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Guard the Bullet drawing method with a read lock on the
btCollisionWorld. It closes a race on the collision shapes coordinates.
This commit is contained in:
parent
dbd6e3bfee
commit
b58244ac26
3 changed files with 19 additions and 4 deletions
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@ -9,6 +9,7 @@
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#include "components/settings/settings.hpp"
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#include "components/settings/settings.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwrender/bulletdebugdraw.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/player.hpp"
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@ -137,11 +138,12 @@ namespace
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namespace MWPhysics
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namespace MWPhysics
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{
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{
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PhysicsTaskScheduler::PhysicsTaskScheduler(float physicsDt, btCollisionWorld *collisionWorld)
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PhysicsTaskScheduler::PhysicsTaskScheduler(float physicsDt, btCollisionWorld *collisionWorld, MWRender::DebugDrawer* debugDrawer)
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: mDefaultPhysicsDt(physicsDt)
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: mDefaultPhysicsDt(physicsDt)
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, mPhysicsDt(physicsDt)
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, mPhysicsDt(physicsDt)
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, mTimeAccum(0.f)
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, mTimeAccum(0.f)
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, mCollisionWorld(collisionWorld)
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, mCollisionWorld(collisionWorld)
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, mDebugDrawer(debugDrawer)
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, mNumJobs(0)
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, mNumJobs(0)
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, mRemainingSteps(0)
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, mRemainingSteps(0)
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, mLOSCacheExpiry(Settings::Manager::getInt("lineofsight keep inactive cache", "Physics"))
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, mLOSCacheExpiry(Settings::Manager::getInt("lineofsight keep inactive cache", "Physics"))
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@ -626,4 +628,10 @@ namespace MWPhysics
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mTimeBegin = mTimer->tick();
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mTimeBegin = mTimer->tick();
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mFrameNumber = frameNumber;
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mFrameNumber = frameNumber;
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}
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}
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void PhysicsTaskScheduler::debugDraw()
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{
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std::shared_lock lock(mCollisionWorldMutex);
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mDebugDrawer->step();
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}
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}
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}
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@ -20,12 +20,17 @@ namespace Misc
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class Barrier;
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class Barrier;
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}
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}
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namespace MWRender
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{
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class DebugDrawer;
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}
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namespace MWPhysics
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namespace MWPhysics
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{
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{
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class PhysicsTaskScheduler
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class PhysicsTaskScheduler
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{
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{
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public:
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public:
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PhysicsTaskScheduler(float physicsDt, btCollisionWorld* collisionWorld);
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PhysicsTaskScheduler(float physicsDt, btCollisionWorld* collisionWorld, MWRender::DebugDrawer* debugDrawer);
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~PhysicsTaskScheduler();
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~PhysicsTaskScheduler();
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/// @brief move actors taking into account desired movements and collisions
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/// @brief move actors taking into account desired movements and collisions
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@ -49,6 +54,7 @@ namespace MWPhysics
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void removeCollisionObject(btCollisionObject* collisionObject);
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void removeCollisionObject(btCollisionObject* collisionObject);
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void updateSingleAabb(std::weak_ptr<PtrHolder> ptr, bool immediate=false);
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void updateSingleAabb(std::weak_ptr<PtrHolder> ptr, bool immediate=false);
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bool getLineOfSight(const std::weak_ptr<Actor>& actor1, const std::weak_ptr<Actor>& actor2);
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bool getLineOfSight(const std::weak_ptr<Actor>& actor1, const std::weak_ptr<Actor>& actor2);
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void debugDraw();
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private:
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private:
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void syncComputation();
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void syncComputation();
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@ -68,6 +74,7 @@ namespace MWPhysics
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float mPhysicsDt;
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float mPhysicsDt;
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float mTimeAccum;
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float mTimeAccum;
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btCollisionWorld* mCollisionWorld;
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btCollisionWorld* mCollisionWorld;
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MWRender::DebugDrawer* mDebugDrawer;
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std::vector<LOSRequest> mLOSCache;
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std::vector<LOSRequest> mLOSCache;
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std::set<std::weak_ptr<PtrHolder>, std::owner_less<std::weak_ptr<PtrHolder>>> mUpdateAabb;
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std::set<std::weak_ptr<PtrHolder>, std::owner_less<std::weak_ptr<PtrHolder>>> mUpdateAabb;
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@ -97,8 +97,8 @@ namespace MWPhysics
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}
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}
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}
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}
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mTaskScheduler = std::make_unique<PhysicsTaskScheduler>(mPhysicsDt, mCollisionWorld.get());
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mDebugDrawer = std::make_unique<MWRender::DebugDrawer>(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled);
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mDebugDrawer = std::make_unique<MWRender::DebugDrawer>(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled);
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mTaskScheduler = std::make_unique<PhysicsTaskScheduler>(mPhysicsDt, mCollisionWorld.get(), mDebugDrawer.get());
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}
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}
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PhysicsSystem::~PhysicsSystem()
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PhysicsSystem::~PhysicsSystem()
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@ -827,7 +827,7 @@ namespace MWPhysics
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void PhysicsSystem::debugDraw()
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void PhysicsSystem::debugDraw()
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{
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{
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if (mDebugDrawEnabled)
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if (mDebugDrawEnabled)
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mDebugDrawer->step();
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mTaskScheduler->debugDraw();
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}
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}
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bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const
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bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const
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