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openmw-tes3mp/apps/openmw/mwphysics/mtphysics.cpp
fredzio ea2ba27084 Move the moment when the actor origin is saved before simulation so to
be sure the simulation is over. Otherwise, if the simulation is too slow
the position is wrong, and the actors would jump back and forth between
old and new position instead of actually moving.
2020-11-28 21:36:45 +01:00

549 lines
21 KiB
C++

#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
#include <BulletCollision/CollisionShapes/btCollisionShape.h>
#include <osg/Stats>
#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 "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "actor.hpp"
#include "movementsolver.hpp"
#include "mtphysics.hpp"
#include "object.hpp"
#include "physicssystem.hpp"
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)
{
if (actorData.mDidJump)
handleJump(actorData.mPtr);
MWMechanics::CreatureStats& stats = actorData.mPtr.getClass().getCreatureStats(actorData.mPtr);
if (actorData.mNeedLand)
stats.land(actorData.mPtr == MWMechanics::getPlayer() && (actorData.mFlying || actorData.mSwimming));
else if (actorData.mFallHeight < 0)
stats.addToFallHeight(-actorData.mFallHeight);
}
osg::Vec3f interpolateMovements(MWPhysics::ActorFrameData& actorData, float timeAccum, float physicsDt)
{
const float interpolationFactor = timeAccum / physicsDt;
// account for force change of actor's position in the main thread
const auto correction = actorData.mActorRaw->getWorldPosition() - actorData.mOrigin;
if (correction.length() != 0)
{
actorData.mActorRaw->adjustPosition(correction);
actorData.mPosition = actorData.mActorRaw->getPosition();
}
return actorData.mPosition * interpolationFactor + actorData.mActorRaw->getPreviousPosition() * (1.f - interpolationFactor);
}
struct WorldFrameData
{
WorldFrameData() : mIsInStorm(MWBase::Environment::get().getWorld()->isInStorm())
, mStormDirection(MWBase::Environment::get().getWorld()->getStormDirection())
{}
bool mIsInStorm;
osg::Vec3f mStormDirection;
};
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)
{
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, std::shared_ptr<btCollisionWorld> collisionWorld)
: mPhysicsDt(physicsDt)
, mTimeAccum(0.f)
, mCollisionWorld(std::move(collisionWorld))
, mNumJobs(0)
, mRemainingSteps(0)
, mLOSCacheExpiry(Settings::Manager::getInt("lineofsight keep inactive cache", "Physics"))
, mDeferAabbUpdate(Settings::Manager::getBool("defer aabb update", "Physics"))
, mNewFrame(false)
, mAdvanceSimulation(false)
, mQuit(false)
, mNextJob(0)
, mNextLOS(0)
, mFrameNumber(0)
, mTimer(osg::Timer::instance())
{
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, [&]()
{
updateAabbs();
});
mPostStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads, [&]()
{
if (mRemainingSteps)
--mRemainingSteps;
mNextJob.store(0, std::memory_order_release);
updateActorsPositions();
});
mPostSimBarrier = std::make_unique<Misc::Barrier>(mNumThreads, [&]()
{
mNewFrame = false;
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();
});
}
PhysicsTaskScheduler::~PhysicsTaskScheduler()
{
std::unique_lock lock(mSimulationMutex);
mQuit = true;
mNumJobs = 0;
mRemainingSteps = 0;
lock.unlock();
mHasJob.notify_all();
for (auto& thread : mThreads)
thread.join();
}
const PtrPositionList& PhysicsTaskScheduler::moveActors(int numSteps, float timeAccum, std::vector<ActorFrameData>&& actorsData, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
{
// This function run in the main thread.
// While the mSimulationMutex is held, background physics threads can't run.
std::unique_lock lock(mSimulationMutex);
for (auto& data : actorsData)
data.updatePosition();
// start by finishing previous background computation
if (mNumThreads != 0)
{
for (auto& data : mActorsFrameData)
{
// Ignore actors that were deleted while the background thread was running
if (!data.mActor.lock())
continue;
updateMechanics(data);
if (mAdvanceSimulation)
data.mActorRaw->setStandingOnPtr(data.mStandingOn);
if (mMovementResults.find(data.mPtr) != mMovementResults.end())
data.mActorRaw->setSimulationPosition(mMovementResults[data.mPtr]);
}
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;
}
// init
mRemainingSteps = numSteps;
mTimeAccum = timeAccum;
mActorsFrameData = std::move(actorsData);
mAdvanceSimulation = (mRemainingSteps != 0);
mNewFrame = true;
mNumJobs = mActorsFrameData.size();
mNextLOS.store(0, std::memory_order_relaxed);
mNextJob.store(0, std::memory_order_release);
if (mAdvanceSimulation)
mWorldFrameData = std::make_unique<WorldFrameData>();
// we are asked to skip the simulation (load a savegame for instance)
// just return the actors' reference position without applying the movements
if (skipSimulation)
{
mMovementResults.clear();
for (const auto& m : mActorsFrameData)
{
m.mActorRaw->setStandingOnPtr(nullptr);
m.mActorRaw->resetPosition();
mMovementResults[m.mPtr] = m.mActorRaw->getWorldPosition();
}
return mMovementResults;
}
if (mNumThreads == 0)
{
mMovementResults.clear();
syncComputation();
for (auto& data : mActorsFrameData)
{
if (mAdvanceSimulation)
data.mActorRaw->setStandingOnPtr(data.mStandingOn);
if (mMovementResults.find(data.mPtr) != mMovementResults.end())
data.mActorRaw->setSimulationPosition(mMovementResults[data.mPtr]);
}
return mMovementResults;
}
// Remove actors that were deleted while the background thread was running
for (auto& data : mActorsFrameData)
{
if (!data.mActor.lock())
mMovementResults.erase(data.mPtr);
}
std::swap(mMovementResults, mPreviousMovementResults);
// mMovementResults is shared between all workers instance
// pre-allocate all nodes so that we don't need synchronization
mMovementResults.clear();
for (const auto& m : mActorsFrameData)
mMovementResults[m.mPtr] = m.mPosition;
lock.unlock();
mHasJob.notify_all();
return mPreviousMovementResults;
}
void PhysicsTaskScheduler::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, btCollisionWorld::RayResultCallback& resultCallback) const
{
MaybeSharedLock lock(mCollisionWorldMutex, mThreadSafeBullet);
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);
mCollisionWorld->convexSweepTest(castShape, from, to, resultCallback);
}
void PhysicsTaskScheduler::contactTest(btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback)
{
std::shared_lock lock(mCollisionWorldMutex);
mCollisionWorld->contactTest(colObj, resultCallback);
}
std::optional<btVector3> PhysicsTaskScheduler::getHitPoint(const btTransform& from, btCollisionObject* target)
{
MaybeSharedLock lock(mCollisionWorldMutex, mThreadSafeBullet);
// 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;
return {cb.m_hitPointWorld};
}
void PhysicsTaskScheduler::aabbTest(const btVector3& aabbMin, const btVector3& aabbMax, btBroadphaseAabbCallback& callback)
{
std::shared_lock lock(mCollisionWorldMutex);
mCollisionWorld->getBroadphase()->aabbTest(aabbMin, aabbMax, callback);
}
void PhysicsTaskScheduler::getAabb(const btCollisionObject* obj, btVector3& min, btVector3& max)
{
std::shared_lock lock(mCollisionWorldMutex);
obj->getCollisionShape()->getAabb(obj->getWorldTransform(), min, max);
}
void PhysicsTaskScheduler::setCollisionFilterMask(btCollisionObject* collisionObject, int collisionFilterMask)
{
std::unique_lock lock(mCollisionWorldMutex);
collisionObject->getBroadphaseHandle()->m_collisionFilterMask = collisionFilterMask;
}
void PhysicsTaskScheduler::addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
{
std::unique_lock lock(mCollisionWorldMutex);
mCollisionWorld->addCollisionObject(collisionObject, collisionFilterGroup, collisionFilterMask);
}
void PhysicsTaskScheduler::removeCollisionObject(btCollisionObject* collisionObject)
{
std::unique_lock lock(mCollisionWorldMutex);
mCollisionWorld->removeCollisionObject(collisionObject);
}
void PhysicsTaskScheduler::updateSingleAabb(std::weak_ptr<PtrHolder> ptr)
{
if (mDeferAabbUpdate)
{
std::unique_lock lock(mUpdateAabbMutex);
mUpdateAabb.insert(std::move(ptr));
}
else
{
std::unique_lock lock(mCollisionWorldMutex);
updatePtrAabb(ptr);
}
}
bool PhysicsTaskScheduler::getLineOfSight(const std::weak_ptr<Actor>& actor1, const std::weak_ptr<Actor>& actor2)
{
std::unique_lock lock(mLOSCacheMutex);
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);
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(mCollisionWorldMutex, mUpdateAabbMutex);
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())
{
if (const auto actor = std::dynamic_pointer_cast<Actor>(p))
{
actor->updateCollisionObjectPosition();
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
}
else if (const auto object = std::dynamic_pointer_cast<Object>(p))
{
object->commitPositionChange();
mCollisionWorld->updateSingleAabb(object->getCollisionObject());
}
};
}
void PhysicsTaskScheduler::worker()
{
std::shared_lock lock(mSimulationMutex);
while (!mQuit)
{
if (!mNewFrame)
mHasJob.wait(lock, [&]() { return mQuit || mNewFrame; });
if (mDeferAabbUpdate)
mPreStepBarrier->wait();
int job = 0;
while (mRemainingSteps && (job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
{
MaybeSharedLock lockColWorld(mCollisionWorldMutex, mThreadSafeBullet);
if(const auto actor = mActorsFrameData[job].mActor.lock())
MovementSolver::move(mActorsFrameData[job], mPhysicsDt, mCollisionWorld.get(), *mWorldFrameData);
}
mPostStepBarrier->wait();
if (!mRemainingSteps)
{
while ((job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
{
if(const auto actor = mActorsFrameData[job].mActor.lock())
{
auto& actorData = mActorsFrameData[job];
handleFall(actorData, mAdvanceSimulation);
mMovementResults[actorData.mPtr] = interpolateMovements(actorData, mTimeAccum, mPhysicsDt);
}
}
if (mLOSCacheExpiry >= 0)
refreshLOSCache();
mPostSimBarrier->wait();
}
}
}
void PhysicsTaskScheduler::updateActorsPositions()
{
std::unique_lock lock(mCollisionWorldMutex);
for (auto& actorData : mActorsFrameData)
{
if(const auto actor = actorData.mActor.lock())
{
bool positionChanged = actorData.mPosition != actorData.mActorRaw->getPosition();
actorData.mActorRaw->setPosition(actorData.mPosition);
if (positionChanged)
{
actor->updateCollisionObjectPosition();
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
}
}
}
}
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);
mCollisionWorld->rayTest(pos1, pos2, resultCallback);
return !resultCallback.hasHit();
}
void PhysicsTaskScheduler::syncComputation()
{
while (mRemainingSteps--)
{
for (auto& actorData : mActorsFrameData)
MovementSolver::move(actorData, mPhysicsDt, mCollisionWorld.get(), *mWorldFrameData);
updateActorsPositions();
}
for (auto& actorData : mActorsFrameData)
{
handleFall(actorData, mAdvanceSimulation);
mMovementResults[actorData.mPtr] = interpolateMovements(actorData, mTimeAccum, mPhysicsDt);
updateMechanics(actorData);
}
}
}