Bullet-style rotation integration for kinematics

and for dead reckoning after wire-transfer
This commit is contained in:
Andrew Meadows 2015-01-27 17:27:15 -08:00
parent b9ac5bb915
commit 23bd3f90d9
7 changed files with 56 additions and 13 deletions

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@ -14,6 +14,7 @@
#include <ByteCountCoding.h>
#include <GLMHelpers.h>
#include <Octree.h>
#include <PhysicsHelpers.h>
#include <RegisteredMetaTypes.h>
#include <SharedUtil.h> // usecTimestampNow()
@ -711,10 +712,22 @@ void EntityItem::simulateKinematicMotion(float timeElapsed) {
} else {
// NOTE: angularSpeed is currently in degrees/sec!!!
// TODO: Andrew to convert to radians/sec
float angle = timeElapsed * glm::radians(angularSpeed);
glm::vec3 axis = _angularVelocity / angularSpeed;
glm::quat dQ = glm::angleAxis(angle, axis);
glm::quat rotation = glm::normalize(dQ * getRotation());
glm::vec3 angularVelocity = glm::radians(_angularVelocity);
// for improved agreement with the way Bullet integrates rotations we use an approximation
// and break the integration into bullet-sized substeps
glm::quat rotation = getRotation();
float dt = timeElapsed;
while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
glm::quat dQ = bulletRotationStep(angularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
rotation = glm::normalize(dQ * rotation);
dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
}
// NOTE: this final partial substep can drift away from a real Bullet simulation however
// it only becomes significant for rapidly rotating objects
// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
glm::quat dQ = bulletRotationStep(angularVelocity, dt);
rotation = glm::normalize(dQ * rotation);
setRotation(rotation);
}
}

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@ -15,6 +15,7 @@
#include "BulletUtil.h"
#include "EntityMotionState.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
QSet<EntityItem*>* _outgoingEntityList;

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@ -14,6 +14,7 @@
#include "BulletUtil.h"
#include "ObjectMotionState.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
const float DEFAULT_FRICTION = 0.5f;
const float MAX_FRICTION = 10.0f;

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@ -11,6 +11,7 @@
#include "PhysicsEngine.h"
#include "ShapeInfoUtil.h"
#include "PhysicsHelpers.h"
#include "ThreadSafeDynamicsWorld.h"
static uint32_t _numSubsteps;

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@ -14,8 +14,6 @@
#include <stdint.h>
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
#include <QSet>
#include <btBulletDynamicsCommon.h>

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@ -1,9 +1,18 @@
//
// BulletUtil.cpp
// libraries/physcis/src
// PhysicsHelpers.cpp
// libraries/shared/src
//
// The implementation of bulletRotationStep() was copied from Bullet-2.82 so we include the Bullet license here:
// Created by Andrew Meadows 2015.01.27
// Unless otherwise copyrighted: Copyright 2015 High Fidelity, Inc.
//
// Unless otherwise licensced: Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PhysicsHelpers.h"
#include "SharedUtil.h"
// This chunk of code was copied from Bullet-2.82, so we include the Bullet license here:
/*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
@ -22,10 +31,6 @@
*
* Copied and modified from LinearMath/btTransformUtil.h by AndrewMeadows on 2015.01.27.
* */
#include <SharedUtil.h>
#include "BulletUtil.h"
glm::quat bulletRotationStep(const glm::vec3& angularVelocity, float timeStep) {
// Bullet uses an exponential map approximation technique to integrate rotation.
// The reason for this is to make it easy to compute the derivative of angular motion for various consraints.
@ -36,6 +41,7 @@ glm::quat bulletRotationStep(const glm::vec3& angularVelocity, float timeStep) {
float speed = glm::length(angularVelocity);
// limit the angular motion because the exponential approximation fails for large steps
const float ANGULAR_MOTION_THRESHOLD = 0.5f * PI_OVER_TWO;
if (speed * timeStep > ANGULAR_MOTION_THRESHOLD) {
speed = ANGULAR_MOTION_THRESHOLD / timeStep;
}

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@ -0,0 +1,23 @@
//
// PhysicsHelpers.h
// libraries/shared/src
//
// Created by Andrew Meadows 2015.01.27
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_PhysicsHelpers_h
#define hifi_PhysicsHelpers_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
// return incremental rotation (Bullet-style) caused by angularVelocity over timeStep
glm::quat bulletRotationStep(const glm::vec3& angularVelocity, float timeStep);
#endif // hifi_PhysicsHelpers_h