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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-14 01:19:59 +00:00

Use std::variant in the physics simulation for the different types of objects. For now only support only for actors.

This commit is contained in:
Frederic Chardon 2021-10-07 21:47:05 +02:00 committed by fredzio
parent e9f065222c
commit 5009b66ef5
8 changed files with 155 additions and 87 deletions

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@ -12,6 +12,7 @@
#include "collisiontype.hpp"
#include "mtphysics.hpp"
#include "trace.h"
#include <cmath>
@ -303,4 +304,15 @@ osg::Vec3f Actor::velocity()
return std::exchange(mVelocity, osg::Vec3f());
}
bool Actor::canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const
{
const float halfZ = getHalfExtents().z();
const osg::Vec3f actorPosition = getPosition();
const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ);
const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ);
MWPhysics::ActorTracer tracer;
tracer.doTrace(getCollisionObject(), startingPosition, destinationPosition, world);
return (tracer.mFraction >= 1.0f);
}
}

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@ -12,6 +12,7 @@
class btCollisionShape;
class btCollisionObject;
class btCollisionWorld;
class btConvexShape;
namespace Resource
@ -165,6 +166,8 @@ namespace MWPhysics
void setVelocity(osg::Vec3f velocity);
osg::Vec3f velocity();
bool canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const;
private:
MWWorld::Ptr mStandingOnPtr;
/// Removes then re-adds the collision object to the dynamics world

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@ -116,7 +116,7 @@ namespace MWPhysics
}
void MovementSolver::move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld,
WorldFrameData& worldData)
const WorldFrameData& worldData)
{
// Reset per-frame data
actor.mWalkingOnWater = false;

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@ -43,7 +43,7 @@ namespace MWPhysics
{
public:
static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight);
static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, WorldFrameData& worldData);
static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, const WorldFrameData& worldData);
static void unstuck(ActorFrameData& actor, const btCollisionWorld* collisionWorld);
};
}

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@ -111,6 +111,106 @@ namespace
return actorData.mPosition * interpolationFactor + actor.getPreviousPosition() * (1.f - interpolationFactor);
}
namespace Visitors
{
struct InitPosition
{
const btCollisionWorld* mCollisionWorld;
void operator()(MWPhysics::ActorSimulation& sim) const
{
auto& [actor, frameData] = sim;
actor->applyOffsetChange();
frameData.mPosition = actor->getPosition();
if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel && actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
{
frameData.mPosition.z() = frameData.mWaterlevel;
MWBase::Environment::get().getWorld()->moveObject(actor->getPtr(), frameData.mPosition, false);
}
frameData.mOldHeight = frameData.mPosition.z();
const auto rotation = actor->getPtr().getRefData().getPosition().asRotationVec3();
frameData.mRotation = osg::Vec2f(rotation.x(), rotation.z());
frameData.mInertia = actor->getInertialForce();
frameData.mStuckFrames = actor->getStuckFrames();
frameData.mLastStuckPosition = actor->getLastStuckPosition();
}
};
struct PreStep
{
btCollisionWorld* mCollisionWorld;
void operator()(MWPhysics::ActorSimulation& sim) const
{
MWPhysics::MovementSolver::unstuck(sim.second, mCollisionWorld);
}
};
struct UpdatePosition
{
btCollisionWorld* mCollisionWorld;
void operator()(MWPhysics::ActorSimulation& sim) const
{
auto& [actor, frameData] = sim;
if (actor->setPosition(frameData.mPosition))
{
frameData.mPosition = actor->getPosition(); // account for potential position change made by script
actor->updateCollisionObjectPosition();
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
}
}
};
struct Move
{
const float mPhysicsDt;
const btCollisionWorld* mCollisionWorld;
const MWPhysics::WorldFrameData& mWorldFrameData;
void operator()(MWPhysics::ActorSimulation& sim) const
{
MWPhysics::MovementSolver::move(sim.second, mPhysicsDt, mCollisionWorld, mWorldFrameData);
}
};
struct Sync
{
const bool mAdvanceSimulation;
const float mTimeAccum;
const float mPhysicsDt;
const MWPhysics::PhysicsTaskScheduler* scheduler;
void operator()(MWPhysics::ActorSimulation& sim) const
{
auto& [actor, frameData] = sim;
auto ptr = actor->getPtr();
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const float heightDiff = frameData.mPosition.z() - frameData.mOldHeight;
const bool isStillOnGround = (mAdvanceSimulation && frameData.mWasOnGround && frameData.mIsOnGround);
if (isStillOnGround || frameData.mFlying || isUnderWater(frameData) || frameData.mSlowFall < 1)
stats.land(ptr == MWMechanics::getPlayer() && (frameData.mFlying || isUnderWater(frameData)));
else if (heightDiff < 0)
stats.addToFallHeight(-heightDiff);
actor->setSimulationPosition(::interpolateMovements(*actor, frameData, mTimeAccum, mPhysicsDt));
actor->setLastStuckPosition(frameData.mLastStuckPosition);
actor->setStuckFrames(frameData.mStuckFrames);
if (mAdvanceSimulation)
{
MWWorld::Ptr standingOn;
auto* ptrHolder = static_cast<MWPhysics::PtrHolder*>(scheduler->getUserPointer(frameData.mStandingOn));
if (ptrHolder)
standingOn = ptrHolder->getPtr();
actor->setStandingOnPtr(standingOn);
// the "on ground" state of an actor might have been updated by a traceDown, don't overwrite the change
if (actor->getOnGround() == frameData.mWasOnGround)
actor->setOnGround(frameData.mIsOnGround);
actor->setOnSlope(frameData.mIsOnSlope);
actor->setWalkingOnWater(frameData.mWalkingOnWater);
actor->setInertialForce(frameData.mInertia);
}
}
};
}
namespace Config
{
/// @return either the number of thread as configured by the user, or 1 if Bullet doesn't support multithreading and user requested more than 1 background threads
@ -235,13 +335,12 @@ namespace MWPhysics
return std::make_tuple(numSteps, actualDelta);
}
void PhysicsTaskScheduler::applyQueuedMovements(float & timeAccum, std::vector<std::shared_ptr<Actor>>&& actors, std::vector<ActorFrameData>&& actorsData, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
void PhysicsTaskScheduler::applyQueuedMovements(float & timeAccum, std::vector<Simulation>&& simulations, 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.
MaybeExclusiveLock lock(mSimulationMutex, mNumThreads);
assert(actors.size() == actorsData.size());
double timeStart = mTimer->tick();
@ -259,19 +358,19 @@ namespace MWPhysics
timeAccum -= numSteps*newDelta;
// init
for (size_t i = 0; i < actors.size(); ++i)
const Visitors::InitPosition vis{mCollisionWorld};
for (auto& sim : simulations)
{
actorsData[i].updatePosition(*actors[i], mCollisionWorld);
std::visit(vis, sim);
}
mPrevStepCount = numSteps;
mRemainingSteps = numSteps;
mTimeAccum = timeAccum;
mPhysicsDt = newDelta;
mActors = std::move(actors);
mActorsFrameData = std::move(actorsData);
mSimulations = std::move(simulations);
mAdvanceSimulation = (mRemainingSteps != 0);
mNewFrame = true;
mNumJobs = mActorsFrameData.size();
mNumJobs = mSimulations.size();
mNextLOS.store(0, std::memory_order_relaxed);
mNextJob.store(0, std::memory_order_release);
@ -301,8 +400,7 @@ namespace MWPhysics
MaybeExclusiveLock lock(mSimulationMutex, mNumThreads);
mBudget.reset(mDefaultPhysicsDt);
mAsyncBudget.reset(0.0f);
mActors.clear();
mActorsFrameData.clear();
mSimulations.clear();
for (const auto& [_, actor] : actors)
{
actor->updatePosition();
@ -467,47 +565,11 @@ namespace MWPhysics
void PhysicsTaskScheduler::updateActorsPositions()
{
for (size_t i = 0; i < mActors.size(); ++i)
const Visitors::UpdatePosition vis{mCollisionWorld};
for (auto& sim : mSimulations)
{
if (mActors[i]->setPosition(mActorsFrameData[i].mPosition))
{
MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
mActorsFrameData[i].mPosition = mActors[i]->getPosition(); // account for potential position change made by script
mActors[i]->updateCollisionObjectPosition();
mCollisionWorld->updateSingleAabb(mActors[i]->getCollisionObject());
}
}
}
void PhysicsTaskScheduler::updateActor(Actor& actor, ActorFrameData& actorData, bool simulationPerformed, float timeAccum, float dt) const
{
auto ptr = actor.getPtr();
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const float heightDiff = actorData.mPosition.z() - actorData.mOldHeight;
const bool isStillOnGround = (simulationPerformed && actorData.mWasOnGround && actorData.mIsOnGround);
if (isStillOnGround || actorData.mFlying || isUnderWater(actorData) || actorData.mSlowFall < 1)
stats.land(ptr == MWMechanics::getPlayer() && (actorData.mFlying || isUnderWater(actorData)));
else if (heightDiff < 0)
stats.addToFallHeight(-heightDiff);
actor.setSimulationPosition(interpolateMovements(actor, actorData, timeAccum, dt));
actor.setLastStuckPosition(actorData.mLastStuckPosition);
actor.setStuckFrames(actorData.mStuckFrames);
if (simulationPerformed)
{
MWWorld::Ptr standingOn;
auto* ptrHolder = static_cast<MWPhysics::PtrHolder*>(getUserPointer(actorData.mStandingOn));
if (ptrHolder)
standingOn = ptrHolder->getPtr();
actor.setStandingOnPtr(standingOn);
// the "on ground" state of an actor might have been updated by a traceDown, don't overwrite the change
if (actor.getOnGround() == actorData.mWasOnGround)
actor.setOnGround(actorData.mIsOnGround);
actor.setOnSlope(actorData.mIsOnSlope);
actor.setWalkingOnWater(actorData.mWalkingOnWater);
actor.setInertialForce(actorData.mInertia);
MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
std::visit(vis, sim);
}
}
@ -532,10 +594,11 @@ namespace MWPhysics
{
mPreStepBarrier->wait([this] { afterPreStep(); });
int job = 0;
const Visitors::Move vis{mPhysicsDt, mCollisionWorld, *mWorldFrameData};
while ((job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
{
MaybeLock lockColWorld(mCollisionWorldMutex, mNumThreads);
MovementSolver::move(mActorsFrameData[job], mPhysicsDt, mCollisionWorld, *mWorldFrameData);
std::visit(vis, mSimulations[job]);
}
mPostStepBarrier->wait([this] { afterPostStep(); });
@ -577,7 +640,7 @@ namespace MWPhysics
void PhysicsTaskScheduler::releaseSharedStates()
{
std::scoped_lock lock(mSimulationMutex, mUpdateAabbMutex);
mActors.clear();
mSimulations.clear();
mUpdateAabb.clear();
}
@ -586,10 +649,11 @@ namespace MWPhysics
updateAabbs();
if (!mRemainingSteps)
return;
for (size_t i = 0; i < mActors.size(); ++i)
const Visitors::PreStep vis{mCollisionWorld};
for (auto& sim : mSimulations)
{
MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
MovementSolver::unstuck(mActorsFrameData[i], mCollisionWorld);
std::visit(vis, sim);
}
}
@ -618,7 +682,8 @@ namespace MWPhysics
void PhysicsTaskScheduler::syncWithMainThread()
{
for (size_t i = 0; i < mActors.size(); ++i)
updateActor(*mActors[i], mActorsFrameData[i], mAdvanceSimulation, mTimeAccum, mPhysicsDt);
const Visitors::Sync vis{mAdvanceSimulation, mTimeAccum, mPhysicsDt, this};
for (auto& sim : mSimulations)
std::visit(vis, sim);
}
}

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@ -7,6 +7,7 @@
#include <shared_mutex>
#include <thread>
#include <unordered_set>
#include <variant>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
@ -39,7 +40,7 @@ namespace MWPhysics
/// @param timeAccum accumulated time from previous run to interpolate movements
/// @param actorsData per actor data needed to compute new positions
/// @return new position of each actor
void applyQueuedMovements(float & timeAccum, std::vector<std::shared_ptr<Actor>>&& actors, std::vector<ActorFrameData>&& actorsData, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
void applyQueuedMovements(float & timeAccum, std::vector<Simulation>&& simulations, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
void resetSimulation(const ActorMap& actors);
@ -57,14 +58,12 @@ namespace MWPhysics
bool getLineOfSight(const std::shared_ptr<Actor>& actor1, const std::shared_ptr<Actor>& actor2);
void debugDraw();
void* getUserPointer(const btCollisionObject* object) const;
void releaseSharedStates(); // destroy all objects whose destructor can't be safely called from ~PhysicsTaskScheduler()
private:
void doSimulation();
void worker();
void updateActorsPositions();
void updateActor(Actor& actor, ActorFrameData& actorData, bool simulationPerformed, float timeAccum, float dt) const;
bool hasLineOfSight(const Actor* actor1, const Actor* actor2);
void refreshLOSCache();
void updateAabbs();
@ -77,8 +76,7 @@ namespace MWPhysics
void syncWithMainThread();
std::unique_ptr<WorldFrameData> mWorldFrameData;
std::vector<std::shared_ptr<Actor>> mActors;
std::vector<ActorFrameData> mActorsFrameData;
std::vector<Simulation> mSimulations;
std::unordered_set<const btCollisionObject*> mCollisionObjects;
float mDefaultPhysicsDt;
float mPhysicsDt;

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@ -60,19 +60,6 @@
namespace
{
bool canMoveToWaterSurface(const MWPhysics::Actor* physicActor, const float waterlevel, btCollisionWorld* world)
{
if (!physicActor)
return false;
const float halfZ = physicActor->getHalfExtents().z();
const osg::Vec3f actorPosition = physicActor->getPosition();
const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ);
const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ);
MWPhysics::ActorTracer tracer;
tracer.doTrace(physicActor->getCollisionObject(), startingPosition, destinationPosition, world);
return (tracer.mFraction >= 1.0f);
}
void handleJump(const MWWorld::Ptr &ptr)
{
if (!ptr.getClass().isActor())
@ -386,7 +373,8 @@ namespace MWPhysics
bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
{
return ::canMoveToWaterSurface(getActor(actor), waterlevel, mCollisionWorld.get());
const auto* physactor = getActor(actor);
return physactor && physactor->canMoveToWaterSurface(waterlevel, mCollisionWorld.get());
}
osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::ConstPtr &actor) const
@ -727,11 +715,10 @@ namespace MWPhysics
actor->setVelocity(osg::Vec3f());
}
std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> PhysicsSystem::prepareFrameData(bool willSimulate)
std::vector<Simulation> PhysicsSystem::prepareSimulation(bool willSimulate)
{
std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> framedata;
framedata.first.reserve(mActors.size());
framedata.second.reserve(mActors.size());
std::vector<Simulation> simulations;
simulations.reserve(mActors.size());
const MWBase::World *world = MWBase::Environment::get().getWorld();
for (const auto& [ref, physicActor] : mActors)
{
@ -760,14 +747,13 @@ namespace MWPhysics
const bool godmode = ptr == world->getPlayerConstPtr() && world->getGodModeState();
const bool inert = stats.isDead() || (!godmode && stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0);
framedata.first.emplace_back(physicActor);
framedata.second.emplace_back(*physicActor, inert, waterCollision, slowFall, waterlevel);
simulations.emplace_back(ActorSimulation{physicActor, ActorFrameData{*physicActor, inert, waterCollision, slowFall, waterlevel}});
// if the simulation will run, a jump request will be fulfilled. Update mechanics accordingly.
if (willSimulate)
handleJump(ptr);
}
return framedata;
return simulations;
}
void PhysicsSystem::stepSimulation(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
@ -793,9 +779,9 @@ namespace MWPhysics
mTaskScheduler->resetSimulation(mActors);
else
{
auto [actors, framedata] = prepareFrameData(mTimeAccum >= mPhysicsDt);
auto simulations = prepareSimulation(mTimeAccum >= mPhysicsDt);
// modifies mTimeAccum
mTaskScheduler->applyQueuedMovements(mTimeAccum, std::move(actors), std::move(framedata), frameStart, frameNumber, stats);
mTaskScheduler->applyQueuedMovements(mTimeAccum, std::move(simulations), frameStart, frameNumber, stats);
}
}
@ -982,7 +968,7 @@ namespace MWPhysics
{
actor.applyOffsetChange();
mPosition = actor.getPosition();
if (mWaterCollision && mPosition.z() < mWaterlevel && canMoveToWaterSurface(&actor, mWaterlevel, world))
if (mWaterCollision && mPosition.z() < mWaterlevel && actor.canMoveToWaterSurface(mWaterlevel, world))
{
mPosition.z() = mWaterlevel;
MWBase::Environment::get().getWorld()->moveObject(actor.getPtr(), mPosition, false);

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@ -7,6 +7,7 @@
#include <set>
#include <unordered_map>
#include <algorithm>
#include <variant>
#include <osg/Quat>
#include <osg/BoundingBox>
@ -107,6 +108,9 @@ namespace MWPhysics
osg::Vec3f mStormDirection;
};
using ActorSimulation = std::pair<std::shared_ptr<Actor>, ActorFrameData>;
using Simulation = std::variant<ActorSimulation>;
class PhysicsSystem : public RayCastingInterface
{
public:
@ -253,7 +257,7 @@ namespace MWPhysics
void updateWater();
std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> prepareFrameData(bool willSimulate);
std::vector<Simulation> prepareSimulation(bool willSimulate);
std::unique_ptr<btBroadphaseInterface> mBroadphase;
std::unique_ptr<btDefaultCollisionConfiguration> mCollisionConfiguration;