-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
226 lines
7.2 KiB
C++
226 lines
7.2 KiB
C++
/*************************************************************************/
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/* collision_object_3d_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_object_3d_sw.h"
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#include "servers/physics_3d/physics_server_3d_sw.h"
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#include "space_3d_sw.h"
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void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform &p_transform, bool p_disabled) {
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Shape s;
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s.shape = p_shape;
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s.xform = p_transform;
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s.xform_inv = s.xform.affine_inverse();
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s.bpid = 0; //needs update
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s.disabled = p_disabled;
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shapes.push_back(s);
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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//_update_shapes();
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//_shapes_changed();
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}
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void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes[p_index].shape->remove_owner(this);
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shapes.write[p_index].shape = p_shape;
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p_shape->add_owner(this);
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if (!pending_shape_update_list.in_list()) {
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PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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//_update_shapes();
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//_shapes_changed();
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}
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void CollisionObject3DSW::set_shape_transform(int p_index, const Transform &p_transform) {
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ERR_FAIL_INDEX(p_index, shapes.size());
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shapes.write[p_index].xform = p_transform;
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shapes.write[p_index].xform_inv = p_transform.affine_inverse();
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if (!pending_shape_update_list.in_list()) {
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PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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//_update_shapes();
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//_shapes_changed();
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}
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void CollisionObject3DSW::set_shape_as_disabled(int p_idx, bool p_enable) {
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shapes.write[p_idx].disabled = p_enable;
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if (!pending_shape_update_list.in_list()) {
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PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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}
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void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) {
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//remove a shape, all the times it appears
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for (int i = 0; i < shapes.size(); i++) {
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if (shapes[i].shape == p_shape) {
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remove_shape(i);
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i--;
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}
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}
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}
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void CollisionObject3DSW::remove_shape(int p_index) {
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//remove anything from shape to be erased to end, so subindices don't change
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ERR_FAIL_INDEX(p_index, shapes.size());
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for (int i = p_index; i < shapes.size(); i++) {
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if (shapes[i].bpid == 0) {
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continue;
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}
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//should never get here with a null owner
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space->get_broadphase()->remove(shapes[i].bpid);
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shapes.write[i].bpid = 0;
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}
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shapes[p_index].shape->remove_owner(this);
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shapes.remove(p_index);
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if (!pending_shape_update_list.in_list()) {
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PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
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}
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//_update_shapes();
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//_shapes_changed();
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}
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void CollisionObject3DSW::_set_static(bool p_static) {
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if (_static == p_static) {
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return;
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}
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_static = p_static;
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if (!space) {
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return;
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}
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for (int i = 0; i < get_shape_count(); i++) {
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const Shape &s = shapes[i];
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if (s.bpid > 0) {
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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}
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}
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void CollisionObject3DSW::_unregister_shapes() {
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid > 0) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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void CollisionObject3DSW::_update_shapes() {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb = s.shape->get_aabb();
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Transform xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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s.aabb_cache = shape_aabb;
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s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
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Vector3 scale = xform.get_basis().get_scale();
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s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
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space->get_broadphase()->move(s.bpid, s.aabb_cache);
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}
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}
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void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) {
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if (!space) {
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return;
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}
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid == 0) {
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s.bpid = space->get_broadphase()->create(this, i);
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space->get_broadphase()->set_static(s.bpid, _static);
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}
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//not quite correct, should compute the next matrix..
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AABB shape_aabb = s.shape->get_aabb();
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Transform xform = transform * s.xform;
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shape_aabb = xform.xform(shape_aabb);
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shape_aabb = shape_aabb.merge(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
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s.aabb_cache = shape_aabb;
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space->get_broadphase()->move(s.bpid, shape_aabb);
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}
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}
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void CollisionObject3DSW::_set_space(Space3DSW *p_space) {
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if (space) {
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space->remove_object(this);
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for (int i = 0; i < shapes.size(); i++) {
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Shape &s = shapes.write[i];
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if (s.bpid) {
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space->get_broadphase()->remove(s.bpid);
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s.bpid = 0;
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}
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}
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}
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space = p_space;
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if (space) {
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space->add_object(this);
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_update_shapes();
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}
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}
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void CollisionObject3DSW::_shape_changed() {
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_update_shapes();
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_shapes_changed();
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}
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CollisionObject3DSW::CollisionObject3DSW(Type p_type) :
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pending_shape_update_list(this) {
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_static = true;
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type = p_type;
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space = nullptr;
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collision_layer = 1;
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collision_mask = 1;
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ray_pickable = true;
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}
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