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.

0.7.5-pf-bulletsim
Robert Adams 2012-12-13 16:23:51 -08:00
parent 60950bfab5
commit 31d3952477
3 changed files with 91 additions and 82 deletions

View File

@ -124,7 +124,7 @@ public abstract class BSLinkset
get { return ComputeLinksetGeometricCenter(); } get { return ComputeLinksetGeometricCenter(); }
} }
protected void Initialize(BSScene scene, BSPhysObject parent) protected BSLinkset(BSScene scene, BSPhysObject parent)
{ {
// A simple linkset of one (no children) // A simple linkset of one (no children)
LinksetID = m_nextLinksetID++; LinksetID = m_nextLinksetID++;
@ -135,6 +135,7 @@ public abstract class BSLinkset
LinksetRoot = parent; LinksetRoot = parent;
m_children = new HashSet<BSPhysObject>(); m_children = new HashSet<BSPhysObject>();
m_mass = parent.RawMass; m_mass = parent.RawMass;
Rebuilding = false;
} }
// Link to a linkset where the child knows the parent. // Link to a linkset where the child knows the parent.
@ -237,6 +238,10 @@ public abstract class BSLinkset
// May be called at runtime or taint-time. // May be called at runtime or taint-time.
public abstract void Refresh(BSPhysObject requestor); public abstract void Refresh(BSPhysObject requestor);
// Flag denoting the linkset is in the process of being rebuilt.
// Used to know not the schedule a rebuild in the middle of a rebuild.
protected bool Rebuilding { get; set; }
// The object is going dynamic (physical). Do any setup necessary // The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset. // for a dynamic linkset.
// Only the state of the passed object can be modified. The rest of the linkset // Only the state of the passed object can be modified. The rest of the linkset

View File

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

View File

@ -36,9 +36,8 @@ public sealed class BSLinksetConstraints : BSLinkset
{ {
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public BSLinksetConstraints(BSScene scene, BSPhysObject parent) public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent)
{ {
base.Initialize(scene, parent);
} }
// When physical properties are changed the linkset needs to recalculate // When physical properties are changed the linkset needs to recalculate