapeRequests.erase(requestItr);
}
} else {
// shape not ready
++requestItr;
}
} else {
// this is a CHANGE because motionState already exists
if (ObjectMotionState::getShapeManager()->hasShapeWithKey(requestItr->shapeHash)) {
entity->markDirtyFlags(Simulation::DIRTY_SHAPE);
_incomingChanges.insert(motionState);
requestItr = _shapeRequests.erase(requestItr);
} else {
// shape not ready
++requestItr;
}
}
_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();
QMutexLocker lock(&_mutex);
SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
while (entityItr != _entitiesToAddToPhysics.end()) {
EntityItemPointer entity = (*entityItr);
@ -273,7 +296,7 @@ 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);
@ -282,53 +305,149 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
}
}
} else if (entity->isReadyToComputeShape()) {
ShapeInfo shapeInfo;
entity->computeShapeInfo(shapeInfo);
int numPoints = shapeInfo.getLargestSubshapePointCount();
if (shapeInfo.getType() == SHAPE_TYPE_COMPOUND) {
if (numPoints > MAX_HULL_POINTS) {
qWarning() << "convex hull with" << numPoints
<< "points for entity" << entity->getName()
<< "at" << entity->getWorldPosition() << " will be reduced";
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) {
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();
_shapeRequests.insert(shapeRequest);
} else {
// failed to build shape --> will not be added
}
}
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
EntityMotionState* motionState = new EntityMotionState(shape, entity);
entity->setPhysicsInfo(static_cast<void*>(motionState));
_physicalObjects.insert(motionState);
result.push_back(motionState);
entityItr = _entitiesToAddToPhysics.erase(entityItr);
// make sure the motionState's region is up-to-date before it is actually added to physics
motionState->setRegion(_space->getRegion(entity->getSpaceIndex()));
} else {
//qWarning() << "Failed to generate new shape for entity." << entity->getName();
++entityItr;
}
entityItr = _entitiesToAddToPhysics.erase(entityItr);
} else {
++entityItr;
}
}
}
void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) {
void PhysicalEntitySimulation::buildPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
QMutexLocker lock(&_mutex);
for (auto object : objectsToChange) {
_incomingChanges.insert(static_cast<EntityMotionState*>(object));
// entities being removed
for (auto entity : _entitiesToRemoveFromPhysics) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
transaction.objectsToRemove.push_back(motionState);
_incomingChanges.remove(motionState);
}
if (_shapeRequests.size() > 0) {
ShapeRequest shapeRequest(entity);
ShapeRequests::iterator requestItr = _shapeRequests.find(shapeRequest);
if (requestItr != _shapeRequests.end()) {
_shapeRequests.erase(requestItr);
}
}
}
}
_entitiesToRemoveFromPhysics.clear();
void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
for (auto stateItr : _incomingChanges) {
EntityMotionState* motionState = &(*stateItr);
result.push_back(motionState);
// entities to add
buildMotionStatesForEntitiesThatNeedThem();
// motionStates with changed entities: delete, add, or change
for (auto& object : _incomingChanges) {
uint32_t unhandledFlags = object->getIncomingDirtyFlags();
uint32_t handledFlags = EASY_DIRTY_PHYSICS_FLAGS;
bool isInPhysicsSimulation = object->isInPhysicsSimulation();
bool shouldBeInPhysicsSimulation = object->shouldBeInPhysicsSimulation();
if (!shouldBeInPhysicsSimulation && isInPhysicsSimulation) {
transaction.objectsToRemove.push_back(object);
continue;
}
bool needsNewShape = object->needsNewShape();
if (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);
handledFlags |= Simulation::DIRTY_SHAPE;
needsNewShape = false;
} 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
handledFlags |= Simulation::DIRTY_SHAPE;
}
} 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);
handledFlags |= Simulation::DIRTY_SHAPE;
needsNewShape = false;
} else {
// failed to build shape --> will not be added
}
}
}
if (!isInPhysicsSimulation) {
if (needsNewShape) {
// skip it
continue;
} else {
transaction.objectsToAdd.push_back(object);
handledFlags = DIRTY_PHYSICS_FLAGS;
unhandledFlags = 0;
}
}
if (unhandledFlags & EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(unhandledFlags);
}
if (unhandledFlags & (Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_COLLISION_GROUP | (handledFlags & Simulation::DIRTY_SHAPE))) {
transaction.objectsToReinsert.push_back(object);
handledFlags |= HARD_DIRTY_PHYSICS_FLAGS;
} else if (unhandledFlags & Simulation::DIRTY_PHYSICS_ACTIVATION && object->getRigidBody()->isStaticObject()) {
transaction.activeStaticObjects.push_back(object);
}
object->clearIncomingDirtyFlags(handledFlags);
}
_incomingChanges.clear();
}
void PhysicalEntitySimulation::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
// things on objectsToRemove are ready for delete
for (auto object : transaction.objectsToRemove) {
_physicalObjects.remove(object);
delete object;
}
transaction.clear();
}
void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
bool serverlessMode = getEntityTree()->isServerlessMode();
for (auto stateItr : motionStates) {

View file

@ -13,6 +13,8 @@
#define hifi_PhysicalEntitySimulation_h
#include <stdint.h>
#include <map>
#include <set>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
@ -70,7 +72,7 @@ protected: // only called by EntitySimulation
virtual void updateEntitiesInternal(uint64_t now) override;
virtual void addEntityInternal(EntityItemPointer entity) override;
virtual void removeEntityInternal(EntityItemPointer entity) override;
virtual void changeEntityInternal(EntityItemPointer entity) override;
void processChangedEntity(const EntityItemPointer& entity) override;
virtual void clearEntitiesInternal() override;
void removeOwnershipData(EntityMotionState* motionState);
@ -79,12 +81,8 @@ 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);
@ -98,16 +96,25 @@ public:
void sendOwnedUpdates(uint32_t numSubsteps);
private:
SetOfEntities _entitiesToAddToPhysics;
void buildMotionStatesForEntitiesThatNeedThem();
class ShapeRequest {
public:
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 { nullptr };
mutable uint64_t shapeHash { 0 };
};
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>;
ShapeRequests _shapeRequests;
PhysicsEnginePointer _physicsEngine = nullptr;
EntityEditPacketSender* _entityPacketSender = nullptr;
@ -117,6 +124,7 @@ private:
workload::SpacePointer _space;
uint64_t _nextBidExpiry;
uint32_t _lastStepSendPackets { 0 };
uint32_t _lastWorkDeliveryCount { 0 };
};

View file

@ -178,8 +178,6 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
int32_t group, mask;
motionState->computeCollisionGroupAndMask(group, mask);
_dynamicsWorld->addRigidBody(body, group, mask);
motionState->clearIncomingDirtyFlags();
}
QList<EntityDynamicPointer> PhysicsEngine::removeDynamicsForBody(btRigidBody* body) {
@ -252,6 +250,7 @@ void PhysicsEngine::removeSetOfObjects(const SetOfMotionStates& objects) {
}
object->clearIncomingDirtyFlags();
}
_activeStaticBodies.clear();
}
void PhysicsEngine::addObjects(const VectorOfMotionStates& objects) {
@ -260,35 +259,6 @@ 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 +290,6 @@ void PhysicsEngine::processTransaction(PhysicsEngine::Transaction& transaction)
body->setMotionState(nullptr);
delete body;
}
object->clearIncomingDirtyFlags();
}
// adds
@ -328,34 +297,16 @@ 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: {
@ -433,6 +435,8 @@ const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info)
}
}
break;
default:
break;
}
if (shape) {
if (glm::length2(info.getOffset()) > MIN_SHAPE_OFFSET * MIN_SHAPE_OFFSET) {
@ -457,6 +461,8 @@ const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info)
shape = compound;
}
}
} else {
// TODO: warn about this case
}
return shape;
}
@ -481,3 +487,8 @@ void ShapeFactory::deleteShape(const btCollisionShape* shape) {
}
delete nonConstShape;
}
void ShapeFactory::Worker::run() {
shape = ShapeFactory::createShapeFromInfo(shapeInfo);
emit submitWork(this);
}

View file

@ -14,6 +14,8 @@
#include <btBulletDynamicsCommon.h>
#include <glm/glm.hpp>
#include <QObject>
#include <QtCore/QRunnable>
#include <ShapeInfo.h>
@ -22,6 +24,17 @@
namespace ShapeFactory {
const btCollisionShape* createShapeFromInfo(const ShapeInfo& info);
void deleteShape(const btCollisionShape* shape);
class Worker : public QObject, public QRunnable {
Q_OBJECT
public:
Worker(const ShapeInfo& info) : shapeInfo(info), shape(nullptr) {}
void run() override;
ShapeInfo shapeInfo;
const btCollisionShape* shape;
signals:
void submitWork(Worker*);
};
};
#endif // hifi_ShapeFactory_h

View file

@ -12,15 +12,15 @@
#include "ShapeManager.h"
#include <glm/gtx/norm.hpp>
#include <QThreadPool>
#include <QDebug>
#include "ShapeFactory.h"
#include <NumericalConstants.h>
const int MAX_RING_SIZE = 256;
ShapeManager::ShapeManager() {
_garbageRing.reserve(MAX_RING_SIZE);
_nextOrphanExpiry = std::chrono::steady_clock::now();
}
ShapeManager::~ShapeManager() {
@ -30,6 +30,10 @@ ShapeManager::~ShapeManager() {
ShapeFactory::deleteShape(shapeRef->shape);
}
_shapeMap.clear();
if (_deadWorker) {
delete _deadWorker;
_deadWorker = nullptr;
}
}
const btCollisionShape* ShapeManager::getShape(const ShapeInfo& info) {
@ -42,17 +46,84 @@ const btCollisionShape* ShapeManager::getShape(const ShapeInfo& info) {
shapeRef->refCount++;
return shapeRef->shape;
}
const btCollisionShape* shape = ShapeFactory::createShapeFromInfo(info);
if (shape) {
ShapeReference newRef;
newRef.refCount = 1;
newRef.shape = shape;
newRef.key = info.getHash();
_shapeMap.insert(hashKey, newRef);
const btCollisionShape* shape = nullptr;
if (info.getType() == SHAPE_TYPE_STATIC_MESH) {
uint64_t hash = info.getHash();
const auto itr = std::find(_pendingMeshShapes.begin(), _pendingMeshShapes.end(), hash);
if (itr == _pendingMeshShapes.end()) {
// start a worker
_pendingMeshShapes.push_back(hash);
++_workRequestCount;
// try to recycle old deadWorker
ShapeFactory::Worker* worker = _deadWorker;
if (!worker) {
worker = new ShapeFactory::Worker(info);
} else {
worker->shapeInfo = info;
_deadWorker = nullptr;
}
// we will delete worker manually later
worker->setAutoDelete(false);
QObject::connect(worker, &ShapeFactory::Worker::submitWork, this, &ShapeManager::acceptWork);
QThreadPool::globalInstance()->start(worker);
}
// else we're still waiting for the shape to be created on another thread
} else {
shape = ShapeFactory::createShapeFromInfo(info);
if (shape) {
ShapeReference newRef;
newRef.refCount = 1;
newRef.shape = shape;
newRef.key = info.getHash();
_shapeMap.insert(hashKey, newRef);
}
}
return shape;
}
const btCollisionShape* ShapeManager::getShapeByKey(uint64_t key) {
HashKey hashKey(key);
ShapeReference* shapeRef = _shapeMap.find(hashKey);
if (shapeRef) {
shapeRef->refCount++;
return shapeRef->shape;
}
return nullptr;
}
bool ShapeManager::hasShapeWithKey(uint64_t key) const {
HashKey hashKey(key);
const ShapeReference* shapeRef = _shapeMap.find(hashKey);
return (bool)shapeRef;
}
void ShapeManager::addToGarbage(uint64_t key) {
// look for existing entry in _garbageRing
int32_t ringSize = (int32_t)(_garbageRing.size());
for (int32_t i = 0; i < ringSize; ++i) {
int32_t j = (_ringIndex + ringSize) % ringSize;
if (_garbageRing[j] == key) {
// already on the list, don't add it again
return;
}
}
if (ringSize == MAX_RING_SIZE) {
// remove one
HashKey hashKeyToRemove(_garbageRing[_ringIndex]);
ShapeReference* shapeRef = _shapeMap.find(hashKeyToRemove);
if (shapeRef && shapeRef->refCount == 0) {
ShapeFactory::deleteShape(shapeRef->shape);
_shapeMap.remove(hashKeyToRemove);
}
// replace at _ringIndex and advance
_garbageRing[_ringIndex] = key;
_ringIndex = (_ringIndex + 1) % ringSize;
} else {
// add one
_garbageRing.push_back(key);
}
}
// private helper method
bool ShapeManager::releaseShapeByKey(uint64_t key) {
HashKey hashKey(key);
@ -61,30 +132,7 @@ bool ShapeManager::releaseShapeByKey(uint64_t key) {
if (shapeRef->refCount > 0) {
shapeRef->refCount--;
if (shapeRef->refCount == 0) {
// look for existing entry in _garbageRing
int32_t ringSize = (int32_t)(_garbageRing.size());
for (int32_t i = 0; i < ringSize; ++i) {
int32_t j = (_ringIndex + ringSize) % ringSize;
if (_garbageRing[j] == key) {
// already on the list, don't add it again
return true;
}
}
if (ringSize == MAX_RING_SIZE) {
// remove one
HashKey hashKeyToRemove(_garbageRing[_ringIndex]);
ShapeReference* shapeRef = _shapeMap.find(hashKeyToRemove);
if (shapeRef && shapeRef->refCount == 0) {
ShapeFactory::deleteShape(shapeRef->shape);
_shapeMap.remove(hashKeyToRemove);
}
// replace at _ringIndex and advance
_garbageRing[_ringIndex] = key;
_ringIndex = (_ringIndex + 1) % ringSize;
} else {
// add one
_garbageRing.push_back(key);
}
addToGarbage(key);
}
return true;
} else {
@ -153,3 +201,78 @@ bool ShapeManager::hasShape(const btCollisionShape* shape) const {
}
return false;
}
// slot: called when ShapeFactory::Worker is done building shape
void ShapeManager::acceptWork(ShapeFactory::Worker* worker) {
auto itr = std::find(_pendingMeshShapes.begin(), _pendingMeshShapes.end(), worker->shapeInfo.getHash());
if (itr == _pendingMeshShapes.end()) {
// we've received a shape but don't remember asking for it
// (should not fall in here, but if we do: delete the unwanted shape)
if (worker->shape) {
ShapeFactory::deleteShape(worker->shape);
}
} else {
// clear pending status
*itr = _pendingMeshShapes.back();
_pendingMeshShapes.pop_back();
// cache the new shape
if (worker->shape) {
ShapeReference newRef;
// refCount is zero because nothing is using the shape yet
newRef.refCount = 0;
newRef.shape = worker->shape;
newRef.key = worker->shapeInfo.getHash();
HashKey hashKey(newRef.key);
_shapeMap.insert(hashKey, newRef);
// This shape's refCount is zero because an object requested it but is not yet using it. We expect it to be
// used later but there is a possibility it will never be used (e.g. the object that wanted it was removed
// before the shape could be added, or has changed its mind and now wants a different shape).
// Normally zero refCount shapes belong on _garbageRing for possible cleanup but we don't want to add it there
// because it might get reaped too soon. So we add it to _orphans to check later. If it still has zero
// refCount on expiry we will move it to _garbageRing.
const int64_t SHAPE_EXPIRY = USECS_PER_SECOND;
auto now = std::chrono::steady_clock::now();
auto newExpiry = now + std::chrono::microseconds(SHAPE_EXPIRY);
if (_nextOrphanExpiry < now) {
_nextOrphanExpiry = newExpiry;
// check for expired orphan shapes
size_t i = 0;
while (i < _orphans.size()) {
auto expiry = _orphans[i].expiry;
if (expiry < now) {
uint64_t key = _orphans[i].key;
HashKey hashKey(key);
ShapeReference* shapeRef = _shapeMap.find(hashKey);
if (shapeRef) {
if (shapeRef->refCount == 0) {
// shape unused after expiry
addToGarbage(key);
}
}
_orphans[i] = _orphans.back();
_orphans.pop_back();
} else {
if (expiry < _nextOrphanExpiry) {
_nextOrphanExpiry = expiry;
}
++i;
}
}
}
_orphans.push_back(KeyExpiry(newRef.key, newExpiry));
}
}
disconnect(worker, &ShapeFactory::Worker::submitWork, this, &ShapeManager::acceptWork);
if (_deadWorker) {
// delete the previous deadWorker manually
delete _deadWorker;
}
// save this dead worker for later
worker->shapeInfo.clear();
worker->shape = nullptr;
_deadWorker = worker;
++_workDeliveryCount;
}

View file

@ -12,13 +12,17 @@
#ifndef hifi_ShapeManager_h
#define hifi_ShapeManager_h
#include <atomic>
#include <chrono>
#include <vector>
#include <QObject>
#include <btBulletDynamicsCommon.h>
#include <LinearMath/btHashMap.h>
#include <ShapeInfo.h>
#include "ShapeFactory.h"
#include "HashKey.h"
// The ShapeManager handles the ref-counting on shared shapes:
@ -44,7 +48,8 @@
// entries that still have zero ref-count.
class ShapeManager {
class ShapeManager : public QObject {
Q_OBJECT
public:
ShapeManager();
@ -52,6 +57,8 @@ public:
/// \return pointer to shape
const btCollisionShape* getShape(const ShapeInfo& info);
const btCollisionShape* getShapeByKey(uint64_t key);
bool hasShapeWithKey(uint64_t key) const;
/// \return true if shape was found and released
bool releaseShape(const btCollisionShape* shape);
@ -64,8 +71,14 @@ public:
int getNumReferences(const ShapeInfo& info) const;
int getNumReferences(const btCollisionShape* shape) const;
bool hasShape(const btCollisionShape* shape) const;
uint32_t getWorkRequestCount() const { return _workRequestCount; }
uint32_t getWorkDeliveryCount() const { return _workDeliveryCount; }
protected slots:
void acceptWork(ShapeFactory::Worker* worker);
private:
void addToGarbage(uint64_t key);
bool releaseShapeByKey(uint64_t key);
class ShapeReference {
@ -76,10 +89,24 @@ private:
ShapeReference() : refCount(0), shape(nullptr) {}
};
using TimePoint = std::chrono::time_point<std::chrono::steady_clock>;
class KeyExpiry {
public:
KeyExpiry(uint64_t k, std::chrono::time_point<std::chrono::steady_clock> e) : expiry(e), key(k) {}
TimePoint expiry;
uint64_t key;
};
// btHashMap is required because it supports memory alignment of the btCollisionShapes
btHashMap<HashKey, ShapeReference> _shapeMap;
std::vector<uint64_t> _garbageRing;
std::vector<uint64_t> _pendingMeshShapes;
std::vector<KeyExpiry> _orphans;
ShapeFactory::Worker* _deadWorker { nullptr };
TimePoint _nextOrphanExpiry;
uint32_t _ringIndex { 0 };
std::atomic_uint _workRequestCount { 0 };
std::atomic_uint _workDeliveryCount { 0 };
};
#endif // hifi_ShapeManager_h

View file

@ -51,15 +51,15 @@ float HashKey::getNumQuantizedValuesPerMeter() {
return QUANTIZED_VALUES_PER_METER;
}
void HashKey::hashUint64(uint64_t data) {
void HashKey::Hasher::hashUint64(uint64_t data) {
_hash += squirrel3_64(data, ++_hashCount);
}
void HashKey::hashFloat(float data) {
void HashKey::Hasher::hashFloat(float data) {
_hash += squirrel3_64((uint64_t)((int64_t)(data * QUANTIZED_VALUES_PER_METER)), ++_hashCount);
}
void HashKey::hashVec3(const glm::vec3& data) {
void HashKey::Hasher::hashVec3(const glm::vec3& data) {
_hash += squirrel3_64((uint64_t)((int64_t)(data[0] * QUANTIZED_VALUES_PER_METER)), ++_hashCount);
_hash *= squirrel3_64((uint64_t)((int64_t)(data[1] * QUANTIZED_VALUES_PER_METER)), ++_hashCount);
_hash ^= squirrel3_64((uint64_t)((int64_t)(data[2] * QUANTIZED_VALUES_PER_METER)), ++_hashCount);

View file

@ -30,6 +30,18 @@
class HashKey {
public:
class Hasher {
public:
Hasher() {}
void hashUint64(uint64_t data);
void hashFloat(float data);
void hashVec3(const glm::vec3& data);
uint64_t getHash64() const { return _hash; }
private:
uint64_t _hash { 0 };
uint8_t _hashCount { 0 };
};
static float getNumQuantizedValuesPerMeter();
HashKey() {}
@ -39,16 +51,9 @@ public:
bool equals(const HashKey& other) const { return _hash == other._hash; }
int32_t getHash() const { return (int32_t)((uint32_t)_hash); }
// These methods for accumulating a hash.
void hashUint64(uint64_t data);
void hashFloat(float data);
void hashVec3(const glm::vec3& data);
uint64_t getHash64() const { return _hash; }
private:
uint64_t _hash { 0 };
uint8_t _hashCount { 0 };
};
#endif // hifi_HashKey_h

View file

@ -273,18 +273,18 @@ float ShapeInfo::computeVolume() const {
uint64_t ShapeInfo::getHash() const {
// NOTE: we cache the key so we only ever need to compute it once for any valid ShapeInfo instance.
if (_hash64 == 0 && _type != SHAPE_TYPE_NONE) {
HashKey hashKey;
HashKey::Hasher hasher;
// The key is not yet cached therefore we must compute it.
hashKey.hashUint64((uint64_t)_type);
hasher.hashUint64((uint64_t)_type);
if (_type == SHAPE_TYPE_MULTISPHERE) {
for (auto &sphereData : _sphereCollection) {
hashKey.hashVec3(glm::vec3(sphereData));
hashKey.hashFloat(sphereData.w);
hasher.hashVec3(glm::vec3(sphereData));
hasher.hashFloat(sphereData.w);
}
} else if (_type != SHAPE_TYPE_SIMPLE_HULL) {
hashKey.hashVec3(_halfExtents);
hashKey.hashVec3(_offset);
hasher.hashVec3(_halfExtents);
hasher.hashVec3(_offset);
} else {
// TODO: we could avoid hashing all of these points if we were to supply the ShapeInfo with a unique
// descriptive string. Shapes that are uniquely described by their type and URL could just put their
@ -294,7 +294,7 @@ uint64_t ShapeInfo::getHash() const {
const int numPoints = (int)points.size();
for (int i = 0; i < numPoints; ++i) {
hashKey.hashVec3(points[i]);
hasher.hashVec3(points[i]);
}
}
@ -302,19 +302,19 @@ uint64_t ShapeInfo::getHash() const {
if (!url.isEmpty()) {
QByteArray baUrl = url.toLocal8Bit();
uint32_t urlHash = qChecksum(baUrl.data(), baUrl.size());
hashKey.hashUint64((uint64_t)urlHash);
hasher.hashUint64((uint64_t)urlHash);
}
if (_type == SHAPE_TYPE_COMPOUND || _type == SHAPE_TYPE_SIMPLE_COMPOUND) {
uint64_t numHulls = (uint64_t)_pointCollection.size();
hashKey.hashUint64(numHulls);
hasher.hashUint64(numHulls);
} else if (_type == SHAPE_TYPE_MULTISPHERE) {
uint64_t numSpheres = (uint64_t)_sphereCollection.size();
hashKey.hashUint64(numSpheres);
hasher.hashUint64(numSpheres);
} else if (_type == SHAPE_TYPE_SIMPLE_HULL) {
hashKey.hashUint64(1);
hasher.hashUint64(1);
}
_hash64 = hashKey.getHash64();
_hash64 = hasher.getHash64();
}
return _hash64;
}

View file

@ -12,6 +12,17 @@
#ifndef hifi_SimulationFlags_h
#define hifi_SimulationFlags_h
const uint8_t YIELD_SIMULATION_PRIORITY = 1;
const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;
const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 128;
const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1;
const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;
namespace Simulation {
const uint32_t DIRTY_POSITION = 0x0001;
const uint32_t DIRTY_ROTATION = 0x0002;
@ -29,13 +40,14 @@ namespace Simulation {
const uint32_t DIRTY_SIMULATION_OWNERSHIP_PRIORITY = 0x2000; // our own bid priority has changed
// bits 17-32 are reservied for special flags
const uint32_t SPECIAL_FLAGS_NO_BOOTSTRAPPING = 0x10000;
const uint32_t SPECIAL_FLAG_NO_BOOTSTRAPPING = 0x10000;
const uint32_t SPECIAL_FLAG_IN_PHYSICS_SIMULATION = 0x20000;
const uint32_t DIRTY_TRANSFORM = DIRTY_POSITION | DIRTY_ROTATION;
const uint32_t DIRTY_VELOCITIES = DIRTY_LINEAR_VELOCITY | DIRTY_ANGULAR_VELOCITY;
const uint32_t SPECIAL_FLAGS = SPECIAL_FLAGS_NO_BOOTSTRAPPING;
const uint32_t SPECIAL_FLAGS_MASK = SPECIAL_FLAG_NO_BOOTSTRAPPING | SPECIAL_FLAG_IN_PHYSICS_SIMULATION;
const uint32_t DIRTY_FLAGS = DIRTY_POSITION |
const uint32_t DIRTY_FLAGS_MASK = DIRTY_POSITION |
DIRTY_ROTATION |
DIRTY_LINEAR_VELOCITY |
DIRTY_ANGULAR_VELOCITY |

View file

@ -37,8 +37,8 @@ View View::evalFromFrustum(const ViewFrustum& frustum, const glm::vec3& offset)
Sphere View::evalRegionSphere(const View& view, float originRadius, float maxDistance) {
float radius = (maxDistance + originRadius) / 2.0f;
float center = radius - originRadius;
return Sphere(view.origin + view.direction * center, radius);
float distanceToCenter = radius - originRadius;
return Sphere(view.origin + view.direction * distanceToCenter, radius);
}
void View::updateRegionsDefault(View& view) {