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Merge pull request #13525 from AndrewMeadows/slow-kinematics
fix for erroneous deactivation of slow-spinning kinematic objects
This commit is contained in:
commit
8f838397a4
6 changed files with 27 additions and 4 deletions
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@ -100,7 +100,7 @@ void SimpleEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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}
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} else if (entity->isMovingRelativeToParent()) {
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SetOfEntities::iterator itr = _simpleKinematicEntities.find(entity);
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if (itr != _simpleKinematicEntities.end()) {
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if (itr == _simpleKinematicEntities.end()) {
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_simpleKinematicEntities.insert(entity);
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entity->setLastSimulated(usecTimestampNow());
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}
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@ -118,7 +118,7 @@ void SimpleEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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if (entity->isMovingRelativeToParent()) {
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SetOfEntities::iterator itr = _simpleKinematicEntities.find(entity);
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if (itr != _simpleKinematicEntities.end()) {
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if (itr == _simpleKinematicEntities.end()) {
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_simpleKinematicEntities.insert(entity);
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entity->setLastSimulated(usecTimestampNow());
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}
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@ -834,3 +834,14 @@ void EntityMotionState::clearObjectVelocities() const {
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}
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_entity->setAcceleration(glm::vec3(0.0f));
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}
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void EntityMotionState::saveKinematicState(btScalar timeStep) {
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_body->saveKinematicState(timeStep);
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// This is a WORKAROUND for a quirk in Bullet: due to floating point error slow spinning kinematic objects will
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// have a measured angular velocity of zero. This probably isn't a bug that the Bullet team is interested in
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// fixing since there is one very simple workaround: use double-precision math for the physics simulation.
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// We're not ready migrate to double-precision yet so we explicitly work around it by slamming the RigidBody's
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// angular velocity with the value in the entity.
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_body->setAngularVelocity(glmToBullet(_entity->getWorldAngularVelocity()));
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}
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@ -97,6 +97,7 @@ public:
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OwnershipState getOwnershipState() const { return _ownershipState; }
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void setRegion(uint8_t region);
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void saveKinematicState(btScalar timeStep) override;
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protected:
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void updateSendVelocities();
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@ -347,7 +347,7 @@ void ObjectMotionState::updateLastKinematicStep() {
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}
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void ObjectMotionState::updateBodyMassProperties() {
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float mass = getMass();
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btScalar mass = getMass();
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btVector3 inertia(1.0f, 1.0f, 1.0f);
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if (mass > 0.0f) {
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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@ -356,3 +356,7 @@ void ObjectMotionState::updateBodyMassProperties() {
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_body->updateInertiaTensor();
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}
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void ObjectMotionState::saveKinematicState(btScalar timeStep) {
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_body->saveKinematicState(timeStep);
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}
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@ -165,6 +165,7 @@ public:
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virtual bool isLocallyOwned() const { return false; }
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virtual bool isLocallyOwnedOrShouldBe() const { return false; } // aka shouldEmitCollisionEvents()
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virtual void saveKinematicState(btScalar timeStep);
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friend class PhysicsEngine;
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@ -162,7 +162,13 @@ void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
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for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body && body->isKinematicObject() && body->getActivationState() != ISLAND_SLEEPING) {
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body->saveKinematicState(timeStep);
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if (body->getMotionState()) {
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btMotionState* motionState = body->getMotionState();
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ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(motionState);
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objectMotionState->saveKinematicState(timeStep);
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} else {
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body->saveKinematicState(timeStep);
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}
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}
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}
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}
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