BulletSim: fix problem with continuious rebuilding of physical linksets. This caused movement problems and large prim vehicles to take up a LOT of simulation time.
parent
60950bfab5
commit
31d3952477
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@ -124,7 +124,7 @@ public abstract class BSLinkset
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get { return ComputeLinksetGeometricCenter(); }
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}
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protected void Initialize(BSScene scene, BSPhysObject parent)
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protected BSLinkset(BSScene scene, BSPhysObject parent)
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{
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// A simple linkset of one (no children)
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LinksetID = m_nextLinksetID++;
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@ -135,6 +135,7 @@ public abstract class BSLinkset
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LinksetRoot = parent;
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m_children = new HashSet<BSPhysObject>();
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m_mass = parent.RawMass;
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Rebuilding = false;
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}
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// Link to a linkset where the child knows the parent.
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@ -227,7 +228,7 @@ public abstract class BSLinkset
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// I am the root of a linkset and a new child is being added
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// Called while LinkActivity is locked.
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protected abstract void AddChildToLinkset(BSPhysObject child);
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// I am the root of a linkset and one of my children is being removed.
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// Safe to call even if the child is not really in my linkset.
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protected abstract void RemoveChildFromLinkset(BSPhysObject child);
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@ -237,6 +238,10 @@ public abstract class BSLinkset
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// May be called at runtime or taint-time.
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public abstract void Refresh(BSPhysObject requestor);
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// Flag denoting the linkset is in the process of being rebuilt.
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// Used to know not the schedule a rebuild in the middle of a rebuild.
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protected bool Rebuilding { get; set; }
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// Only the state of the passed object can be modified. The rest of the linkset
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@ -61,9 +61,8 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
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public BSLinksetCompound(BSScene scene, BSPhysObject parent)
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public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
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{
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base.Initialize(scene, parent);
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}
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// For compound implimented linksets, if there are children, use compound shape for the root.
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@ -81,8 +80,6 @@ public sealed class BSLinksetCompound : BSLinkset
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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// This is queued in the 'post taint' queue so the
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// refresh will happen once after all the other taints are applied.
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public override void Refresh(BSPhysObject requestor)
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{
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// External request for Refresh (from BSPrim) doesn't need to do anything
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@ -92,12 +89,18 @@ public sealed class BSLinksetCompound : BSLinkset
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// Schedule a refresh to happen after all the other taint processing.
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private void InternalRefresh(BSPhysObject requestor)
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{
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID);
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1},rebuilding={2}",
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LinksetRoot.LocalID, requestor.LocalID, Rebuilding);
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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if (!Rebuilding)
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{
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if (IsRoot(requestor) && HasAnyChildren)
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RecomputeLinksetCompound();
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});
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
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{
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if (IsRoot(requestor) && HasAnyChildren)
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RecomputeLinksetCompound();
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});
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}
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}
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// The object is going dynamic (physical). Do any setup necessary
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@ -115,11 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// The root is going dynamic. Make sure mass is properly set.
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m_mass = ComputeLinksetMass();
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if (HasAnyChildren)
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{
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// Schedule a rebuilding as this will construct the complete compound shape
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// and set all the properties correctly.
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InternalRefresh(LinksetRoot);
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}
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}
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else
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{
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@ -149,16 +148,13 @@ public sealed class BSLinksetCompound : BSLinkset
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if (IsRoot(child))
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{
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if (HasAnyChildren)
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{
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// Schedule a rebuilding as this will construct the complete compound shape
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// and set all the properties correctly.
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InternalRefresh(LinksetRoot);
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}
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}
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else
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{
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// The non-physical children can come back to life.
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BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
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child.PhysBody.collisionType = CollisionType.LinksetChild;
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// Don't force activation so setting of DISABLE_SIMULATION can stay if used.
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@ -307,74 +303,83 @@ public sealed class BSLinksetCompound : BSLinkset
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// Called at taint time!!
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private void RecomputeLinksetCompound()
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{
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// Cause the root shape to be rebuilt as a compound object with just the root in it
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LinksetRoot.ForceBodyShapeRebuild(true);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
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// Add a shape for each of the other children in the linkset
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ForEachMember(delegate(BSPhysObject cPrim)
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try
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{
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if (!IsRoot(cPrim))
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// Suppress rebuilding while rebuilding
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Rebuilding = true;
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// Cause the root shape to be rebuilt as a compound object with just the root in it
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LinksetRoot.ForceBodyShapeRebuild(true);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
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// Add a shape for each of the other children in the linkset
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ForEachMember(delegate(BSPhysObject cPrim)
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{
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// Compute the displacement of the child from the root of the linkset.
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// This info is saved in the child prim so the relationship does not
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// change over time and the new child position can be computed
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// when the linkset is being disassembled (the linkset may have moved).
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BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
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if (lci == null)
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if (!IsRoot(cPrim))
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{
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// Each child position and rotation is given relative to the root.
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OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
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OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
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OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
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// Save relative position for recomputing child's world position after moving linkset.
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lci = new BSLinksetCompoundInfo(displacementPos, displacementRot);
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cPrim.LinksetInfo = lci;
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
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}
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}",
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LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot);
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if (cPrim.PhysShape.isNativeShape)
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{
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// A native shape is turning into a hull collision shape because native
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// shapes are not shared so we have to hullify it so it will be tracked
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// and freed at the correct time. This also solves the scaling problem
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// (native shapes scaled but hull/meshes are assumed to not be).
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// TODO: decide of the native shape can just be used in the compound shape.
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// Use call to CreateGeomNonSpecial().
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BulletShape saveShape = cPrim.PhysShape;
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cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
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// PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
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PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
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BulletShape newShape = cPrim.PhysShape;
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cPrim.PhysShape = saveShape;
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos , lci.OffsetRot);
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}
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else
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{
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// For the shared shapes (meshes and hulls), just use the shape in the child.
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// The reference count added here will be decremented when the compound shape
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// is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
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if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
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// Compute the displacement of the child from the root of the linkset.
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// This info is saved in the child prim so the relationship does not
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// change over time and the new child position can be computed
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// when the linkset is being disassembled (the linkset may have moved).
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BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
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if (lci == null)
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{
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PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
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LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
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// Each child position and rotation is given relative to the root.
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OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
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OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
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OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
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// Save relative position for recomputing child's world position after moving linkset.
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lci = new BSLinksetCompoundInfo(displacementPos, displacementRot);
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cPrim.LinksetInfo = lci;
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
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}
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}",
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LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot);
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if (cPrim.PhysShape.isNativeShape)
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{
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// A native shape is turning into a hull collision shape because native
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// shapes are not shared so we have to hullify it so it will be tracked
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// and freed at the correct time. This also solves the scaling problem
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// (native shapes scaled but hull/meshes are assumed to not be).
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// TODO: decide of the native shape can just be used in the compound shape.
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// Use call to CreateGeomNonSpecial().
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BulletShape saveShape = cPrim.PhysShape;
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cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
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// PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
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PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
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BulletShape newShape = cPrim.PhysShape;
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cPrim.PhysShape = saveShape;
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot);
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}
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else
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{
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// For the shared shapes (meshes and hulls), just use the shape in the child.
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// The reference count added here will be decremented when the compound shape
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// is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
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if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
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{
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PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
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LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
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}
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot);
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}
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos , lci.OffsetRot);
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}
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}
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return false; // 'false' says to move onto the next child in the list
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});
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return false; // 'false' says to move onto the next child in the list
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});
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// With all of the linkset packed into the root prim, it has the mass of everyone.
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float linksetMass = LinksetMass;
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
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// With all of the linkset packed into the root prim, it has the mass of everyone.
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float linksetMass = LinksetMass;
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
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}
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finally
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{
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Rebuilding = false;
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}
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BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr);
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@ -36,9 +36,8 @@ public sealed class BSLinksetConstraints : BSLinkset
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{
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// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
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public BSLinksetConstraints(BSScene scene, BSPhysObject parent)
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public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent)
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{
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base.Initialize(scene, parent);
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}
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// When physical properties are changed the linkset needs to recalculate
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