Andrew Meadowsremove debug codea1676029 years agoHistory
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/* * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it freely, * subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. * * Copied and modified from btDiscreteDynamicsWorld.cpp by AndrewMeadows on 2014.11.12. * */ #include <LinearMath/btQuickprof.h> #include "ThreadSafeDynamicsWorld.h" ThreadSafeDynamicsWorld::ThreadSafeDynamicsWorld(        btDispatcher* dispatcher,        btBroadphaseInterface* pairCache,        btConstraintSolver* constraintSolver,        btCollisionConfiguration* collisionConfiguration)    :   btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration) {} int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep, int maxSubSteps,                                                               btScalar fixedTimeStep, SubStepCallback onSubStep) {    BT_PROFILE("stepSimulationWithSubstepCallback");    int subSteps = 0;    if (maxSubSteps) {        //fixed timestep with interpolation        m_fixedTimeStep = fixedTimeStep;        m_localTime += timeStep;        if (m_localTime >= fixedTimeStep)        {            subSteps = int( m_localTime / fixedTimeStep);            m_localTime -= subSteps * fixedTimeStep;        }    } else {        //variable timestep        fixedTimeStep = timeStep;        m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;        m_fixedTimeStep = 0;        if (btFuzzyZero(timeStep))        {            subSteps = 0;            maxSubSteps = 0;        } else        {            subSteps = 1;            maxSubSteps = 1;        }    }     /*//process some debugging flags    if (getDebugDrawer()) {        btIDebugDraw* debugDrawer = getDebugDrawer();        gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;    }*/    if (subSteps) {        //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt        int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;         saveKinematicState(fixedTimeStep*clampedSimulationSteps);         {            BT_PROFILE("applyGravity");            applyGravity();        }         for (int i=0;i<clampedSimulationSteps;i++) {            internalSingleStepSimulation(fixedTimeStep);            onSubStep();        }    }     // NOTE: We do NOT call synchronizeMotionStates() after each substep (to avoid multiple locks on the    // object data outside of the physics engine).  A consequence of this is that the transforms of the    // external objects only ever update at the end of the full step.     // NOTE: We do NOT call synchronizeMotionStates() here.  Instead it is called by an external class    // that knows how to lock threads correctly.     clearForces();     return subSteps;} // call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {    btAssert(body);    if (body->getMotionState() && !body->isStaticObject()) {        //we need to call the update at least once, even for sleeping objects        //otherwise the 'graphics' transform never updates properly        ///@todo: add 'dirty' flag        //if (body->getActivationState() != ISLAND_SLEEPING)        {            if (body->isKinematicObject()) {                ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());                if (objectMotionState->hasInternalKinematicChanges()) {                    objectMotionState->clearInternalKinematicChanges();                    body->getMotionState()->setWorldTransform(body->getWorldTransform());                }                return;            }            btTransform interpolatedTransform;            btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),                body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),                (m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),                interpolatedTransform);            body->getMotionState()->setWorldTransform(interpolatedTransform);        }    }} void ThreadSafeDynamicsWorld::synchronizeMotionStates() {    BT_PROFILE("synchronizeMotionStates");    _changedMotionStates.clear();     // NOTE: m_synchronizeAllMotionStates is 'false' by default for optimization.    // See PhysicsEngine::init() where we call _dynamicsWorld->setForceUpdateAllAabbs(false)    if (m_synchronizeAllMotionStates) {        //iterate  over all collision objects        for (int i=0;i<m_collisionObjects.size();i++) {            btCollisionObject* colObj = m_collisionObjects[i];            btRigidBody* body = btRigidBody::upcast(colObj);            if (body && body->getMotionState()) {                synchronizeMotionState(body);                _changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));            }        }    } else  {        //iterate over all active rigid bodies        // TODO? if this becomes a performance bottleneck we could derive our own SimulationIslandManager        // that remembers a list of objects deactivated last step        _activeStates.clear();        _deactivatedStates.clear();        for (int i=0;i<m_nonStaticRigidBodies.size();i++) {            btRigidBody* body = m_nonStaticRigidBodies[i];            ObjectMotionState* motionState = static_cast<ObjectMotionState*>(body->getMotionState());            if (motionState) {                if (body->isActive()) {                    synchronizeMotionState(body);                    _changedMotionStates.push_back(motionState);                    _activeStates.insert(motionState);                } else if (_lastActiveStates.find(motionState) != _lastActiveStates.end()) {                    // this object was active last frame but is no longer                    _deactivatedStates.push_back(motionState);                }            }        }    }    _activeStates.swap(_lastActiveStates);} void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows///to switch status _after_ adding kinematic objects to the world///fix it for Bullet 3.x release    BT_PROFILE("saveKinematicState");    for (int i=0;i<m_collisionObjects.size();i++)    {        btCollisionObject* colObj = m_collisionObjects[i];        btRigidBody* body = btRigidBody::upcast(colObj);        if (body && body->getActivationState() != ISLAND_SLEEPING)        {            if (body->isKinematicObject())            {                //to calculate velocities next frame                body->saveKinematicState(timeStep);            }        }    }}