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openmw-tes3mp/apps/openmw/mwphysics/mtphysics.cpp

655 lines
26 KiB
C++

#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
#include <BulletCollision/CollisionShapes/btCollisionShape.h>
#include <osg/Stats>
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
#include "components/debug/debuglog.hpp"
#include <components/misc/barrier.hpp>
#include "components/misc/convert.hpp"
#include "components/settings/settings.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwrender/bulletdebugdraw.hpp"
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "actor.hpp"
#include "contacttestwrapper.h"
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
#include "movementsolver.hpp"
#include "mtphysics.hpp"
#include "object.hpp"
#include "physicssystem.hpp"
#include "projectile.hpp"
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
namespace
{
/// @brief A scoped lock that is either shared or exclusive depending on configuration
template<class Mutex>
class MaybeSharedLock
{
public:
/// @param mutex a shared mutex
/// @param canBeSharedLock decide wether the lock will be shared or exclusive
MaybeSharedLock(Mutex& mutex, bool canBeSharedLock) : mMutex(mutex), mCanBeSharedLock(canBeSharedLock)
{
if (mCanBeSharedLock)
mMutex.lock_shared();
else
mMutex.lock();
}
~MaybeSharedLock()
{
if (mCanBeSharedLock)
mMutex.unlock_shared();
else
mMutex.unlock();
}
private:
Mutex& mMutex;
bool mCanBeSharedLock;
};
void handleFall(MWPhysics::ActorFrameData& actorData, bool simulationPerformed)
{
const float heightDiff = actorData.mPosition.z() - actorData.mOldHeight;
const bool isStillOnGround = (simulationPerformed && actorData.mWasOnGround && actorData.mActorRaw->getOnGround());
if (isStillOnGround || actorData.mFlying || actorData.mSwimming || actorData.mSlowFall < 1)
actorData.mNeedLand = true;
else if (heightDiff < 0)
actorData.mFallHeight += heightDiff;
}
void handleJump(const MWWorld::Ptr &ptr)
{
const bool isPlayer = (ptr == MWMechanics::getPlayer());
// Advance acrobatics and set flag for GetPCJumping
if (isPlayer)
{
ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, 0);
MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
}
// Decrease fatigue
if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState())
{
const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr));
const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult;
MWMechanics::DynamicStat<float> fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue);
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
}
void updateMechanics(MWPhysics::ActorFrameData& actorData)
{
auto ptr = actorData.mActorRaw->getPtr();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
if (actorData.mDidJump)
handleJump(ptr);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
if (actorData.mNeedLand)
stats.land(ptr == MWMechanics::getPlayer() && (actorData.mFlying || actorData.mSwimming));
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
else if (actorData.mFallHeight < 0)
stats.addToFallHeight(-actorData.mFallHeight);
}
osg::Vec3f interpolateMovements(MWPhysics::ActorFrameData& actorData, float timeAccum, float physicsDt)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
const float interpolationFactor = std::clamp(timeAccum / physicsDt, 0.0f, 1.0f);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
return actorData.mPosition * interpolationFactor + actorData.mActorRaw->getPreviousPosition() * (1.f - interpolationFactor);
}
namespace Config
{
/// @return either the number of thread as configured by the user, or 1 if Bullet doesn't support multithreading
int computeNumThreads(bool& threadSafeBullet)
{
int wantedThread = Settings::Manager::getInt("async num threads", "Physics");
auto broad = std::make_unique<btDbvtBroadphase>();
auto maxSupportedThreads = broad->m_rayTestStacks.size();
threadSafeBullet = (maxSupportedThreads > 1);
if (!threadSafeBullet && wantedThread > 1)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
Log(Debug::Warning) << "Bullet was not compiled with multithreading support, 1 async thread will be used";
return 1;
}
return std::max(0, wantedThread);
}
}
}
namespace MWPhysics
{
PhysicsTaskScheduler::PhysicsTaskScheduler(float physicsDt, btCollisionWorld *collisionWorld, MWRender::DebugDrawer* debugDrawer)
: mDefaultPhysicsDt(physicsDt)
, mPhysicsDt(physicsDt)
, mTimeAccum(0.f)
, mCollisionWorld(collisionWorld)
, mDebugDrawer(debugDrawer)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
, mNumJobs(0)
, mRemainingSteps(0)
, mLOSCacheExpiry(Settings::Manager::getInt("lineofsight keep inactive cache", "Physics"))
, mDeferAabbUpdate(Settings::Manager::getBool("defer aabb update", "Physics"))
, mFrameCounter(0)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
, mAdvanceSimulation(false)
, mQuit(false)
, mNextJob(0)
, mNextLOS(0)
, mFrameNumber(0)
, mTimer(osg::Timer::instance())
, mPrevStepCount(1)
, mBudget(physicsDt)
, mAsyncBudget(0.0f)
, mBudgetCursor(0)
, mAsyncStartTime(0)
, mTimeBegin(0)
, mTimeEnd(0)
, mFrameStart(0)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
mNumThreads = Config::computeNumThreads(mThreadSafeBullet);
if (mNumThreads >= 1)
{
for (int i = 0; i < mNumThreads; ++i)
mThreads.emplace_back([&] { worker(); } );
}
else
{
mLOSCacheExpiry = -1;
mDeferAabbUpdate = false;
}
mPreStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mPostStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mPostSimBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
PhysicsTaskScheduler::~PhysicsTaskScheduler()
{
waitForWorkers();
std::unique_lock lock(mSimulationMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mQuit = true;
mNumJobs = 0;
mRemainingSteps = 0;
mHasJob.notify_all();
lock.unlock();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
for (auto& thread : mThreads)
thread.join();
}
std::tuple<int, float> PhysicsTaskScheduler::calculateStepConfig(float timeAccum) const
{
int maxAllowedSteps = 2;
int numSteps = timeAccum / mDefaultPhysicsDt;
// adjust maximum step count based on whether we're likely physics bottlenecked or not
// if maxAllowedSteps ends up higher than numSteps, we will not invoke delta time
// if it ends up lower than numSteps, but greater than 1, we will run a number of true delta time physics steps that we expect to be within budget
// if it ends up lower than numSteps and also 1, we will run a single delta time physics step
// if we did not do this, and had a fixed step count limit,
// we would have an unnecessarily low render framerate if we were only physics bottlenecked,
// and we would be unnecessarily invoking true delta time if we were only render bottlenecked
// get physics timing stats
float budgetMeasurement = std::max(mBudget.get(), mAsyncBudget.get());
// time spent per step in terms of the intended physics framerate
budgetMeasurement /= mDefaultPhysicsDt;
// ensure sane minimum value
budgetMeasurement = std::max(0.00001f, budgetMeasurement);
// we're spending almost or more than realtime per physics frame; limit to a single step
if (budgetMeasurement > 0.95)
maxAllowedSteps = 1;
// physics is fairly cheap; limit based on expense
if (budgetMeasurement < 0.5)
maxAllowedSteps = std::ceil(1.0/budgetMeasurement);
// limit to a reasonable amount
maxAllowedSteps = std::min(10, maxAllowedSteps);
// fall back to delta time for this frame if fixed timestep physics would fall behind
float actualDelta = mDefaultPhysicsDt;
if (numSteps > maxAllowedSteps)
{
numSteps = maxAllowedSteps;
// ensure that we do not simulate a frame ahead when doing delta time; this reduces stutter and latency
// this causes interpolation to 100% use the most recent physics result when true delta time is happening
// and we deliberately simulate up to exactly the timestamp that we want to render
actualDelta = timeAccum/float(numSteps+1);
// actually: if this results in a per-step delta less than the target physics steptime, clamp it
// this might reintroduce some stutter, but only comes into play in obscure cases
// (because numSteps is originally based on mDefaultPhysicsDt, this won't cause us to overrun)
actualDelta = std::max(actualDelta, mDefaultPhysicsDt);
}
return std::make_tuple(numSteps, actualDelta);
}
const std::vector<MWWorld::Ptr>& PhysicsTaskScheduler::moveActors(float & timeAccum, std::vector<ActorFrameData>&& actorsData, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
waitForWorkers();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
// This function run in the main thread.
// While the mSimulationMutex is held, background physics threads can't run.
std::unique_lock lock(mSimulationMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
double timeStart = mTimer->tick();
mMovedActors.clear();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
// start by finishing previous background computation
if (mNumThreads != 0)
{
for (auto& data : mActorsFrameData)
{
const auto actorActive = [&data](const auto& newFrameData) -> bool
{
const auto actor = data.mActor.lock();
return actor && actor->getPtr() == newFrameData.mActorRaw->getPtr();
};
// Only return actors that are still part of the scene
if (std::any_of(actorsData.begin(), actorsData.end(), actorActive))
{
updateMechanics(data);
// these variables are accessed directly from the main thread, update them here to prevent accessing "too new" values
if (mAdvanceSimulation)
data.mActorRaw->setStandingOnPtr(data.mStandingOn);
data.mActorRaw->setSimulationPosition(interpolateMovements(data, mTimeAccum, mPhysicsDt));
mMovedActors.emplace_back(data.mActorRaw->getPtr());
}
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
if(mAdvanceSimulation)
mAsyncBudget.update(mTimer->delta_s(mAsyncStartTime, mTimeEnd), mPrevStepCount, mBudgetCursor);
updateStats(frameStart, frameNumber, stats);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
auto [numSteps, newDelta] = calculateStepConfig(timeAccum);
timeAccum -= numSteps*newDelta;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
// init
for (auto& data : actorsData)
data.updatePosition(mCollisionWorld);
mPrevStepCount = numSteps;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mRemainingSteps = numSteps;
mTimeAccum = timeAccum;
mPhysicsDt = newDelta;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mActorsFrameData = std::move(actorsData);
mAdvanceSimulation = (mRemainingSteps != 0);
++mFrameCounter;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mNumJobs = mActorsFrameData.size();
mNextLOS.store(0, std::memory_order_relaxed);
mNextJob.store(0, std::memory_order_release);
if (mAdvanceSimulation)
mWorldFrameData = std::make_unique<WorldFrameData>();
if (mAdvanceSimulation)
mBudgetCursor += 1;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
if (mNumThreads == 0)
{
syncComputation();
if(mAdvanceSimulation)
mBudget.update(mTimer->delta_s(timeStart, mTimer->tick()), numSteps, mBudgetCursor);
return mMovedActors;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
mAsyncStartTime = mTimer->tick();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mHasJob.notify_all();
lock.unlock();
if (mAdvanceSimulation)
mBudget.update(mTimer->delta_s(timeStart, mTimer->tick()), 1, mBudgetCursor);
return mMovedActors;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
const std::vector<MWWorld::Ptr>& PhysicsTaskScheduler::resetSimulation(const ActorMap& actors)
{
waitForWorkers();
std::unique_lock lock(mSimulationMutex);
mBudget.reset(mDefaultPhysicsDt);
mAsyncBudget.reset(0.0f);
mMovedActors.clear();
mActorsFrameData.clear();
for (const auto& [_, actor] : actors)
{
actor->updatePosition();
actor->updateCollisionObjectPosition();
mMovedActors.emplace_back(actor->getPtr());
}
return mMovedActors;
}
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
void PhysicsTaskScheduler::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, btCollisionWorld::RayResultCallback& resultCallback) const
{
MaybeSharedLock lock(mCollisionWorldMutex, mThreadSafeBullet);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->rayTest(rayFromWorld, rayToWorld, resultCallback);
}
void PhysicsTaskScheduler::convexSweepTest(const btConvexShape* castShape, const btTransform& from, const btTransform& to, btCollisionWorld::ConvexResultCallback& resultCallback) const
{
MaybeSharedLock lock(mCollisionWorldMutex, mThreadSafeBullet);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->convexSweepTest(castShape, from, to, resultCallback);
}
void PhysicsTaskScheduler::contactTest(btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback)
{
std::shared_lock lock(mCollisionWorldMutex);
ContactTestWrapper::contactTest(mCollisionWorld, colObj, resultCallback);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
std::optional<btVector3> PhysicsTaskScheduler::getHitPoint(const btTransform& from, btCollisionObject* target)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
MaybeSharedLock lock(mCollisionWorldMutex, mThreadSafeBullet);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
// target the collision object's world origin, this should be the center of the collision object
btTransform rayTo;
rayTo.setIdentity();
rayTo.setOrigin(target->getWorldTransform().getOrigin());
btCollisionWorld::ClosestRayResultCallback cb(from.getOrigin(), rayTo.getOrigin());
mCollisionWorld->rayTestSingle(from, rayTo, target, target->getCollisionShape(), target->getWorldTransform(), cb);
if (!cb.hasHit())
// didn't hit the target. this could happen if point is already inside the collision box
return std::nullopt;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
return {cb.m_hitPointWorld};
}
void PhysicsTaskScheduler::aabbTest(const btVector3& aabbMin, const btVector3& aabbMax, btBroadphaseAabbCallback& callback)
{
std::shared_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->getBroadphase()->aabbTest(aabbMin, aabbMax, callback);
}
void PhysicsTaskScheduler::getAabb(const btCollisionObject* obj, btVector3& min, btVector3& max)
{
std::shared_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
obj->getCollisionShape()->getAabb(obj->getWorldTransform(), min, max);
}
void PhysicsTaskScheduler::setCollisionFilterMask(btCollisionObject* collisionObject, int collisionFilterMask)
{
std::unique_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
collisionObject->getBroadphaseHandle()->m_collisionFilterMask = collisionFilterMask;
}
void PhysicsTaskScheduler::addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
{
std::unique_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->addCollisionObject(collisionObject, collisionFilterGroup, collisionFilterMask);
}
void PhysicsTaskScheduler::removeCollisionObject(btCollisionObject* collisionObject)
{
std::unique_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->removeCollisionObject(collisionObject);
}
void PhysicsTaskScheduler::updateSingleAabb(std::weak_ptr<PtrHolder> ptr, bool immediate)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
if (!mDeferAabbUpdate || immediate)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
updatePtrAabb(ptr);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
else
{
std::unique_lock lock(mUpdateAabbMutex);
mUpdateAabb.insert(std::move(ptr));
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
}
bool PhysicsTaskScheduler::getLineOfSight(const std::weak_ptr<Actor>& actor1, const std::weak_ptr<Actor>& actor2)
{
std::unique_lock lock(mLOSCacheMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
auto actorPtr1 = actor1.lock();
auto actorPtr2 = actor2.lock();
if (!actorPtr1 || !actorPtr2)
return false;
auto req = LOSRequest(actor1, actor2);
auto result = std::find(mLOSCache.begin(), mLOSCache.end(), req);
if (result == mLOSCache.end())
{
req.mResult = hasLineOfSight(actorPtr1.get(), actorPtr2.get());
if (mLOSCacheExpiry >= 0)
mLOSCache.push_back(req);
return req.mResult;
}
result->mAge = 0;
return result->mResult;
}
void PhysicsTaskScheduler::refreshLOSCache()
{
std::shared_lock lock(mLOSCacheMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
int job = 0;
int numLOS = mLOSCache.size();
while ((job = mNextLOS.fetch_add(1, std::memory_order_relaxed)) < numLOS)
{
auto& req = mLOSCache[job];
auto actorPtr1 = req.mActors[0].lock();
auto actorPtr2 = req.mActors[1].lock();
if (req.mAge++ > mLOSCacheExpiry || !actorPtr1 || !actorPtr2)
req.mStale = true;
else
req.mResult = hasLineOfSight(actorPtr1.get(), actorPtr2.get());
}
}
void PhysicsTaskScheduler::updateAabbs()
{
std::scoped_lock lock(mUpdateAabbMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
std::for_each(mUpdateAabb.begin(), mUpdateAabb.end(),
[this](const std::weak_ptr<PtrHolder>& ptr) { updatePtrAabb(ptr); });
mUpdateAabb.clear();
}
void PhysicsTaskScheduler::updatePtrAabb(const std::weak_ptr<PtrHolder>& ptr)
{
if (const auto p = ptr.lock())
{
std::scoped_lock lock(mCollisionWorldMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
if (const auto actor = std::dynamic_pointer_cast<Actor>(p))
{
actor->updateCollisionObjectPosition();
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
}
else if (const auto object = std::dynamic_pointer_cast<Object>(p))
{
object->commitPositionChange();
mCollisionWorld->updateSingleAabb(object->getCollisionObject());
}
else if (const auto projectile = std::dynamic_pointer_cast<Projectile>(p))
{
projectile->commitPositionChange();
mCollisionWorld->updateSingleAabb(projectile->getCollisionObject());
}
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
};
}
void PhysicsTaskScheduler::worker()
{
std::size_t lastFrame = 0;
std::shared_lock lock(mSimulationMutex);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
while (!mQuit)
{
if (mRemainingSteps == 0 && lastFrame == mFrameCounter)
mHasJob.wait(lock, [&] { return mQuit || lastFrame != mFrameCounter; });
lastFrame = mFrameCounter;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mPreStepBarrier->wait([this] { afterPreStep(); });
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
int job = 0;
while (mRemainingSteps && (job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
if(const auto actor = mActorsFrameData[job].mActor.lock())
{
MaybeSharedLock lockColWorld(mCollisionWorldMutex, mThreadSafeBullet);
MovementSolver::move(mActorsFrameData[job], mPhysicsDt, mCollisionWorld, *mWorldFrameData);
}
}
mPostStepBarrier->wait([this] { afterPostStep(); });
if (!mRemainingSteps)
{
while ((job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
if(const auto actor = mActorsFrameData[job].mActor.lock())
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
auto& actorData = mActorsFrameData[job];
handleFall(actorData, mAdvanceSimulation);
}
}
if (mLOSCacheExpiry >= 0)
refreshLOSCache();
mPostSimBarrier->wait([this] { afterPostSim(); });
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
}
}
void PhysicsTaskScheduler::updateActorsPositions()
{
for (auto& actorData : mActorsFrameData)
{
if(const auto actor = actorData.mActor.lock())
{
if (actor->setPosition(actorData.mPosition))
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
{
std::scoped_lock lock(mCollisionWorldMutex);
actorData.mPosition = actor->getPosition(); // account for potential position change made by script
actor->updateCollisionObjectPosition();
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
}
}
}
bool PhysicsTaskScheduler::hasLineOfSight(const Actor* actor1, const Actor* actor2)
{
btVector3 pos1 = Misc::Convert::toBullet(actor1->getCollisionObjectPosition() + osg::Vec3f(0,0,actor1->getHalfExtents().z() * 0.9)); // eye level
btVector3 pos2 = Misc::Convert::toBullet(actor2->getCollisionObjectPosition() + osg::Vec3f(0,0,actor2->getHalfExtents().z() * 0.9));
btCollisionWorld::ClosestRayResultCallback resultCallback(pos1, pos2);
resultCallback.m_collisionFilterGroup = 0xFF;
resultCallback.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap|CollisionType_Door;
MaybeSharedLock lockColWorld(mCollisionWorldMutex, mThreadSafeBullet);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
mCollisionWorld->rayTest(pos1, pos2, resultCallback);
return !resultCallback.hasHit();
}
void PhysicsTaskScheduler::syncComputation()
{
while (mRemainingSteps--)
{
for (auto& actorData : mActorsFrameData)
{
MovementSolver::unstuck(actorData, mCollisionWorld);
MovementSolver::move(actorData, mPhysicsDt, mCollisionWorld, *mWorldFrameData);
}
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
updateActorsPositions();
}
for (auto& actorData : mActorsFrameData)
{
handleFall(actorData, mAdvanceSimulation);
actorData.mActorRaw->setSimulationPosition(interpolateMovements(actorData, mTimeAccum, mPhysicsDt));
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
updateMechanics(actorData);
mMovedActors.emplace_back(actorData.mActorRaw->getPtr());
if (mAdvanceSimulation)
actorData.mActorRaw->setStandingOnPtr(actorData.mStandingOn);
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}
}
void PhysicsTaskScheduler::updateStats(osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
{
if (!stats.collectStats("engine"))
return;
if (mFrameNumber == frameNumber - 1)
{
stats.setAttribute(mFrameNumber, "physicsworker_time_begin", mTimer->delta_s(mFrameStart, mTimeBegin));
stats.setAttribute(mFrameNumber, "physicsworker_time_taken", mTimer->delta_s(mTimeBegin, mTimeEnd));
stats.setAttribute(mFrameNumber, "physicsworker_time_end", mTimer->delta_s(mFrameStart, mTimeEnd));
}
mFrameStart = frameStart;
mTimeBegin = mTimer->tick();
mFrameNumber = frameNumber;
}
void PhysicsTaskScheduler::debugDraw()
{
std::shared_lock lock(mCollisionWorldMutex);
mDebugDrawer->step();
}
void PhysicsTaskScheduler::afterPreStep()
{
if (mDeferAabbUpdate)
updateAabbs();
if (!mRemainingSteps)
return;
for (auto& data : mActorsFrameData)
if (const auto actor = data.mActor.lock())
{
std::unique_lock lock(mCollisionWorldMutex);
MovementSolver::unstuck(data, mCollisionWorld);
}
}
void PhysicsTaskScheduler::afterPostStep()
{
if (mRemainingSteps)
{
--mRemainingSteps;
updateActorsPositions();
}
mNextJob.store(0, std::memory_order_release);
}
void PhysicsTaskScheduler::afterPostSim()
{
if (mLOSCacheExpiry >= 0)
{
std::unique_lock lock(mLOSCacheMutex);
mLOSCache.erase(
std::remove_if(mLOSCache.begin(), mLOSCache.end(),
[](const LOSRequest& req) { return req.mStale; }),
mLOSCache.end());
}
mTimeEnd = mTimer->tick();
std::unique_lock lock(mWorkersDoneMutex);
++mWorkersFrameCounter;
mWorkersDone.notify_all();
}
// Attempt to acquire unique lock on mSimulationMutex while not all worker
// threads are holding shared lock but will have to may lead to a deadlock because
// C++ standard does not guarantee priority for exclusive and shared locks
// for std::shared_mutex. For example microsoft STL implementation points out
// for the absence of such priority:
// https://docs.microsoft.com/en-us/windows/win32/sync/slim-reader-writer--srw--locks
void PhysicsTaskScheduler::waitForWorkers()
{
if (mNumThreads == 0)
return;
std::unique_lock lock(mWorkersDoneMutex);
if (mFrameCounter != mWorkersFrameCounter)
mWorkersDone.wait(lock);
}
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
4 years ago
}