Fix determinism issue after restoring a snapshot.

This commit is contained in:
Crozet Sébastien
2021-03-02 11:24:56 +01:00
parent 4cd6819fbe
commit e45342d365

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@@ -108,10 +108,26 @@ pub struct ContactManifoldData {
/// Flags used to control some aspects of the constraints solver for this contact manifold.
pub solver_flags: SolverFlags,
/// The world-space contact normal shared by all the contact in this contact manifold.
#[cfg_attr(feature = "serde-serialize", serde(skip))]
// NOTE: read the comment of `solver_contacts` regarding serialization. It applies
// to this field as well.
pub normal: Vector<Real>,
/// The contacts that will be seen by the constraints solver for computing forces.
#[cfg_attr(feature = "serde-serialize", serde(skip))]
// NOTE: unfortunately, we can't ignore this field when serialize
// the contact manifold data. The reason is that the solver contacts
// won't be updated for sleeping bodies. So it means that for one
// frame, we won't have any solver contacts when waking up an island
// after a deserialization. Not only does this break post-snapshot
// determinism, but it will also skip constraint resolution for these
// contacts during one frame.
//
// An alternative would be to skip the serialization of `solver_contacts` and
// find a way to recompute them right after the deserialization process completes.
// However, this would be an expensive operation. And doing this efficiently as part
// of the narrow-phase update or the contact manifold collect will likely lead to tricky
// bugs too.
//
// So right now it is best to just serialize this field and keep it that way until it
// is proven to be actually problematic in real applications (in terms of snapshot size for example).
pub solver_contacts: Vec<SolverContact>,
/// The relative dominance of the bodies involved in this contact manifold.
pub relative_dominance: i16,