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lock the entity tree during physics operations that access then entity tree. if the simulation and entity-tree are both going to be locked, be sure to lock the entity tree first (and unlock it last), because this is what the network-reading thread does
This commit is contained in:
parent
63812f28ad
commit
a0d77c061c
3 changed files with 95 additions and 22 deletions
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@ -2496,24 +2496,45 @@ void Application::update(float deltaTime) {
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_entitySimulation.lock();
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_entitySimulation.lock();
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_physicsEngine.deleteObjects(_entitySimulation.getObjectsToDelete());
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_physicsEngine.deleteObjects(_entitySimulation.getObjectsToDelete());
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_entitySimulation.unlock();
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_physicsEngine.addObjects(_entitySimulation.getObjectsToAdd());
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_physicsEngine.addObjects(_entitySimulation.getObjectsToAdd());
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
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_physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entitySimulation.lock();
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_entitySimulation.applyActionChanges();
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_entitySimulation.applyActionChanges();
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_entitySimulation.unlock();
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_entitySimulation.unlock();
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AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
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AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
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_physicsEngine.deleteObjects(avatarManager->getObjectsToDelete());
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_physicsEngine.deleteObjects(avatarManager->getObjectsToDelete());
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_physicsEngine.addObjects(avatarManager->getObjectsToAdd());
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_physicsEngine.addObjects(avatarManager->getObjectsToAdd());
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_physicsEngine.changeObjects(avatarManager->getObjectsToChange());
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_physicsEngine.changeObjects(avatarManager->getObjectsToChange());
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_entities.getTree()->lockForWrite();
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_physicsEngine.stepSimulation();
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_physicsEngine.stepSimulation();
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_entities.getTree()->unlock();
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if (_physicsEngine.hasOutgoingChanges()) {
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if (_physicsEngine.hasOutgoingChanges()) {
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_entitySimulation.lock();
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_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges(), _physicsEngine.getSessionID());
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_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges(), _physicsEngine.getSessionID());
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_entitySimulation.unlock();
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entities.getTree()->lockForWrite();
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avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
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avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
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_entities.getTree()->unlock();
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auto collisionEvents = _physicsEngine.getCollisionEvents();
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auto collisionEvents = _physicsEngine.getCollisionEvents();
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avatarManager->handleCollisionEvents(collisionEvents);
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avatarManager->handleCollisionEvents(collisionEvents);
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@ -19,6 +19,10 @@
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#include "PhysicsHelpers.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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#include "PhysicsLogging.h"
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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#include "EntityTree.h"
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#endif
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static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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@ -42,6 +46,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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{
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity != nullptr);
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assert(_entity != nullptr);
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assert(entityTreeIsLocked());
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setMass(_entity->computeMass());
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setMass(_entity->computeMass());
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}
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}
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@ -50,7 +55,35 @@ EntityMotionState::~EntityMotionState() {
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assert(!_entity);
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assert(!_entity);
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}
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}
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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bool EntityMotionState::entityTreeIsLocked() const {
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EntityTreeElement* element = _entity ? _entity->getElement() : nullptr;
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EntityTree* tree = element ? element->getTree() : nullptr;
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if (tree) {
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bool readSuccess = tree->tryLockForRead();
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if (readSuccess) {
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tree->unlock();
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}
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bool writeSuccess = tree->tryLockForWrite();
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if (writeSuccess) {
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tree->unlock();
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}
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if (readSuccess && writeSuccess) {
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return false; // if we can take either kind of lock, there was no tree lock.
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}
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return true; // either read or write failed, so there is some lock in place.
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} else {
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return true;
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}
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}
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#else
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bool EntityMotionState::entityTreeIsLocked() const {
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return true;
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}
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#endif
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void EntityMotionState::updateServerPhysicsVariables() {
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void EntityMotionState::updateServerPhysicsVariables() {
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assert(entityTreeIsLocked());
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_serverPosition = _entity->getPosition();
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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_serverVelocity = _entity->getVelocity();
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@ -60,6 +93,7 @@ void EntityMotionState::updateServerPhysicsVariables() {
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// virtual
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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assert(entityTreeIsLocked());
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updateServerPhysicsVariables();
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updateServerPhysicsVariables();
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ObjectMotionState::handleEasyChanges(flags);
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
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if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
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@ -101,6 +135,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
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if (!_entity) {
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if (!_entity) {
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return MOTION_TYPE_STATIC;
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return MOTION_TYPE_STATIC;
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}
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}
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assert(entityTreeIsLocked());
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if (_entity->getCollisionsWillMove()) {
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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return MOTION_TYPE_DYNAMIC;
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}
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}
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@ -108,6 +143,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
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}
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}
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bool EntityMotionState::isMoving() const {
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bool EntityMotionState::isMoving() const {
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assert(entityTreeIsLocked());
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return _entity && _entity->isMoving();
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return _entity && _entity->isMoving();
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}
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}
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@ -120,6 +156,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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if (!_entity) {
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if (!_entity) {
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return;
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return;
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}
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}
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assert(entityTreeIsLocked());
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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// This is physical kinematic motion which steps strictly by the subframe count
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// This is physical kinematic motion which steps strictly by the subframe count
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// of the physics simulation.
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// of the physics simulation.
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@ -140,6 +177,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_entity) {
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if (!_entity) {
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return;
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return;
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}
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}
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assert(entityTreeIsLocked());
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measureBodyAcceleration();
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measureBodyAcceleration();
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
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_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
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@ -164,9 +202,12 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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#ifdef WANT_DEBUG
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#ifdef WANT_DEBUG
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quint64 now = usecTimestampNow();
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quint64 now = usecTimestampNow();
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qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
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qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
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qCDebug(physics) << " last edited:" << _entity->getLastEdited() << formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last edited:" << _entity->getLastEdited()
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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<< formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated()
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<< formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated()
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<< formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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#endif
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#endif
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}
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}
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@ -174,16 +215,18 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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btCollisionShape* EntityMotionState::computeNewShape() {
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btCollisionShape* EntityMotionState::computeNewShape() {
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if (_entity) {
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if (_entity) {
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ShapeInfo shapeInfo;
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ShapeInfo shapeInfo;
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assert(entityTreeIsLocked());
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_entity->computeShapeInfo(shapeInfo);
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_entity->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
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bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
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if (!_body || !_entity) {
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if (!_body || !_entity) {
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return false;
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return false;
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}
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}
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assert(entityTreeIsLocked());
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return _candidateForOwnership || sessionID == _entity->getSimulatorID();
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return _candidateForOwnership || sessionID == _entity->getSimulatorID();
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}
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}
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@ -200,7 +243,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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_sentActive = false;
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_sentActive = false;
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return false;
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return false;
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}
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}
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#ifdef WANT_DEBUG
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#ifdef WANT_DEBUG
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glm::vec3 wasPosition = _serverPosition;
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glm::vec3 wasPosition = _serverPosition;
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glm::quat wasRotation = _serverRotation;
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glm::quat wasRotation = _serverRotation;
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@ -213,7 +256,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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const float INACTIVE_UPDATE_PERIOD = 0.5f;
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const float INACTIVE_UPDATE_PERIOD = 0.5f;
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if (!_sentActive) {
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if (!_sentActive) {
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// we resend the inactive update every INACTIVE_UPDATE_PERIOD
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// we resend the inactive update every INACTIVE_UPDATE_PERIOD
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// until it is removed from the outgoing updates
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// until it is removed from the outgoing updates
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// (which happens when we don't own the simulation and it isn't touching our simulation)
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// (which happens when we don't own the simulation and it isn't touching our simulation)
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return (dt > INACTIVE_UPDATE_PERIOD);
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return (dt > INACTIVE_UPDATE_PERIOD);
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}
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}
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@ -231,10 +274,10 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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_serverPosition += dt * _serverVelocity;
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_serverPosition += dt * _serverVelocity;
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}
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}
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// Else we measure the error between current and extrapolated transform (according to expected behavior
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// Else we measure the error between current and extrapolated transform (according to expected behavior
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// of remote EntitySimulation) and return true if the error is significant.
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// of remote EntitySimulation) and return true if the error is significant.
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// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
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// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
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// due to _worldOffset.
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// due to _worldOffset.
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// TODO: compensate for _worldOffset offset here
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// TODO: compensate for _worldOffset offset here
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@ -242,7 +285,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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btTransform worldTrans = _body->getWorldTransform();
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btTransform worldTrans = _body->getWorldTransform();
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glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
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glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
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float dx2 = glm::distance2(position, _serverPosition);
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float dx2 = glm::distance2(position, _serverPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters
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const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters
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@ -258,13 +301,13 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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return true;
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return true;
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}
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}
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if (glm::length2(_serverAngularVelocity) > 0.0f) {
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if (glm::length2(_serverAngularVelocity) > 0.0f) {
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// compute rotation error
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// compute rotation error
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float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
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float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
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_serverAngularVelocity *= attenuation;
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_serverAngularVelocity *= attenuation;
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// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
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// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
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// we must integrate with the same algorithm and timestep in order achieve similar results.
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// we must integrate with the same algorithm and timestep in order achieve similar results.
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for (int i = 0; i < numSteps; ++i) {
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for (int i = 0; i < numSteps; ++i) {
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_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
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_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
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#ifdef WANT_DEBUG
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#ifdef WANT_DEBUG
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if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
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if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
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qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
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qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
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qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
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qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
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qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
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qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
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@ -293,10 +336,11 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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}
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}
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) {
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) {
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// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
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// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
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// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
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// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
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assert(_entity);
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assert(_entity);
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assert(_body);
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assert(_body);
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assert(entityTreeIsLocked());
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if (!remoteSimulationOutOfSync(simulationStep)) {
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if (!remoteSimulationOutOfSync(simulationStep)) {
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_candidateForOwnership = false;
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_candidateForOwnership = false;
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@ -326,6 +370,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& s
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
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assert(_entity);
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assert(_entity);
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assert(entityTreeIsLocked());
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bool active = _body->isActive();
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bool active = _body->isActive();
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if (!active) {
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if (!active) {
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@ -435,17 +480,18 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
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_lastStep = step;
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_lastStep = step;
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}
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}
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uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
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uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
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assert(entityTreeIsLocked());
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uint32_t dirtyFlags = 0;
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uint32_t dirtyFlags = 0;
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if (_body && _entity) {
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if (_body && _entity) {
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dirtyFlags = _entity->getDirtyFlags();
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dirtyFlags = _entity->getDirtyFlags();
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_entity->clearDirtyFlags();
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_entity->clearDirtyFlags();
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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int bodyFlags = _body->getCollisionFlags();
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int bodyFlags = _body->getCollisionFlags();
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bool isMoving = _entity->isMoving();
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bool isMoving = _entity->isMoving();
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
||||||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
||||||
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return dirtyFlags;
|
return dirtyFlags;
|
||||||
|
@ -455,6 +501,7 @@ uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
|
||||||
// virtual
|
// virtual
|
||||||
QUuid EntityMotionState::getSimulatorID() const {
|
QUuid EntityMotionState::getSimulatorID() const {
|
||||||
if (_entity) {
|
if (_entity) {
|
||||||
|
assert(entityTreeIsLocked());
|
||||||
return _entity->getSimulatorID();
|
return _entity->getSimulatorID();
|
||||||
}
|
}
|
||||||
return QUuid();
|
return QUuid();
|
||||||
|
@ -469,12 +516,12 @@ void EntityMotionState::bump() {
|
||||||
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
||||||
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
|
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
|
||||||
if (_body) {
|
if (_body) {
|
||||||
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||||
} else {
|
} else {
|
||||||
_lastVelocity = glm::vec3(0.0f);
|
_lastVelocity = glm::vec3(0.0f);
|
||||||
}
|
}
|
||||||
_measuredAcceleration = glm::vec3(0.0f);
|
_measuredAcceleration = glm::vec3(0.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void EntityMotionState::measureBodyAcceleration() {
|
void EntityMotionState::measureBodyAcceleration() {
|
||||||
// try to manually measure the true acceleration of the object
|
// try to manually measure the true acceleration of the object
|
||||||
|
@ -504,7 +551,7 @@ glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
|
||||||
return _measuredAcceleration * _measuredDeltaTime;
|
return _measuredAcceleration * _measuredDeltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
// virtual
|
// virtual
|
||||||
void EntityMotionState::setMotionType(MotionType motionType) {
|
void EntityMotionState::setMotionType(MotionType motionType) {
|
||||||
ObjectMotionState::setMotionType(motionType);
|
ObjectMotionState::setMotionType(motionType);
|
||||||
resetMeasuredBodyAcceleration();
|
resetMeasuredBodyAcceleration();
|
||||||
|
@ -514,12 +561,13 @@ void EntityMotionState::setMotionType(MotionType motionType) {
|
||||||
// virtual
|
// virtual
|
||||||
QString EntityMotionState::getName() {
|
QString EntityMotionState::getName() {
|
||||||
if (_entity) {
|
if (_entity) {
|
||||||
|
assert(entityTreeIsLocked());
|
||||||
return _entity->getName();
|
return _entity->getName();
|
||||||
}
|
}
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
// virtual
|
// virtual
|
||||||
int16_t EntityMotionState::computeCollisionGroup() {
|
int16_t EntityMotionState::computeCollisionGroup() {
|
||||||
switch (computeObjectMotionType()){
|
switch (computeObjectMotionType()){
|
||||||
case MOTION_TYPE_STATIC:
|
case MOTION_TYPE_STATIC:
|
||||||
|
|
|
@ -83,6 +83,10 @@ public:
|
||||||
friend class PhysicalEntitySimulation;
|
friend class PhysicalEntitySimulation;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||||
|
bool entityTreeIsLocked() const;
|
||||||
|
#endif
|
||||||
|
|
||||||
virtual btCollisionShape* computeNewShape();
|
virtual btCollisionShape* computeNewShape();
|
||||||
virtual void clearObjectBackPointer();
|
virtual void clearObjectBackPointer();
|
||||||
virtual void setMotionType(MotionType motionType);
|
virtual void setMotionType(MotionType motionType);
|
||||||
|
|
Loading…
Reference in a new issue