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Merge pull request #9851 from AndrewMeadows/simulation-ownership-2
zero velocity of deactivated dynamic entities
This commit is contained in:
commit
bc5d7d8698
12 changed files with 77 additions and 28 deletions
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@ -4438,9 +4438,12 @@ void Application::update(float deltaTime) {
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getEntities()->getTree()->withWriteLock([&] {
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PerformanceTimer perfTimer("handleOutgoingChanges");
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const VectorOfMotionStates& outgoingChanges = _physicsEngine->getOutgoingChanges();
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_entitySimulation->handleOutgoingChanges(outgoingChanges);
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avatarManager->handleOutgoingChanges(outgoingChanges);
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const VectorOfMotionStates& deactivations = _physicsEngine->getDeactivatedMotionStates();
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_entitySimulation->handleDeactivatedMotionStates(deactivations);
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const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();
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_entitySimulation->handleChangedMotionStates(outgoingChanges);
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avatarManager->handleChangedMotionStates(outgoingChanges);
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});
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if (!_aboutToQuit) {
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@ -424,7 +424,7 @@ void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
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}
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}
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void AvatarManager::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
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void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
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// TODO: extract the MyAvatar results once we use a MotionState for it.
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}
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@ -70,7 +70,7 @@ public:
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void getObjectsToRemoveFromPhysics(VectorOfMotionStates& motionStates);
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void getObjectsToAddToPhysics(VectorOfMotionStates& motionStates);
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void getObjectsToChange(VectorOfMotionStates& motionStates);
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void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
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void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
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void handleCollisionEvents(const CollisionEvents& collisionEvents);
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Q_INVOKABLE float getAvatarDataRate(const QUuid& sessionID, const QString& rateName = QString("")) const;
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@ -655,13 +655,11 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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// pack SimulationOwner and terse update properties near each other
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// NOTE: the server is authoritative for changes to simOwnerID so we always unpack ownership data
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// even when we would otherwise ignore the rest of the packet.
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bool filterRejection = false;
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if (propertyFlags.getHasProperty(PROP_SIMULATION_OWNER)) {
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QByteArray simOwnerData;
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int bytes = OctreePacketData::unpackDataFromBytes(dataAt, simOwnerData);
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SimulationOwner newSimOwner;
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@ -1879,6 +1877,7 @@ void EntityItem::setSimulationOwner(const SimulationOwner& owner) {
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}
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void EntityItem::updateSimulationOwner(const SimulationOwner& owner) {
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// NOTE: this method only used by EntityServer. The Interface uses special code in readEntityDataFromBuffer().
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if (wantTerseEditLogging() && _simulationOwner != owner) {
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qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << owner;
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}
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@ -1894,8 +1893,9 @@ void EntityItem::clearSimulationOwnership() {
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}
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_simulationOwner.clear();
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// don't bother setting the DIRTY_SIMULATOR_ID flag because clearSimulationOwnership()
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// is only ever called on the entity-server and the flags are only used client-side
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// don't bother setting the DIRTY_SIMULATOR_ID flag because:
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// (a) when entity-server calls clearSimulationOwnership() the dirty-flags are meaningless (only used by interface)
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// (b) the interface only calls clearSimulationOwnership() in a context that already knows best about dirty flags
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//_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
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}
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@ -97,6 +97,21 @@ void EntityMotionState::updateServerPhysicsVariables() {
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_serverActionData = _entity->getActionData();
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}
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void EntityMotionState::handleDeactivation() {
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// copy _server data to entity
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bool success;
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_entity->setPosition(_serverPosition, success, false);
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_entity->setOrientation(_serverRotation, success, false);
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_entity->setVelocity(ENTITY_ITEM_ZERO_VEC3);
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_entity->setAngularVelocity(ENTITY_ITEM_ZERO_VEC3);
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// and also to RigidBody
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btTransform worldTrans;
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worldTrans.setOrigin(glmToBullet(_serverPosition));
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worldTrans.setRotation(glmToBullet(_serverRotation));
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_body->setWorldTransform(worldTrans);
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// no need to update velocities... should already be zero
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}
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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assert(entityTreeIsLocked());
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@ -111,6 +126,8 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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flags &= ~Simulation::DIRTY_PHYSICS_ACTIVATION;
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_body->setActivationState(WANTS_DEACTIVATION);
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_outgoingPriority = 0;
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const float ACTIVATION_EXPIRY = 3.0f; // something larger than the 2.0 hard coded in Bullet
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_body->setDeactivationTime(ACTIVATION_EXPIRY);
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} else {
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// disowned object is still moving --> start timer for ownership bid
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// TODO? put a delay in here proportional to distance from object?
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@ -221,12 +238,9 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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}
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// This callback is invoked by the physics simulation at the end of each simulation step...
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// iff the corresponding RigidBody is DYNAMIC and has moved.
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// iff the corresponding RigidBody is DYNAMIC and ACTIVE.
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_entity) {
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return;
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}
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assert(_entity);
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assert(entityTreeIsLocked());
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measureBodyAcceleration();
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bool positionSuccess;
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@ -29,6 +29,7 @@ public:
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virtual ~EntityMotionState();
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void updateServerPhysicsVariables();
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void handleDeactivation();
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virtual void handleEasyChanges(uint32_t& flags) override;
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virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
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@ -259,13 +259,27 @@ void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result)
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_pendingChanges.clear();
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}
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void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
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void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
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for (auto stateItr : motionStates) {
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ObjectMotionState* state = &(*stateItr);
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assert(state);
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if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
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EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
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entityState->handleDeactivation();
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EntityItemPointer entity = entityState->getEntity();
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_entitiesToSort.insert(entity);
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}
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}
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}
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void PhysicalEntitySimulation::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
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QMutexLocker lock(&_mutex);
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// walk the motionStates looking for those that correspond to entities
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for (auto stateItr : motionStates) {
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ObjectMotionState* state = &(*stateItr);
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if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
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assert(state);
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if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
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EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
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EntityItemPointer entity = entityState->getEntity();
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assert(entity.get());
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@ -56,7 +56,8 @@ public:
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void setObjectsToChange(const VectorOfMotionStates& objectsToChange);
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void getObjectsToChange(VectorOfMotionStates& result);
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void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
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void handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates);
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void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
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void handleCollisionEvents(const CollisionEvents& collisionEvents);
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EntityEditPacketSender* getPacketSender() { return _entityPacketSender; }
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@ -67,7 +68,7 @@ private:
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SetOfEntities _entitiesToAddToPhysics;
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SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
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SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we need to send updates to entity-server
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SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we may need to send updates to entity-server
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SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
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@ -472,7 +472,7 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
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return _collisionEvents;
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}
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const VectorOfMotionStates& PhysicsEngine::getOutgoingChanges() {
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const VectorOfMotionStates& PhysicsEngine::getChangedMotionStates() {
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BT_PROFILE("copyOutgoingChanges");
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// Bullet will not deactivate static objects (it doesn't expect them to be active)
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// so we must deactivate them ourselves
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@ -65,7 +65,8 @@ public:
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bool hasOutgoingChanges() const { return _hasOutgoingChanges; }
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/// \return reference to list of changed MotionStates. The list is only valid until beginning of next simulation loop.
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const VectorOfMotionStates& getOutgoingChanges();
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const VectorOfMotionStates& getChangedMotionStates();
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const VectorOfMotionStates& getDeactivatedMotionStates() const { return _dynamicsWorld->getDeactivatedMotionStates(); }
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/// \return reference to list of Collision events. The list is only valid until beginning of next simulation loop.
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const CollisionEvents& getCollisionEvents();
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@ -120,30 +120,41 @@ void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
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void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
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BT_PROFILE("synchronizeMotionStates");
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_changedMotionStates.clear();
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// NOTE: m_synchronizeAllMotionStates is 'false' by default for optimization.
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// See PhysicsEngine::init() where we call _dynamicsWorld->setForceUpdateAllAabbs(false)
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if (m_synchronizeAllMotionStates) {
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//iterate over all collision objects
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for (int i=0;i<m_collisionObjects.size();i++) {
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body) {
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if (body->getMotionState()) {
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synchronizeMotionState(body);
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_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
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}
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if (body && body->getMotionState()) {
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synchronizeMotionState(body);
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_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
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}
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}
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} else {
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//iterate over all active rigid bodies
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// TODO? if this becomes a performance bottleneck we could derive our own SimulationIslandManager
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// that remembers a list of objects deactivated last step
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_activeStates.clear();
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_deactivatedStates.clear();
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for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body->isActive()) {
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if (body->getMotionState()) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(body->getMotionState());
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if (motionState) {
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if (body->isActive()) {
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synchronizeMotionState(body);
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_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
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_changedMotionStates.push_back(motionState);
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_activeStates.insert(motionState);
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} else if (_lastActiveStates.find(motionState) != _lastActiveStates.end()) {
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// this object was active last frame but is no longer
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_deactivatedStates.push_back(motionState);
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}
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}
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}
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}
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_activeStates.swap(_lastActiveStates);
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}
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void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
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@ -49,12 +49,16 @@ public:
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float getLocalTimeAccumulation() const { return m_localTime; }
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const VectorOfMotionStates& getChangedMotionStates() const { return _changedMotionStates; }
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const VectorOfMotionStates& getDeactivatedMotionStates() const { return _deactivatedStates; }
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private:
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// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
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void synchronizeMotionState(btRigidBody* body);
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VectorOfMotionStates _changedMotionStates;
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VectorOfMotionStates _deactivatedStates;
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SetOfMotionStates _activeStates;
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SetOfMotionStates _lastActiveStates;
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};
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#endif // hifi_ThreadSafeDynamicsWorld_h
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