Particles: replace use of ParticleSystemUpdater

Extend our own particle manager to replace the OSG particle system
updater. This fixes thread-safety and also timing (better match to
simulation dt values). We also use weak pointers (observer_ptr in
OSG terminology) to ensure particle systems are released once their
frame is gone.
This commit is contained in:
James Turner 2021-02-03 21:09:40 +00:00
parent bbef23deae
commit 059285ed6f
2 changed files with 231 additions and 75 deletions

View File

@ -35,10 +35,10 @@
#include <osgParticle/MultiSegmentPlacer>
#include <osgParticle/SectorPlacer>
#include <osgParticle/ConstantRateCounter>
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/ParticleSystem>
#include <osgParticle/FluidProgram>
#include <osgUtil/CullVisitor>
#include <osg/Geode>
#include <osg/Group>
#include <osg/MatrixTransform>
@ -47,67 +47,241 @@
#include <simgear/scene/model/animation.hxx>
using ParticleSystemRef = osg::ref_ptr<osgParticle::ParticleSystem>;
namespace simgear
{
class ParticlesGlobalManager::ParticlesGlobalManagerPrivate : public osg::NodeCallback
{
public:
ParticlesGlobalManagerPrivate() : _updater(new osgParticle::ParticleSystemUpdater),
_commonGeode(new osg::Geode)
ParticlesGlobalManagerPrivate();
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
// only call this with the lock held!
osg::Group* internalGetCommonRoot();
void updateParticleSystemsFromCullCallback(int currentFrameNumber, osg::NodeVisitor* nv);
void addParticleSystem(osgParticle::ParticleSystem* ps);
void registerNewLocalParticleSystem(osg::Node* node, ParticleSystemRef ps);
void registerNewWorldParticleSystem(osg::Node* node, ParticleSystemRef ps, osg::Group* frame);
std::mutex _lock;
bool _frozen = false;
double _simulationDt = 0.0;
osg::ref_ptr<osg::Group> _commonRoot;
osg::ref_ptr<osg::Geode> _commonGeode;
osg::Vec3 _wind;
bool _enabled = true;
osg::Vec3 _gravity;
// osg::Vec3 _localWind;
SGGeod _currentPosition;
SGConstPropertyNode_ptr _enabledNode;
using ParticleSystemWeakRef = osg::observer_ptr<osgParticle::ParticleSystem>;
using ParticleSystemsWeakRefVec = std::vector<ParticleSystemWeakRef>;
using ParticleSystemsStrongRefVec = std::vector<ParticleSystemRef>;
ParticleSystemsWeakRefVec _systems;
osg::ref_ptr<ParticlesGlobalManager::UpdaterCallback> _cullCallback;
};
/**
@brief this class replaces the need to use osgParticle::ParticleSystemUpdater, which has some
thread-safety and ownership complications in our us case
*/
class ParticlesGlobalManager::UpdaterCallback : public osg::NodeCallback
{
public:
UpdaterCallback(ParticlesGlobalManagerPrivate* p) : _manager(p)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
std::lock_guard<std::mutex> g(_lock);
_enabled = !_enabledNode || _enabledNode->getBoolValue();
if (!_enabled)
return;
const auto q = SGQuatd::fromLonLatDeg(_longitudeNode->getFloatValue(), _latitudeNode->getFloatValue());
osg::Matrix om(toOsg(q));
osg::Vec3 v(0, 0, 9.81);
_gravity = om.preMult(v);
// NOTE: THIS WIND COMPUTATION DOESN'T SEEM TO AFFECT PARTICLES
// const osg::Vec3& zUpWind = _wind;
// osg::Vec3 w(zUpWind.y(), zUpWind.x(), -zUpWind.z());
// _localWind = om.preMult(w);
}
// only call this with the lock held!
osg::Group* internalGetCommonRoot()
{
if (!_commonRoot.valid()) {
SG_LOG(SG_PARTICLES, SG_DEBUG, "Particle common root called.");
_commonRoot = new osg::Group;
_commonRoot->setName("common particle system root");
_commonGeode->setName("common particle system geode");
_commonRoot->addChild(_commonGeode);
_commonRoot->addChild(_updater);
_commonRoot->setNodeMask(~simgear::MODELLIGHT_BIT);
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv && nv->getFrameStamp()) {
if (_frameNumber < nv->getFrameStamp()->getFrameNumber()) {
_frameNumber = nv->getFrameStamp()->getFrameNumber();
_manager->updateParticleSystemsFromCullCallback(_frameNumber, nv);
}
}
return _commonRoot.get();
}
std::mutex _lock;
bool _frozen = false;
osg::ref_ptr<osgParticle::ParticleSystemUpdater> _updater;
osg::ref_ptr<osg::Group> _commonRoot;
osg::ref_ptr<osg::Geode> _commonGeode;
osg::Vec3 _wind;
bool _globalCallbackRegistered = false;
bool _enabled = true;
osg::Vec3 _gravity;
// osg::Vec3 _localWind;
SGConstPropertyNode_ptr _enabledNode;
SGConstPropertyNode_ptr _longitudeNode, _latitudeNode;
unsigned int _frameNumber = 0;
ParticlesGlobalManagerPrivate* _manager;
};
/**
single-shot node callback, used to register a particle system with the global manager. Once run, removes
itself. We used this to avoid updating a particle system until the load is complete and merged into the
main scene.
*/
class ParticlesGlobalManager::RegistrationCallback : public osg::NodeCallback
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
auto d = ParticlesGlobalManager::instance()->d;
d->addParticleSystem(_system);
// for world-attached particle systems, attach the frame to the
// common root. This is the first safe place we can do this
if (_frame) {
d->internalGetCommonRoot()->addChild(_frame);
}
node->removeUpdateCallback(this); // suicide
}
ParticleSystemRef _system;
osg::ref_ptr<osg::Group> _frame;
};
ParticlesGlobalManager::ParticlesGlobalManagerPrivate::ParticlesGlobalManagerPrivate() : _commonGeode(new osg::Geode),
_cullCallback(new UpdaterCallback(this))
{
// callbacks are registered in initFromMainThread : depending on timing,
// this constructor might be called from an osgDB thread
}
void ParticlesGlobalManager::ParticlesGlobalManagerPrivate::addParticleSystem(osgParticle::ParticleSystem* ps)
{
std::lock_guard<std::mutex> g(_lock);
_systems.push_back(ps);
}
void ParticlesGlobalManager::ParticlesGlobalManagerPrivate::registerNewLocalParticleSystem(osg::Node* node, ParticleSystemRef ps)
{
auto cb = new RegistrationCallback;
cb->_system = ps;
node->addUpdateCallback(cb);
}
void ParticlesGlobalManager::ParticlesGlobalManagerPrivate::registerNewWorldParticleSystem(osg::Node* node, ParticleSystemRef ps, osg::Group* frame)
{
auto cb = new RegistrationCallback;
cb->_system = ps;
cb->_frame = frame;
node->addUpdateCallback(cb);
}
// this is called from the main thread during scenery init
// after this, we beign updarting particle systems
void ParticlesGlobalManager::initFromMainThread()
{
std::lock_guard<std::mutex> g(d->_lock);
d->internalGetCommonRoot();
d->_commonRoot->addUpdateCallback(d.get());
d->_commonRoot->addCullCallback(d->_cullCallback);
}
void ParticlesGlobalManager::setCurrentPosition(const SGGeod& pos)
{
std::lock_guard<std::mutex> g(d->_lock);
d->_currentPosition = pos;
}
void ParticlesGlobalManager::setSimTime(double dt)
{
std::lock_guard<std::mutex> g(d->_lock);
d->_simulationDt = dt;
}
// this is called from the main thread, since it's an update callback
// lock any state used by updateParticleSystemsFromCullCallback, which
// runs during culling, potentialy on a different thread
void ParticlesGlobalManager::ParticlesGlobalManagerPrivate::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
std::lock_guard<std::mutex> g(_lock);
_enabled = !_enabledNode || _enabledNode->getBoolValue();
if (!_enabled)
return;
const auto q = SGQuatd::fromLonLat(_currentPosition);
osg::Matrix om(toOsg(q));
osg::Vec3 v(0, 0, 9.81);
_gravity = om.preMult(v);
// NOTE: THIS WIND COMPUTATION DOESN'T SEEM TO AFFECT PARTICLES
// const osg::Vec3& zUpWind = _wind;
// osg::Vec3 w(zUpWind.y(), zUpWind.x(), -zUpWind.z());
// _localWind = om.preMult(w);
// while we have the lock, remove all expired systems
auto firstInvalid = std::remove_if(_systems.begin(), _systems.end(), [](const ParticleSystemWeakRef& weak) {
return !weak.valid();
});
_systems.erase(firstInvalid, _systems.end());
}
// only call this with the lock held!
osg::Group* ParticlesGlobalManager::ParticlesGlobalManagerPrivate::internalGetCommonRoot()
{
if (!_commonRoot.valid()) {
_commonRoot = new osg::Group;
_commonRoot->setName("common particle system root");
_commonGeode->setName("common particle system geode");
_commonRoot->addChild(_commonGeode);
_commonRoot->setNodeMask(~simgear::MODELLIGHT_BIT);
}
return _commonRoot.get();
}
void ParticlesGlobalManager::ParticlesGlobalManagerPrivate::updateParticleSystemsFromCullCallback(int frameNumber, osg::NodeVisitor* nv)
{
ParticleSystemsStrongRefVec activeSystems;
double dt = 0.0;
// begin locked section
{
std::lock_guard<std::mutex> g(_lock);
activeSystems.reserve(_systems.size());
for (const auto& psref : _systems) {
ParticleSystemRef owningRef;
if (!psref.lock(owningRef)) {
// pointed to system is gone, skip it
// we will clean these up in the update callback, don't
// worry about that here
continue;
}
// add to the list we will update now
activeSystems.push_back(owningRef);
}
dt = _simulationDt;
} // of locked section
// from here on, don't access class data; copy it all to local variables
// before this line. this is important so we're not holding _lock during
// culling, which might block osgDB threads for example.
if (dt <= 0.0) {
return;
}
for (const auto& ps : activeSystems) {
// code inside here is copied from osgParticle::ParticleSystemUpdate
osgParticle::ParticleSystem::ScopedWriteLock lock(*(ps->getReadWriteMutex()));
// We need to allow at least 2 frames difference, because the particle system's lastFrameNumber
// is updated in the draw thread which may not have completed yet.
if (!ps->isFrozen() &&
(!ps->getFreezeOnCull() || ((frameNumber - ps->getLastFrameNumber()) <= 2))) {
ps->update(dt, *nv);
}
// end of code copied from osgParticle::ParticleSystemUpdate
}
}
static std::mutex static_managerLock;
static std::unique_ptr<ParticlesGlobalManager> static_instance;
@ -131,14 +305,6 @@ ParticlesGlobalManager::ParticlesGlobalManager() : d(new ParticlesGlobalManagerP
{
}
ParticlesGlobalManager::~ParticlesGlobalManager()
{
if (d->_globalCallbackRegistered) {
// is this actually necessary? possibly not
d->_updater->setUpdateCallback(nullptr);
}
}
bool ParticlesGlobalManager::isEnabled() const
{
std::lock_guard<std::mutex> g(d->_lock);
@ -727,23 +893,10 @@ osg::ref_ptr<osg::Group> ParticlesGlobalManager::appendParticles(const SGPropert
emitter->setUpdateCallback(callback.get());
}
// touch shared data now (and not before)
{
std::lock_guard<std::mutex> g(d->_lock);
d->_updater->addParticleSystem(particleSys);
if (attach != "local") {
d->internalGetCommonRoot()->addChild(callback()->particleFrame);
}
if (!d->_globalCallbackRegistered) {
SG_LOG(SG_PARTICLES, SG_INFO, "Registering global particles callback");
d->_globalCallbackRegistered = true;
d->_longitudeNode = modelRoot->getNode("/position/longitude-deg", true);
d->_latitudeNode = modelRoot->getNode("/position/latitude-deg", true);
d->_updater->setUpdateCallback(d.get());
}
if (attach == "local") {
d->registerNewLocalParticleSystem(align, particleSys);
} else {
d->registerNewWorldParticleSystem(align, particleSys, callback()->particleFrame);
}
return align;

View File

@ -41,7 +41,6 @@ class NodeVisitor;
namespace osgParticle
{
class ParticleSystem;
class ParticleSystemUpdater;
}
#include <simgear/scene/util/SGNodeMasks.hxx>
@ -151,7 +150,7 @@ protected:
class ParticlesGlobalManager
{
public:
~ParticlesGlobalManager();
~ParticlesGlobalManager() = default;
static ParticlesGlobalManager* instance();
static void clear();
@ -161,14 +160,16 @@ public:
osg::ref_ptr<osg::Group> appendParticles(const SGPropertyNode* configNode, SGPropertyNode* modelRoot, const osgDB::Options* options);
osg::Group* getCommonRoot();
osg::Geode* getCommonGeode();
osgParticle::ParticleSystemUpdater* getPSU();
void initFromMainThread();
void setFrozen(bool e);
bool isFrozen() const;
void setCurrentPosition(const SGGeod& pos);
void setSimTime(double dt);
void setSwitchNode(const SGPropertyNode* n);
/**
@ -185,6 +186,8 @@ private:
ParticlesGlobalManager();
class ParticlesGlobalManagerPrivate;
class UpdaterCallback;
class RegistrationCallback;
// because Private inherits NodeCallback, we need to own it
// via an osg::ref_ptr