mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-17 01:10:10 +00:00
9d3ede7575
This reverts merge request !3631
895 lines
34 KiB
C++
895 lines
34 KiB
C++
#include "mtphysics.hpp"
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#include <cassert>
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#include <functional>
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#include <mutex>
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#include <optional>
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#include <shared_mutex>
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#include <stdexcept>
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#include <variant>
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#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
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#include <BulletCollision/CollisionShapes/btCollisionShape.h>
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#include <LinearMath/btThreads.h>
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#include <osg/Stats>
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#include "components/debug/debuglog.hpp"
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#include "components/misc/convert.hpp"
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#include <components/misc/barrier.hpp>
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#include <components/settings/values.hpp>
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwrender/bulletdebugdraw.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "actor.hpp"
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#include "contacttestwrapper.h"
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#include "movementsolver.hpp"
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#include "object.hpp"
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#include "physicssystem.hpp"
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#include "projectile.hpp"
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namespace MWPhysics
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{
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namespace
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{
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template <class Mutex>
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std::optional<std::unique_lock<Mutex>> makeExclusiveLock(Mutex& mutex, LockingPolicy lockingPolicy)
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{
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if (lockingPolicy == LockingPolicy::NoLocks)
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return {};
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return std::unique_lock(mutex);
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}
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/// @brief A scoped lock that is either exclusive or inexistent depending on configuration
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template <class Mutex>
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class MaybeExclusiveLock
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{
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public:
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/// @param mutex a mutex
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/// @param threadCount decide wether the excluse lock will be taken
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explicit MaybeExclusiveLock(Mutex& mutex, LockingPolicy lockingPolicy)
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: mImpl(makeExclusiveLock(mutex, lockingPolicy))
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{
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}
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private:
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std::optional<std::unique_lock<Mutex>> mImpl;
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};
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template <class Mutex>
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std::optional<std::shared_lock<Mutex>> makeSharedLock(Mutex& mutex, LockingPolicy lockingPolicy)
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{
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if (lockingPolicy == LockingPolicy::NoLocks)
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return {};
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return std::shared_lock(mutex);
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}
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/// @brief A scoped lock that is either shared or inexistent depending on configuration
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template <class Mutex>
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class MaybeSharedLock
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{
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public:
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/// @param mutex a shared mutex
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/// @param threadCount decide wether the shared lock will be taken
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explicit MaybeSharedLock(Mutex& mutex, LockingPolicy lockingPolicy)
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: mImpl(makeSharedLock(mutex, lockingPolicy))
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{
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}
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private:
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std::optional<std::shared_lock<Mutex>> mImpl;
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};
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template <class Mutex>
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std::variant<std::monostate, std::unique_lock<Mutex>, std::shared_lock<Mutex>> makeLock(
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Mutex& mutex, LockingPolicy lockingPolicy)
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{
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switch (lockingPolicy)
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{
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case LockingPolicy::NoLocks:
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return std::monostate{};
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case LockingPolicy::ExclusiveLocksOnly:
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return std::unique_lock(mutex);
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case LockingPolicy::AllowSharedLocks:
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return std::shared_lock(mutex);
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};
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throw std::runtime_error("Unsupported LockingPolicy: "
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+ std::to_string(static_cast<std::underlying_type_t<LockingPolicy>>(lockingPolicy)));
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}
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/// @brief A scoped lock that is either shared, exclusive or inexistent depending on configuration
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template <class Mutex>
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class MaybeLock
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{
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public:
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/// @param mutex a shared mutex
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/// @param threadCount decide wether the lock will be shared, exclusive or inexistent
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explicit MaybeLock(Mutex& mutex, LockingPolicy lockingPolicy)
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: mImpl(makeLock(mutex, lockingPolicy))
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{
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}
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private:
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std::variant<std::monostate, std::unique_lock<Mutex>, std::shared_lock<Mutex>> mImpl;
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};
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}
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}
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namespace
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{
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bool isUnderWater(const MWPhysics::ActorFrameData& actorData)
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{
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return actorData.mPosition.z() < actorData.mSwimLevel;
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}
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osg::Vec3f interpolateMovements(const MWPhysics::PtrHolder& ptr, float timeAccum, float physicsDt)
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{
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const float interpolationFactor = std::clamp(timeAccum / physicsDt, 0.0f, 1.0f);
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return ptr.getPosition() * interpolationFactor + ptr.getPreviousPosition() * (1.f - interpolationFactor);
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}
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using LockedActorSimulation
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= std::pair<std::shared_ptr<MWPhysics::Actor>, std::reference_wrapper<MWPhysics::ActorFrameData>>;
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using LockedProjectileSimulation
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= std::pair<std::shared_ptr<MWPhysics::Projectile>, std::reference_wrapper<MWPhysics::ProjectileFrameData>>;
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namespace Visitors
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{
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template <class Impl, template <class> class Lock>
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struct WithLockedPtr
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{
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const Impl& mImpl;
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std::shared_mutex& mCollisionWorldMutex;
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const MWPhysics::LockingPolicy mLockingPolicy;
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template <class Ptr, class FrameData>
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void operator()(MWPhysics::SimulationImpl<Ptr, FrameData>& sim) const
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{
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auto locked = sim.lock();
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if (!locked.has_value())
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return;
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auto&& [ptr, frameData] = *std::move(locked);
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// Locked shared_ptr has to be destructed after releasing mCollisionWorldMutex to avoid
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// possible deadlock. Ptr destructor also acquires mCollisionWorldMutex.
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const std::pair arg(std::move(ptr), frameData);
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const Lock<std::shared_mutex> lock(mCollisionWorldMutex, mLockingPolicy);
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mImpl(arg);
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}
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};
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struct InitPosition
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{
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const btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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auto locked = sim.lock();
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if (!locked.has_value())
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return;
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auto& [actor, frameDataRef] = *locked;
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auto& frameData = frameDataRef.get();
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frameData.mPosition = actor->applyOffsetChange();
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if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel
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&& actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
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{
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const auto offset = osg::Vec3f(0, 0, frameData.mWaterlevel - frameData.mPosition.z());
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MWBase::Environment::get().getWorld()->moveObjectBy(actor->getPtr(), offset, false);
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frameData.mPosition = actor->applyOffsetChange();
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}
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actor->updateCollisionObjectPosition();
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frameData.mOldHeight = frameData.mPosition.z();
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const auto rotation = actor->getPtr().getRefData().getPosition().asRotationVec3();
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frameData.mRotation = osg::Vec2f(rotation.x(), rotation.z());
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frameData.mInertia = actor->getInertialForce();
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frameData.mStuckFrames = actor->getStuckFrames();
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frameData.mLastStuckPosition = actor->getLastStuckPosition();
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}
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void operator()(MWPhysics::ProjectileSimulation& /*sim*/) const {}
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};
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struct PreStep
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{
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btCollisionWorld* mCollisionWorld;
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void operator()(const LockedActorSimulation& sim) const
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{
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MWPhysics::MovementSolver::unstuck(sim.second, mCollisionWorld);
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}
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void operator()(const LockedProjectileSimulation& /*sim*/) const {}
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};
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struct UpdatePosition
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{
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btCollisionWorld* mCollisionWorld;
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void operator()(const LockedActorSimulation& sim) const
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{
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auto& [actor, frameDataRef] = sim;
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auto& frameData = frameDataRef.get();
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if (actor->setPosition(frameData.mPosition))
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{
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frameData.mPosition = actor->getPosition(); // account for potential position change made by script
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actor->updateCollisionObjectPosition();
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mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
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}
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}
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void operator()(const LockedProjectileSimulation& sim) const
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{
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auto& [proj, frameDataRef] = sim;
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auto& frameData = frameDataRef.get();
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proj->setPosition(frameData.mPosition);
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proj->updateCollisionObjectPosition();
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mCollisionWorld->updateSingleAabb(proj->getCollisionObject());
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}
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};
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struct Move
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{
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const float mPhysicsDt;
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const btCollisionWorld* mCollisionWorld;
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const MWPhysics::WorldFrameData& mWorldFrameData;
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void operator()(const LockedActorSimulation& sim) const
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{
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MWPhysics::MovementSolver::move(sim.second, mPhysicsDt, mCollisionWorld, mWorldFrameData);
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}
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void operator()(const LockedProjectileSimulation& sim) const
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{
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if (sim.first->isActive())
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MWPhysics::MovementSolver::move(sim.second, mPhysicsDt, mCollisionWorld);
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}
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};
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struct Sync
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{
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const bool mAdvanceSimulation;
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const float mTimeAccum;
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const float mPhysicsDt;
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const MWPhysics::PhysicsTaskScheduler* scheduler;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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auto locked = sim.lock();
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if (!locked.has_value())
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return;
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auto& [actor, frameDataRef] = *locked;
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auto& frameData = frameDataRef.get();
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auto ptr = actor->getPtr();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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const float heightDiff = frameData.mPosition.z() - frameData.mOldHeight;
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const bool isStillOnGround = (mAdvanceSimulation && frameData.mWasOnGround && frameData.mIsOnGround);
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if (isStillOnGround || frameData.mFlying || isUnderWater(frameData) || frameData.mSlowFall < 1)
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stats.land(ptr == MWMechanics::getPlayer() && (frameData.mFlying || isUnderWater(frameData)));
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else if (heightDiff < 0)
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stats.addToFallHeight(-heightDiff);
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actor->setSimulationPosition(::interpolateMovements(*actor, mTimeAccum, mPhysicsDt));
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actor->setLastStuckPosition(frameData.mLastStuckPosition);
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actor->setStuckFrames(frameData.mStuckFrames);
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if (mAdvanceSimulation)
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{
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MWWorld::Ptr standingOn;
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auto* ptrHolder
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= static_cast<MWPhysics::PtrHolder*>(scheduler->getUserPointer(frameData.mStandingOn));
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if (ptrHolder)
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standingOn = ptrHolder->getPtr();
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actor->setStandingOnPtr(standingOn);
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// the "on ground" state of an actor might have been updated by a traceDown, don't overwrite the
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// change
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if (actor->getOnGround() == frameData.mWasOnGround)
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actor->setOnGround(frameData.mIsOnGround);
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actor->setOnSlope(frameData.mIsOnSlope);
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actor->setWalkingOnWater(frameData.mWalkingOnWater);
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actor->setInertialForce(frameData.mInertia);
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}
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}
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void operator()(MWPhysics::ProjectileSimulation& sim) const
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{
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auto locked = sim.lock();
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if (!locked.has_value())
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return;
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auto& [proj, frameData] = *locked;
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proj->setSimulationPosition(::interpolateMovements(*proj, mTimeAccum, mPhysicsDt));
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}
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};
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}
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}
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namespace MWPhysics
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{
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namespace
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{
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unsigned getMaxBulletSupportedThreads()
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{
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auto broad = std::make_unique<btDbvtBroadphase>();
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assert(BT_MAX_THREAD_COUNT > 0);
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return std::min<unsigned>(broad->m_rayTestStacks.size(), BT_MAX_THREAD_COUNT - 1);
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}
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LockingPolicy detectLockingPolicy()
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{
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if (Settings::physics().mAsyncNumThreads < 1)
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return LockingPolicy::NoLocks;
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if (getMaxBulletSupportedThreads() > 1)
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return LockingPolicy::AllowSharedLocks;
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Log(Debug::Warning) << "Bullet was not compiled with multithreading support, 1 async thread will be used";
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return LockingPolicy::ExclusiveLocksOnly;
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}
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unsigned getNumThreads(LockingPolicy lockingPolicy)
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{
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switch (lockingPolicy)
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{
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case LockingPolicy::NoLocks:
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return 0;
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case LockingPolicy::ExclusiveLocksOnly:
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return 1;
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case LockingPolicy::AllowSharedLocks:
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return static_cast<unsigned>(std::clamp<int>(
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Settings::physics().mAsyncNumThreads, 0, static_cast<int>(getMaxBulletSupportedThreads())));
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}
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throw std::runtime_error("Unsupported LockingPolicy: "
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+ std::to_string(static_cast<std::underlying_type_t<LockingPolicy>>(lockingPolicy)));
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}
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}
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class PhysicsTaskScheduler::WorkersSync
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{
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public:
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void waitForWorkers()
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{
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std::unique_lock lock(mWorkersDoneMutex);
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if (mFrameCounter != mWorkersFrameCounter)
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mWorkersDone.wait(lock);
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}
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void wakeUpWorkers()
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{
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const std::lock_guard lock(mHasJobMutex);
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++mFrameCounter;
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mHasJob.notify_all();
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}
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void stopWorkers()
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{
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const std::lock_guard lock(mHasJobMutex);
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mShouldStop = true;
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mHasJob.notify_all();
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}
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void workIsDone()
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{
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const std::lock_guard lock(mWorkersDoneMutex);
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++mWorkersFrameCounter;
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mWorkersDone.notify_all();
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}
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template <class F>
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void runWorker(F&& f) noexcept
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{
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std::size_t lastFrame = 0;
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std::unique_lock lock(mHasJobMutex);
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while (!mShouldStop)
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{
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mHasJob.wait(lock, [&] { return mShouldStop || mFrameCounter != lastFrame; });
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lastFrame = mFrameCounter;
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lock.unlock();
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f();
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lock.lock();
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}
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}
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private:
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std::size_t mWorkersFrameCounter = 0;
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std::condition_variable mWorkersDone;
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std::mutex mWorkersDoneMutex;
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std::condition_variable mHasJob;
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bool mShouldStop = false;
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std::size_t mFrameCounter = 0;
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std::mutex mHasJobMutex;
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};
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PhysicsTaskScheduler::PhysicsTaskScheduler(
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float physicsDt, btCollisionWorld* collisionWorld, MWRender::DebugDrawer* debugDrawer)
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: mDefaultPhysicsDt(physicsDt)
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, mPhysicsDt(physicsDt)
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, mTimeAccum(0.f)
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, mCollisionWorld(collisionWorld)
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, mDebugDrawer(debugDrawer)
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, mLockingPolicy(detectLockingPolicy())
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, mNumThreads(getNumThreads(mLockingPolicy))
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, mNumJobs(0)
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, mRemainingSteps(0)
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, mLOSCacheExpiry(Settings::physics().mLineofsightKeepInactiveCache)
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, mAdvanceSimulation(false)
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, mNextJob(0)
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, mNextLOS(0)
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, mFrameNumber(0)
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, mTimer(osg::Timer::instance())
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, mPrevStepCount(1)
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, mBudget(physicsDt)
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, mAsyncBudget(0.0f)
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, mBudgetCursor(0)
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, mAsyncStartTime(0)
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, mTimeBegin(0)
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, mTimeEnd(0)
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, mFrameStart(0)
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, mWorkersSync(mNumThreads >= 1 ? std::make_unique<WorkersSync>() : nullptr)
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{
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if (mNumThreads >= 1)
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{
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Log(Debug::Info) << "Using " << mNumThreads << " async physics threads";
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for (unsigned i = 0; i < mNumThreads; ++i)
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mThreads.emplace_back([&] { worker(); });
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}
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else
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{
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mLOSCacheExpiry = 0;
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}
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mPreStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
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mPostStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
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mPostSimBarrier = std::make_unique<Misc::Barrier>(mNumThreads);
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}
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PhysicsTaskScheduler::~PhysicsTaskScheduler()
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{
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waitForWorkers();
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{
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MaybeExclusiveLock lock(mSimulationMutex, mLockingPolicy);
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mNumJobs = 0;
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mRemainingSteps = 0;
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}
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if (mWorkersSync != nullptr)
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mWorkersSync->stopWorkers();
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for (auto& thread : mThreads)
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thread.join();
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}
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std::tuple<int, float> PhysicsTaskScheduler::calculateStepConfig(float timeAccum) const
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{
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int maxAllowedSteps = 2;
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int numSteps = timeAccum / mDefaultPhysicsDt;
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// adjust maximum step count based on whether we're likely physics bottlenecked or not
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// if maxAllowedSteps ends up higher than numSteps, we will not invoke delta time
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// if it ends up lower than numSteps, but greater than 1, we will run a number of true delta time physics steps
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// that we expect to be within budget if it ends up lower than numSteps and also 1, we will run a single delta
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// time physics step if we did not do this, and had a fixed step count limit, we would have an unnecessarily low
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// render framerate if we were only physics bottlenecked, and we would be unnecessarily invoking true delta time
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// if we were only render bottlenecked
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// get physics timing stats
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float budgetMeasurement = std::max(mBudget.get(), mAsyncBudget.get());
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// time spent per step in terms of the intended physics framerate
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budgetMeasurement /= mDefaultPhysicsDt;
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// ensure sane minimum value
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budgetMeasurement = std::max(0.00001f, budgetMeasurement);
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// we're spending almost or more than realtime per physics frame; limit to a single step
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if (budgetMeasurement > 0.95)
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maxAllowedSteps = 1;
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// physics is fairly cheap; limit based on expense
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if (budgetMeasurement < 0.5)
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maxAllowedSteps = std::ceil(1.0 / budgetMeasurement);
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// limit to a reasonable amount
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maxAllowedSteps = std::min(10, maxAllowedSteps);
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// fall back to delta time for this frame if fixed timestep physics would fall behind
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float actualDelta = mDefaultPhysicsDt;
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if (numSteps > maxAllowedSteps)
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{
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numSteps = maxAllowedSteps;
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// ensure that we do not simulate a frame ahead when doing delta time; this reduces stutter and latency
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// this causes interpolation to 100% use the most recent physics result when true delta time is happening
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// and we deliberately simulate up to exactly the timestamp that we want to render
|
|
actualDelta = timeAccum / float(numSteps + 1);
|
|
// actually: if this results in a per-step delta less than the target physics steptime, clamp it
|
|
// this might reintroduce some stutter, but only comes into play in obscure cases
|
|
// (because numSteps is originally based on mDefaultPhysicsDt, this won't cause us to overrun)
|
|
actualDelta = std::max(actualDelta, mDefaultPhysicsDt);
|
|
}
|
|
|
|
return std::make_tuple(numSteps, actualDelta);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::applyQueuedMovements(float& timeAccum, std::vector<Simulation>& simulations,
|
|
osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
|
{
|
|
assert(mSimulations != &simulations);
|
|
|
|
waitForWorkers();
|
|
prepareWork(timeAccum, simulations, frameStart, frameNumber, stats);
|
|
if (mWorkersSync != nullptr)
|
|
mWorkersSync->wakeUpWorkers();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::prepareWork(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, mLockingPolicy);
|
|
|
|
double timeStart = mTimer->tick();
|
|
|
|
// start by finishing previous background computation
|
|
if (mNumThreads != 0)
|
|
{
|
|
syncWithMainThread();
|
|
|
|
if (mAdvanceSimulation)
|
|
mAsyncBudget.update(mTimer->delta_s(mAsyncStartTime, mTimeEnd), mPrevStepCount, mBudgetCursor);
|
|
updateStats(frameStart, frameNumber, stats);
|
|
}
|
|
|
|
auto [numSteps, newDelta] = calculateStepConfig(timeAccum);
|
|
timeAccum -= numSteps * newDelta;
|
|
|
|
// init
|
|
const Visitors::InitPosition vis{ mCollisionWorld };
|
|
for (auto& sim : simulations)
|
|
{
|
|
std::visit(vis, sim);
|
|
}
|
|
mPrevStepCount = numSteps;
|
|
mRemainingSteps = numSteps;
|
|
mTimeAccum = timeAccum;
|
|
mPhysicsDt = newDelta;
|
|
mSimulations = &simulations;
|
|
mAdvanceSimulation = (mRemainingSteps != 0);
|
|
mNumJobs = mSimulations->size();
|
|
mNextLOS.store(0, std::memory_order_relaxed);
|
|
mNextJob.store(0, std::memory_order_release);
|
|
|
|
if (mAdvanceSimulation)
|
|
mWorldFrameData = std::make_unique<WorldFrameData>();
|
|
|
|
if (mAdvanceSimulation)
|
|
mBudgetCursor += 1;
|
|
|
|
if (mNumThreads == 0)
|
|
{
|
|
doSimulation();
|
|
syncWithMainThread();
|
|
if (mAdvanceSimulation)
|
|
mBudget.update(mTimer->delta_s(timeStart, mTimer->tick()), numSteps, mBudgetCursor);
|
|
return;
|
|
}
|
|
|
|
mAsyncStartTime = mTimer->tick();
|
|
if (mAdvanceSimulation)
|
|
mBudget.update(mTimer->delta_s(timeStart, mTimer->tick()), 1, mBudgetCursor);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::resetSimulation(const ActorMap& actors)
|
|
{
|
|
waitForWorkers();
|
|
MaybeExclusiveLock lock(mSimulationMutex, mLockingPolicy);
|
|
mBudget.reset(mDefaultPhysicsDt);
|
|
mAsyncBudget.reset(0.0f);
|
|
if (mSimulations != nullptr)
|
|
{
|
|
mSimulations->clear();
|
|
mSimulations = nullptr;
|
|
}
|
|
for (const auto& [_, actor] : actors)
|
|
{
|
|
actor->updatePosition();
|
|
actor->updateCollisionObjectPosition();
|
|
}
|
|
}
|
|
|
|
void PhysicsTaskScheduler::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld,
|
|
btCollisionWorld::RayResultCallback& resultCallback) const
|
|
{
|
|
MaybeLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->rayTest(rayFromWorld, rayToWorld, resultCallback);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::convexSweepTest(const btConvexShape* castShape, const btTransform& from,
|
|
const btTransform& to, btCollisionWorld::ConvexResultCallback& resultCallback) const
|
|
{
|
|
MaybeLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->convexSweepTest(castShape, from, to, resultCallback);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::contactTest(
|
|
btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback)
|
|
{
|
|
MaybeSharedLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
ContactTestWrapper::contactTest(mCollisionWorld, colObj, resultCallback);
|
|
}
|
|
|
|
std::optional<btVector3> PhysicsTaskScheduler::getHitPoint(const btTransform& from, btCollisionObject* target)
|
|
{
|
|
MaybeLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
// 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)
|
|
{
|
|
MaybeSharedLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->getBroadphase()->aabbTest(aabbMin, aabbMax, callback);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::getAabb(const btCollisionObject* obj, btVector3& min, btVector3& max)
|
|
{
|
|
MaybeSharedLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
obj->getCollisionShape()->getAabb(obj->getWorldTransform(), min, max);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::setCollisionFilterMask(btCollisionObject* collisionObject, int collisionFilterMask)
|
|
{
|
|
MaybeExclusiveLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
collisionObject->getBroadphaseHandle()->m_collisionFilterMask = collisionFilterMask;
|
|
}
|
|
|
|
void PhysicsTaskScheduler::addCollisionObject(
|
|
btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
|
|
{
|
|
mCollisionObjects.insert(collisionObject);
|
|
MaybeExclusiveLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->addCollisionObject(collisionObject, collisionFilterGroup, collisionFilterMask);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::removeCollisionObject(btCollisionObject* collisionObject)
|
|
{
|
|
mCollisionObjects.erase(collisionObject);
|
|
MaybeExclusiveLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->removeCollisionObject(collisionObject);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::updateSingleAabb(const std::shared_ptr<PtrHolder>& ptr, bool immediate)
|
|
{
|
|
if (immediate || mNumThreads == 0)
|
|
{
|
|
updatePtrAabb(ptr);
|
|
}
|
|
else
|
|
{
|
|
MaybeExclusiveLock lock(mUpdateAabbMutex, mLockingPolicy);
|
|
mUpdateAabb.insert(ptr);
|
|
}
|
|
}
|
|
|
|
bool PhysicsTaskScheduler::getLineOfSight(
|
|
const std::shared_ptr<Actor>& actor1, const std::shared_ptr<Actor>& actor2)
|
|
{
|
|
MaybeExclusiveLock lock(mLOSCacheMutex, mLockingPolicy);
|
|
|
|
auto req = LOSRequest(actor1, actor2);
|
|
auto result = std::find(mLOSCache.begin(), mLOSCache.end(), req);
|
|
if (result == mLOSCache.end())
|
|
{
|
|
req.mResult = hasLineOfSight(actor1.get(), actor2.get());
|
|
mLOSCache.push_back(req);
|
|
return req.mResult;
|
|
}
|
|
result->mAge = 0;
|
|
return result->mResult;
|
|
}
|
|
|
|
void PhysicsTaskScheduler::refreshLOSCache()
|
|
{
|
|
MaybeSharedLock lock(mLOSCacheMutex, mLockingPolicy);
|
|
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()
|
|
{
|
|
MaybeExclusiveLock lock(mUpdateAabbMutex, mLockingPolicy);
|
|
std::for_each(mUpdateAabb.begin(), mUpdateAabb.end(), [this](const std::weak_ptr<PtrHolder>& ptr) {
|
|
auto p = ptr.lock();
|
|
if (p != nullptr)
|
|
updatePtrAabb(p);
|
|
});
|
|
mUpdateAabb.clear();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::updatePtrAabb(const std::shared_ptr<PtrHolder>& ptr)
|
|
{
|
|
MaybeExclusiveLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
if (const auto actor = std::dynamic_pointer_cast<Actor>(ptr))
|
|
{
|
|
actor->updateCollisionObjectPosition();
|
|
mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
|
|
}
|
|
else if (const auto object = std::dynamic_pointer_cast<Object>(ptr))
|
|
{
|
|
object->commitPositionChange();
|
|
mCollisionWorld->updateSingleAabb(object->getCollisionObject());
|
|
}
|
|
else if (const auto projectile = std::dynamic_pointer_cast<Projectile>(ptr))
|
|
{
|
|
projectile->updateCollisionObjectPosition();
|
|
mCollisionWorld->updateSingleAabb(projectile->getCollisionObject());
|
|
}
|
|
}
|
|
|
|
void PhysicsTaskScheduler::worker()
|
|
{
|
|
mWorkersSync->runWorker([this] {
|
|
std::shared_lock lock(mSimulationMutex);
|
|
doSimulation();
|
|
});
|
|
}
|
|
|
|
void PhysicsTaskScheduler::updateActorsPositions()
|
|
{
|
|
const Visitors::UpdatePosition impl{ mCollisionWorld };
|
|
const Visitors::WithLockedPtr<Visitors::UpdatePosition, MaybeExclusiveLock> vis{ impl, mCollisionWorldMutex,
|
|
mLockingPolicy };
|
|
for (Simulation& sim : *mSimulations)
|
|
std::visit(vis, sim);
|
|
}
|
|
|
|
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 = CollisionType_AnyPhysical;
|
|
resultCallback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap | CollisionType_Door;
|
|
|
|
MaybeLock lockColWorld(mCollisionWorldMutex, mLockingPolicy);
|
|
mCollisionWorld->rayTest(pos1, pos2, resultCallback);
|
|
|
|
return !resultCallback.hasHit();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::doSimulation()
|
|
{
|
|
while (mRemainingSteps)
|
|
{
|
|
mPreStepBarrier->wait([this] { afterPreStep(); });
|
|
int job = 0;
|
|
const Visitors::Move impl{ mPhysicsDt, mCollisionWorld, *mWorldFrameData };
|
|
const Visitors::WithLockedPtr<Visitors::Move, MaybeLock> vis{ impl, mCollisionWorldMutex, mLockingPolicy };
|
|
while ((job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
|
|
std::visit(vis, (*mSimulations)[job]);
|
|
|
|
mPostStepBarrier->wait([this] { afterPostStep(); });
|
|
}
|
|
|
|
refreshLOSCache();
|
|
mPostSimBarrier->wait([this] { afterPostSim(); });
|
|
}
|
|
|
|
void PhysicsTaskScheduler::updateStats(osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
|
{
|
|
if (!stats.collectStats("engine"))
|
|
return;
|
|
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;
|
|
}
|
|
|
|
void PhysicsTaskScheduler::debugDraw()
|
|
{
|
|
MaybeSharedLock lock(mCollisionWorldMutex, mLockingPolicy);
|
|
mDebugDrawer->step();
|
|
}
|
|
|
|
void* PhysicsTaskScheduler::getUserPointer(const btCollisionObject* object) const
|
|
{
|
|
auto it = mCollisionObjects.find(object);
|
|
if (it == mCollisionObjects.end())
|
|
return nullptr;
|
|
return (*it)->getUserPointer();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::releaseSharedStates()
|
|
{
|
|
waitForWorkers();
|
|
std::scoped_lock lock(mSimulationMutex, mUpdateAabbMutex);
|
|
if (mSimulations != nullptr)
|
|
{
|
|
mSimulations->clear();
|
|
mSimulations = nullptr;
|
|
}
|
|
mUpdateAabb.clear();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::afterPreStep()
|
|
{
|
|
updateAabbs();
|
|
if (!mRemainingSteps)
|
|
return;
|
|
const Visitors::PreStep impl{ mCollisionWorld };
|
|
const Visitors::WithLockedPtr<Visitors::PreStep, MaybeExclusiveLock> vis{ impl, mCollisionWorldMutex,
|
|
mLockingPolicy };
|
|
for (auto& sim : *mSimulations)
|
|
std::visit(vis, sim);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::afterPostStep()
|
|
{
|
|
if (mRemainingSteps)
|
|
{
|
|
--mRemainingSteps;
|
|
updateActorsPositions();
|
|
}
|
|
mNextJob.store(0, std::memory_order_release);
|
|
}
|
|
|
|
void PhysicsTaskScheduler::afterPostSim()
|
|
{
|
|
{
|
|
MaybeExclusiveLock lock(mLOSCacheMutex, mLockingPolicy);
|
|
mLOSCache.erase(
|
|
std::remove_if(mLOSCache.begin(), mLOSCache.end(), [](const LOSRequest& req) { return req.mStale; }),
|
|
mLOSCache.end());
|
|
}
|
|
mTimeEnd = mTimer->tick();
|
|
if (mWorkersSync != nullptr)
|
|
mWorkersSync->workIsDone();
|
|
}
|
|
|
|
void PhysicsTaskScheduler::syncWithMainThread()
|
|
{
|
|
if (mSimulations == nullptr)
|
|
return;
|
|
const Visitors::Sync vis{ mAdvanceSimulation, mTimeAccum, mPhysicsDt, this };
|
|
for (auto& sim : *mSimulations)
|
|
std::visit(vis, sim);
|
|
mSimulations->clear();
|
|
mSimulations = nullptr;
|
|
}
|
|
|
|
// Attempt to acquire unique lock on mSimulationMutex while not all worker
|
|
// threads are holding shared lock but will have to may lead to a deadlock because
|
|
// C++ standard does not guarantee priority for exclusive and shared locks
|
|
// for std::shared_mutex. For example microsoft STL implementation points out
|
|
// for the absence of such priority:
|
|
// https://docs.microsoft.com/en-us/windows/win32/sync/slim-reader-writer--srw--locks
|
|
void PhysicsTaskScheduler::waitForWorkers()
|
|
{
|
|
if (mWorkersSync != nullptr)
|
|
mWorkersSync->waitForWorkers();
|
|
}
|
|
}
|