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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 "ThreadSafeDynamicsWorld.h" #include <LinearMath/btQuickprof.h> #include "Profile.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) {    DETAILED_PROFILE_RANGE(simulation_physics, "stepWithCB");    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;        }    }     if (subSteps) {        //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt        int clampedSimulationSteps = (subSteps > maxSubSteps)? maxSubSteps : subSteps;        _numSubsteps += clampedSimulationSteps;        ObjectMotionState::setWorldSimulationStep(_numSubsteps);         saveKinematicState(fixedTimeStep*clampedSimulationSteps);         {            DETAILED_PROFILE_RANGE(simulation_physics, "applyGravity");            BT_PROFILE("applyGravity");            applyGravity();        }         for (int i=0;i<clampedSimulationSteps;i++) {            DETAILED_PROFILE_RANGE(simulation_physics, "substep");            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);    btAssert(body->getMotionState());     if (body->isKinematicObject()) {        ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());        if (objectMotionState->hasInternalKinematicChanges()) {            // ACTION_CAN_CONTROL_KINEMATIC_OBJECT_HACK:            // This is a special case where the kinematic motion has been updated by an Action            // so we supply the body's current transform to the MotionState,            // but we DON'T clear the internalKinematicChanges bit here because            // objectMotionState.getWorldTransform() will use and clear it later            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() {    PROFILE_RANGE(simulation_physics, "SyncMotionStates");    BT_PROFILE("syncMotionStates");    _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) {    DETAILED_PROFILE_RANGE(simulation_physics, "saveKinematicState");    BT_PROFILE("saveKinematicState");    for (int i=0;i<m_nonStaticRigidBodies.size();i++) {        btRigidBody* body = m_nonStaticRigidBodies[i];        if (body && body->isKinematicObject() && body->getActivationState() != ISLAND_SLEEPING) {            if (body->getMotionState()) {                btMotionState* motionState = body->getMotionState();                ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(motionState);                objectMotionState->saveKinematicState(timeStep);            } else {                body->saveKinematicState(timeStep);            }        }    }} void ThreadSafeDynamicsWorld::drawConnectedSpheres(btIDebugDraw* drawer, btScalar radius1, btScalar radius2, const btVector3& position1, const btVector3& position2, const btVector3& color) {    float stepRadians = PI/6.0f; // 30 degrees    btVector3 direction = position2 - position1;    btVector3 xAxis = direction.cross(btVector3(0.0f, 1.0f, 0.0f));    xAxis = xAxis.length() < EPSILON ? btVector3(1.0f, 0.0f, 0.0f) : xAxis.normalize();    btVector3 zAxis = xAxis.cross(btVector3(0.0f, 1.0f, 0.0f));    zAxis = (direction.length2() < EPSILON || direction.normalize().getY() < EPSILON) ? btVector3(0.0f, 1.0f, 0.0f) : zAxis.normalize();    float fullCircle = 2.0f * PI;    for (float i = 0; i < fullCircle; i += stepRadians) {        float x1 = btSin(btScalar(i)) * radius1;        float z1 = btCos(btScalar(i)) * radius1;        float x2 = btSin(btScalar(i)) * radius2;        float z2 = btCos(btScalar(i)) * radius2;         btVector3 addVector1 = xAxis * x1 + zAxis * z1;        btVector3 addVector2 = xAxis * x2 + zAxis * z2;        drawer->drawLine(position1 + addVector1, position2 + addVector2, color);    }} void ThreadSafeDynamicsWorld::debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color) {    btCollisionWorld::debugDrawObject(worldTransform, shape, color);    if (shape->getShapeType() == MULTI_SPHERE_SHAPE_PROXYTYPE) {        const btMultiSphereShape* multiSphereShape = static_cast<const btMultiSphereShape*>(shape);        for (int i = multiSphereShape->getSphereCount() - 1; i >= 0; i--) {            btTransform sphereTransform1, sphereTransform2;            sphereTransform1.setIdentity();            sphereTransform2.setIdentity();            int sphereIndex1 = i;            int sphereIndex2 = i > 0 ? i - 1 : multiSphereShape->getSphereCount() - 1;            sphereTransform1.setOrigin(multiSphereShape->getSpherePosition(sphereIndex1));            sphereTransform2.setOrigin(multiSphereShape->getSpherePosition(sphereIndex2));            sphereTransform1 = worldTransform * sphereTransform1;            sphereTransform2 = worldTransform * sphereTransform2;            getDebugDrawer()->drawSphere(multiSphereShape->getSphereRadius(sphereIndex1), sphereTransform1, color);            drawConnectedSpheres(getDebugDrawer(), multiSphereShape->getSphereRadius(sphereIndex1), multiSphereShape->getSphereRadius(sphereIndex2), sphereTransform1.getOrigin(), sphereTransform2.getOrigin(), color);        }    } else {        btCollisionWorld::debugDrawObject(worldTransform, shape, color);    }}