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65686dedf9
* Servers now use WorkerThreadPool for background computation. * This helps keep the number of threads used fixed at all times. * It also ensures everything works on HTML5 with threads. * And makes it easier to support disabling threads for also HTML5. CommandQueueMT now syncs with the servers via the WorkerThreadPool yielding mechanism, which makes its classic main sync semaphore superfluous. Also, some warnings about calls that kill performance when using threaded rendering are removed because there's a mechanism that warns about that in a more general fashion. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
417 lines
15 KiB
C++
417 lines
15 KiB
C++
/**************************************************************************/
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/* physics_server_3d_wrap_mt.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef PHYSICS_SERVER_3D_WRAP_MT_H
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#define PHYSICS_SERVER_3D_WRAP_MT_H
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#include "core/config/project_settings.h"
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#include "core/object/worker_thread_pool.h"
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#include "core/os/thread.h"
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#include "core/templates/command_queue_mt.h"
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#include "servers/physics_server_3d.h"
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#ifdef DEBUG_SYNC
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#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
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#else
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#define SYNC_DEBUG
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#endif
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#ifdef DEBUG_ENABLED
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#define MAIN_THREAD_SYNC_WARN WARN_PRINT("Call to " + String(__FUNCTION__) + " causing PhysicsServer3D synchronizations on every frame. This significantly affects performance.");
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#endif
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class PhysicsServer3DWrapMT : public PhysicsServer3D {
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mutable PhysicsServer3D *physics_server_3d = nullptr;
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mutable CommandQueueMT command_queue;
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void thread_loop();
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Thread::ID server_thread = Thread::UNASSIGNED_ID;
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WorkerThreadPool::TaskID server_task_id = WorkerThreadPool::INVALID_TASK_ID;
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bool exit = false;
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Semaphore step_sem;
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bool create_thread = false;
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void thread_step(real_t p_delta);
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void thread_exit();
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public:
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#define ServerName PhysicsServer3D
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#define ServerNameWrapMT PhysicsServer3DWrapMT
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#define server_name physics_server_3d
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#define WRITE_ACTION
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#include "servers/server_wrap_mt_common.h"
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//FUNC1RID(shape,ShapeType); todo fix
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FUNCRID(world_boundary_shape)
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FUNCRID(separation_ray_shape)
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FUNCRID(sphere_shape)
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FUNCRID(box_shape)
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FUNCRID(capsule_shape)
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FUNCRID(cylinder_shape)
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FUNCRID(convex_polygon_shape)
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FUNCRID(concave_polygon_shape)
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FUNCRID(heightmap_shape)
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FUNCRID(custom_shape)
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FUNC2(shape_set_data, RID, const Variant &);
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FUNC2(shape_set_custom_solver_bias, RID, real_t);
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FUNC2(shape_set_margin, RID, real_t)
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FUNC1RC(real_t, shape_get_margin, RID)
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FUNC1RC(ShapeType, shape_get_type, RID);
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FUNC1RC(Variant, shape_get_data, RID);
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FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
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#if 0
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//these work well, but should be used from the main thread only
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bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), false);
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return physics_server_3d->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
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}
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#endif
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/* SPACE API */
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FUNCRID(space);
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FUNC2(space_set_active, RID, bool);
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FUNC1RC(bool, space_is_active, RID);
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FUNC3(space_set_param, RID, SpaceParameter, real_t);
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FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
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// this function only works on physics process, errors and returns null otherwise
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PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), nullptr);
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return physics_server_3d->space_get_direct_state(p_space);
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}
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FUNC2(space_set_debug_contacts, RID, int);
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virtual Vector<Vector3> space_get_contacts(RID p_space) const override {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), Vector<Vector3>());
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return physics_server_3d->space_get_contacts(p_space);
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}
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virtual int space_get_contact_count(RID p_space) const override {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), 0);
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return physics_server_3d->space_get_contact_count(p_space);
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}
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/* AREA API */
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//FUNC0RID(area);
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FUNCRID(area);
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FUNC2(area_set_space, RID, RID);
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FUNC1RC(RID, area_get_space, RID);
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FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
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FUNC3(area_set_shape, RID, int, RID);
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FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
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FUNC3(area_set_shape_disabled, RID, int, bool);
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FUNC1RC(int, area_get_shape_count, RID);
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FUNC2RC(RID, area_get_shape, RID, int);
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FUNC2RC(Transform3D, area_get_shape_transform, RID, int);
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FUNC2(area_remove_shape, RID, int);
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FUNC1(area_clear_shapes, RID);
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FUNC2(area_attach_object_instance_id, RID, ObjectID);
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FUNC1RC(ObjectID, area_get_object_instance_id, RID);
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FUNC3(area_set_param, RID, AreaParameter, const Variant &);
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FUNC2(area_set_transform, RID, const Transform3D &);
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FUNC2RC(Variant, area_get_param, RID, AreaParameter);
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FUNC1RC(Transform3D, area_get_transform, RID);
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FUNC2(area_set_collision_layer, RID, uint32_t);
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FUNC1RC(uint32_t, area_get_collision_layer, RID);
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FUNC2(area_set_collision_mask, RID, uint32_t);
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FUNC1RC(uint32_t, area_get_collision_mask, RID);
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FUNC2(area_set_monitorable, RID, bool);
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FUNC2(area_set_ray_pickable, RID, bool);
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FUNC2(area_set_monitor_callback, RID, const Callable &);
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FUNC2(area_set_area_monitor_callback, RID, const Callable &);
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/* BODY API */
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//FUNC2RID(body,BodyMode,bool);
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FUNCRID(body)
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FUNC2(body_set_space, RID, RID);
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FUNC1RC(RID, body_get_space, RID);
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FUNC2(body_set_mode, RID, BodyMode);
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FUNC1RC(BodyMode, body_get_mode, RID);
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FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
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FUNC3(body_set_shape, RID, int, RID);
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FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
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FUNC1RC(int, body_get_shape_count, RID);
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FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
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FUNC2RC(RID, body_get_shape, RID, int);
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FUNC3(body_set_shape_disabled, RID, int, bool);
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FUNC2(body_remove_shape, RID, int);
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FUNC1(body_clear_shapes, RID);
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FUNC2(body_attach_object_instance_id, RID, ObjectID);
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FUNC1RC(ObjectID, body_get_object_instance_id, RID);
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FUNC2(body_set_enable_continuous_collision_detection, RID, bool);
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FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID);
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FUNC2(body_set_collision_layer, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_collision_layer, RID);
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FUNC2(body_set_collision_mask, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_collision_mask, RID);
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FUNC2(body_set_collision_priority, RID, real_t);
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FUNC1RC(real_t, body_get_collision_priority, RID);
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FUNC2(body_set_user_flags, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_user_flags, RID);
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FUNC3(body_set_param, RID, BodyParameter, const Variant &);
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FUNC2RC(Variant, body_get_param, RID, BodyParameter);
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FUNC1(body_reset_mass_properties, RID);
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FUNC3(body_set_state, RID, BodyState, const Variant &);
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FUNC2RC(Variant, body_get_state, RID, BodyState);
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FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
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FUNC2(body_apply_central_impulse, RID, const Vector3 &);
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FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_apply_central_force, RID, const Vector3 &);
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FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_apply_torque, RID, const Vector3 &);
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FUNC2(body_add_constant_central_force, RID, const Vector3 &);
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FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_add_constant_torque, RID, const Vector3 &);
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FUNC2(body_set_constant_force, RID, const Vector3 &);
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FUNC1RC(Vector3, body_get_constant_force, RID);
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FUNC2(body_set_constant_torque, RID, const Vector3 &);
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FUNC1RC(Vector3, body_get_constant_torque, RID);
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FUNC2(body_set_axis_velocity, RID, const Vector3 &);
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FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
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FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis);
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FUNC2(body_add_collision_exception, RID, RID);
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FUNC2(body_remove_collision_exception, RID, RID);
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FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
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FUNC2(body_set_max_contacts_reported, RID, int);
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FUNC1RC(int, body_get_max_contacts_reported, RID);
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FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
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FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
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FUNC2(body_set_omit_force_integration, RID, bool);
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FUNC1RC(bool, body_is_omitting_force_integration, RID);
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FUNC2(body_set_state_sync_callback, RID, const Callable &);
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FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
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FUNC2(body_set_ray_pickable, RID, bool);
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bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), false);
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return physics_server_3d->body_test_motion(p_body, p_parameters, r_result);
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}
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// this function only works on physics process, errors and returns null otherwise
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PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override {
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ERR_FAIL_COND_V(!Thread::is_main_thread(), nullptr);
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return physics_server_3d->body_get_direct_state(p_body);
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}
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/* SOFT BODY API */
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FUNCRID(soft_body)
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FUNC2(soft_body_update_rendering_server, RID, PhysicsServer3DRenderingServerHandler *)
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FUNC2(soft_body_set_space, RID, RID)
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FUNC1RC(RID, soft_body_get_space, RID)
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FUNC2(soft_body_set_ray_pickable, RID, bool);
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FUNC2(soft_body_set_collision_layer, RID, uint32_t)
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FUNC1RC(uint32_t, soft_body_get_collision_layer, RID)
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FUNC2(soft_body_set_collision_mask, RID, uint32_t)
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FUNC1RC(uint32_t, soft_body_get_collision_mask, RID)
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FUNC2(soft_body_add_collision_exception, RID, RID)
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FUNC2(soft_body_remove_collision_exception, RID, RID)
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FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *)
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FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
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FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
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FUNC2(soft_body_set_transform, RID, const Transform3D &);
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FUNC2(soft_body_set_simulation_precision, RID, int);
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FUNC1RC(int, soft_body_get_simulation_precision, RID);
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FUNC2(soft_body_set_total_mass, RID, real_t);
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FUNC1RC(real_t, soft_body_get_total_mass, RID);
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FUNC2(soft_body_set_linear_stiffness, RID, real_t);
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FUNC1RC(real_t, soft_body_get_linear_stiffness, RID);
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FUNC2(soft_body_set_pressure_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID);
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FUNC2(soft_body_set_damping_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_damping_coefficient, RID);
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FUNC2(soft_body_set_drag_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
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FUNC2(soft_body_set_mesh, RID, RID);
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FUNC1RC(AABB, soft_body_get_bounds, RID);
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FUNC3(soft_body_move_point, RID, int, const Vector3 &);
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FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int);
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FUNC1(soft_body_remove_all_pinned_points, RID);
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FUNC3(soft_body_pin_point, RID, int, bool);
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FUNC2RC(bool, soft_body_is_point_pinned, RID, int);
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/* JOINT API */
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FUNCRID(joint)
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FUNC1(joint_clear, RID)
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FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &)
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FUNC3(pin_joint_set_param, RID, PinJointParam, real_t)
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FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam)
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FUNC2(pin_joint_set_local_a, RID, const Vector3 &)
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FUNC1RC(Vector3, pin_joint_get_local_a, RID)
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FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
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FUNC1RC(Vector3, pin_joint_get_local_b, RID)
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FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &)
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FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t)
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FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam)
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FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
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FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
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FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t)
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FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam)
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FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t)
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FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam)
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FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t)
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FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam)
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FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool)
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FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag)
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FUNC1RC(JointType, joint_get_type, RID);
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FUNC2(joint_set_solver_priority, RID, int);
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FUNC1RC(int, joint_get_solver_priority, RID);
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FUNC2(joint_disable_collisions_between_bodies, RID, bool);
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FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
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/* MISC */
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FUNC1(free, RID);
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FUNC1(set_active, bool);
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virtual void init() override;
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virtual void step(real_t p_step) override;
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virtual void sync() override;
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virtual void end_sync() override;
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virtual void flush_queries() override;
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virtual void finish() override;
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virtual bool is_flushing_queries() const override {
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return physics_server_3d->is_flushing_queries();
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}
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int get_process_info(ProcessInfo p_info) override {
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return physics_server_3d->get_process_info(p_info);
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}
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PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread);
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~PhysicsServer3DWrapMT();
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#undef ServerNameWrapMT
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#undef ServerName
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#undef server_name
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#undef WRITE_ACTION
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};
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#ifdef DEBUG_SYNC
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#undef DEBUG_SYNC
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#endif
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#undef SYNC_DEBUG
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#ifdef DEBUG_ENABLED
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#undef MAIN_THREAD_SYNC_WARN
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#endif
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#endif // PHYSICS_SERVER_3D_WRAP_MT_H
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