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blender-archive/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
Benoit Bolsee 8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00

379 lines
13 KiB
C++

/**
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning(disable : 4786) // shut off 255 char limit debug template warning
#endif
#include "SM_Scene.h"
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Debug.h"
#include <algorithm>
SM_Scene::SM_Scene() :
m_scene(DT_CreateScene()),
m_respTable(DT_CreateRespTable()),
m_secondaryRespTable(DT_CreateRespTable()),
m_fixRespTable(DT_CreateRespTable()),
m_forceField(0.0, 0.0, 0.0),
m_frames(0)
{
for (int i = 0 ; i < NUM_RESPONSE; i++)
{
m_ResponseClass[i] = DT_GenResponseClass(m_respTable);
m_secondaryResponseClass[i] = DT_GenResponseClass(m_secondaryRespTable);
m_fixResponseClass[i] = DT_GenResponseClass(m_fixRespTable);
}
/* Sensor */
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
/* Static */
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[STATIC_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
/* Object */
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
/* Fh Object */
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
/* Object (Fix Pass) */
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::fix, DT_BROAD_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::fix, DT_BROAD_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
}
void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback, void *user)
{
DT_AddClassResponse(m_secondaryRespTable, m_secondaryResponseClass[response_class], callback, DT_BROAD_RESPONSE, user);
}
void SM_Scene::addSensor(SM_Object& object)
{
T_ObjectList::iterator i =
std::find(m_objectList.begin(), m_objectList.end(), &object);
if (i == m_objectList.end())
{
object.calcXform();
m_objectList.push_back(&object);
DT_AddObject(m_scene, object.getObjectHandle());
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass [SENSOR_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
}
}
void SM_Scene::add(SM_Object& object) {
object.calcXform();
m_objectList.push_back(&object);
DT_AddObject(m_scene, object.getObjectHandle());
if (object.isDynamic()) {
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
} else {
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[STATIC_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[STATIC_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[STATIC_RESPONSE]);
}
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_AddObject(m_scene, fh_object->getObjectHandle());
DT_SetResponseClass(m_respTable, fh_object->getObjectHandle(), m_ResponseClass[FH_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, fh_object->getObjectHandle(), m_secondaryResponseClass[FH_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, fh_object->getObjectHandle(), m_fixResponseClass[FH_RESPONSE]);
}
}
void SM_Scene::requestCollisionCallback(SM_Object &object)
{
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
// DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
}
void SM_Scene::remove(SM_Object& object) {
//std::cout << "SM_Scene::remove this =" << this << "object = " << &object << std::endl;
T_ObjectList::iterator i =
std::find(m_objectList.begin(), m_objectList.end(), &object);
if (!(i == m_objectList.end()))
{
std::swap(*i, m_objectList.back());
m_objectList.pop_back();
DT_RemoveObject(m_scene, object.getObjectHandle());
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_RemoveObject(m_scene, fh_object->getObjectHandle());
}
}
else {
// tried to remove an object that is not in the scene
//assert(false);
}
}
void SM_Scene::beginFrame()
{
T_ObjectList::iterator i;
// Apply a forcefield (such as gravity)
for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
(*i)->applyForceField(m_forceField);
}
void SM_Scene::endFrame()
{
T_ObjectList::iterator i;
for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
(*i)->clearForce();
}
bool SM_Scene::proceed(MT_Scalar curtime, MT_Scalar ticrate)
{
if (!m_frames)
{
if (ticrate > 0.)
m_frames = (unsigned int)(curtime*ticrate) + 1.0;
else
m_frames = (unsigned int)(curtime*65536.0);
}
// Divide the timeStep into a number of subsamples of size roughly
// equal to subS (might be a little smaller).
MT_Scalar subStep;
int num_samples;
int frames = m_frames;
// Compute the number of steps to do this update.
if (ticrate > 0.0)
{
// Fixed time step
subStep = 1.0/ticrate;
num_samples = (unsigned int)(curtime*ticrate + 1.0) - m_frames;
if (num_samples > 4)
{
std::cout << "Dropping physics frames! frames:" << num_samples << " substep: " << subStep << std::endl;
MT_Scalar tr = ticrate;
do
{
frames = frames / 2;
tr = tr / 2.0;
num_samples = (unsigned int)(curtime*tr + 1.0) - frames;
subStep *= 2.0;
} while (num_samples > 8);
std::cout << " frames:" << num_samples << " substep: " << subStep << std::endl;
}
}
else
{
// Variable time step. (old update)
// Integrate at least 100 Hz
MT_Scalar timeStep = curtime - m_frames/65536.0;
subStep = timeStep > 0.01 ? 0.01 : timeStep;
num_samples = int(timeStep * 0.01);
if (num_samples < 1)
num_samples = 1;
}
// Do a physics timestep.
T_ObjectList::iterator i;
if (num_samples > 0)
{
// Do the integration steps per object.
for (int step = 0; step != num_samples; ++step)
{
MT_Scalar time;
if (ticrate > 0.)
time = MT_Scalar(frames + step + 1) * subStep;
else
time = MT_Scalar(m_frames)/65536.0 + MT_Scalar(step + 1)*subStep;
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->endFrame();
// Apply a forcefield (such as gravity)
(*i)->integrateForces(subStep);
// And second we update the object positions by performing
// an integration step for each object
(*i)->integrateMomentum(subStep);
}
// So now first we let the physics scene respond to
// new forces, velocities set externally.
// The collsion and friction impulses are computed here.
// Collision phase
DT_Test(m_scene, m_respTable);
// Contact phase
DT_Test(m_scene, m_fixRespTable);
// Finish this timestep by saving al state information for the next
// timestep and clearing the accumulated forces.
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->relax();
(*i)->proceedKinematic(subStep);
(*i)->saveReactionForce(subStep);
(*i)->getNextFrame().setTime(time);
//(*i)->clearForce();
}
}
}
if (ticrate > 0)
{
// Interpolate between time steps.
for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
(*i)->interpolate(curtime);
//only update the m_frames after an actual physics timestep
if (num_samples)
{
m_frames = (unsigned int)(curtime*ticrate) + 1.0;
}
}
else
{
m_frames = (unsigned int)(curtime*65536.0);
}
return num_samples != 0;
}
void SM_Scene::notifyCollision(SM_Object *obj1, SM_Object *obj2)
{
// For each pair of object that collided, call the corresponding callback.
if (m_secondaryRespTable)
DT_CallResponse(m_secondaryRespTable, obj1->getObjectHandle(), obj2->getObjectHandle(), 0);
}
SM_Object *SM_Scene::rayTest(void *ignore_client,
const MT_Point3& from, const MT_Point3& to,
MT_Point3& result, MT_Vector3& normal) const {
#ifdef SM_DEBUG_RAYCAST
std::cout << "ray: { " << from << " } - { " << to << " }" << std::endl;
#endif
DT_Vector3 n, dfrom, dto;
DT_Scalar param;
from.getValue(dfrom);
to.getValue(dto);
SM_Object *hit_object = (SM_Object *)
DT_RayCast(m_scene, ignore_client, dfrom, dto, 1., &param, n);
if (hit_object) {
//result = hit_object->getWorldCoord(from + (to - from)*param);
result = from + (to - from) * param;
normal.setValue(n);
#ifdef SM_DEBUG_RAYCAST
std::cout << "ray: { " << from << " } -> { " << to << " }: { " << result
<< " } (" << param << "), normal = { " << normal << " }" << std::endl;
#endif
}
return hit_object;
}
void SM_Scene::clearObjectCombinedVelocities() {
T_ObjectList::iterator i;
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->clearCombinedVelocities();
}
}
void SM_Scene::setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
m_secondaryRespTable = secondaryRespTable;
}
DT_Bool SM_Scene::boing(
void *client_data,
void *object1,
void *object2,
const DT_CollData *
){
SM_Scene *scene = (SM_Scene *)client_data;
SM_Object *obj1 = (SM_Object *)object1;
SM_Object *obj2 = (SM_Object *)object2;
scene->notifyCollision(obj1, obj2); // Record this collision for client callbacks
#ifdef SM_DEBUG_BOING
printf("SM_Scene::boing\n");
#endif
return DT_CONTINUE;
}
SM_Scene::~SM_Scene()
{
//std::cout << "SM_Scene::~ SM_Scene(): destroy " << this << std::endl;
// if (m_objectList.begin() != m_objectList.end())
// std::cout << "SM_Scene::~SM_Scene: There are still objects in the Sumo scene!" << std::endl;
for (T_ObjectList::iterator it = m_objectList.begin() ; it != m_objectList.end() ; it++)
delete *it;
DT_DestroyRespTable(m_respTable);
DT_DestroyRespTable(m_secondaryRespTable);
DT_DestroyRespTable(m_fixRespTable);
DT_DestroyScene(m_scene);
}