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https://github.com/TES3MP/openmw-tes3mp.git
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3c2504b442
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.
162 lines
5.2 KiB
C++
162 lines
5.2 KiB
C++
#include "object.hpp"
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#include "mtphysics.hpp"
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#include <components/debug/debuglog.hpp>
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#include <components/nifosg/particle.hpp>
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#include <components/resource/bulletshape.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/misc/convert.hpp>
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#include <BulletCollision/CollisionShapes/btCompoundShape.h>
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <LinearMath/btTransform.h>
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namespace MWPhysics
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{
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Object::Object(const MWWorld::Ptr& ptr, osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance, PhysicsTaskScheduler* scheduler)
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: mShapeInstance(shapeInstance)
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, mSolid(true)
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, mTaskScheduler(scheduler)
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{
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mPtr = ptr;
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mCollisionObject.reset(new btCollisionObject);
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mCollisionObject->setCollisionShape(shapeInstance->getCollisionShape());
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mCollisionObject->setUserPointer(static_cast<PtrHolder*>(this));
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setScale(ptr.getCellRef().getScale());
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setRotation(Misc::Convert::toBullet(ptr.getRefData().getBaseNode()->getAttitude()));
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const float* pos = ptr.getRefData().getPosition().pos;
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setOrigin(btVector3(pos[0], pos[1], pos[2]));
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commitPositionChange();
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}
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Object::~Object()
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{
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if (mCollisionObject)
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mTaskScheduler->removeCollisionObject(mCollisionObject.get());
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}
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const Resource::BulletShapeInstance* Object::getShapeInstance() const
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{
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return mShapeInstance.get();
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}
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void Object::setScale(float scale)
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{
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std::unique_lock<std::mutex> lock(mPositionMutex);
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mScale = { scale,scale,scale };
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mScaleUpdatePending = true;
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}
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void Object::setRotation(const btQuaternion& quat)
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{
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std::unique_lock<std::mutex> lock(mPositionMutex);
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mLocalTransform.setRotation(quat);
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mTransformUpdatePending = true;
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}
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void Object::setOrigin(const btVector3& vec)
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{
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std::unique_lock<std::mutex> lock(mPositionMutex);
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mLocalTransform.setOrigin(vec);
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mTransformUpdatePending = true;
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}
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void Object::commitPositionChange()
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{
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std::unique_lock<std::mutex> lock(mPositionMutex);
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if (mScaleUpdatePending)
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{
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mShapeInstance->setLocalScaling(mScale);
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mScaleUpdatePending = false;
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}
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if (mTransformUpdatePending)
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{
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mCollisionObject->setWorldTransform(mLocalTransform);
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mTransformUpdatePending = false;
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}
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}
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btCollisionObject* Object::getCollisionObject()
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{
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return mCollisionObject.get();
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}
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const btCollisionObject* Object::getCollisionObject() const
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{
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return mCollisionObject.get();
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}
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btTransform Object::getTransform() const
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{
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std::unique_lock<std::mutex> lock(mPositionMutex);
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return mLocalTransform;
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}
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bool Object::isSolid() const
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{
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return mSolid;
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}
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void Object::setSolid(bool solid)
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{
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mSolid = solid;
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}
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bool Object::isAnimated() const
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{
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return !mShapeInstance->mAnimatedShapes.empty();
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}
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bool Object::animateCollisionShapes()
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{
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if (mShapeInstance->mAnimatedShapes.empty())
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return false;
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assert (mShapeInstance->getCollisionShape()->isCompound());
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btCompoundShape* compound = static_cast<btCompoundShape*>(mShapeInstance->getCollisionShape());
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for (const auto& shape : mShapeInstance->mAnimatedShapes)
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{
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int recIndex = shape.first;
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int shapeIndex = shape.second;
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auto nodePathFound = mRecIndexToNodePath.find(recIndex);
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if (nodePathFound == mRecIndexToNodePath.end())
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{
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NifOsg::FindGroupByRecIndex visitor(recIndex);
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mPtr.getRefData().getBaseNode()->accept(visitor);
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if (!visitor.mFound)
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{
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Log(Debug::Warning) << "Warning: animateCollisionShapes can't find node " << recIndex << " for " << mPtr.getCellRef().getRefId();
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// Remove nonexistent nodes from animated shapes map and early out
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mShapeInstance->mAnimatedShapes.erase(recIndex);
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return false;
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}
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osg::NodePath nodePath = visitor.mFoundPath;
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nodePath.erase(nodePath.begin());
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nodePathFound = mRecIndexToNodePath.emplace(recIndex, nodePath).first;
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}
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osg::NodePath& nodePath = nodePathFound->second;
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osg::Matrixf matrix = osg::computeLocalToWorld(nodePath);
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matrix.orthoNormalize(matrix);
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btTransform transform;
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transform.setOrigin(Misc::Convert::toBullet(matrix.getTrans()) * compound->getLocalScaling());
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for (int i=0; i<3; ++i)
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for (int j=0; j<3; ++j)
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transform.getBasis()[i][j] = matrix(j,i); // NB column/row major difference
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// Note: we can not apply scaling here for now since we treat scaled shapes
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// as new shapes (btScaledBvhTriangleMeshShape) with 1.0 scale for now
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if (!(transform == compound->getChildTransform(shapeIndex)))
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compound->updateChildTransform(shapeIndex, transform);
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}
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return true;
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}
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}
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