mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-04-14 21:09:26 +02:00
untangle 'bidding' from 'owned'
This commit is contained in:
parent
170ec83870
commit
5a5376c3d5
10 changed files with 414 additions and 268 deletions
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@ -20,7 +20,7 @@
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void EntitySimulation::setEntityTree(EntityTreePointer tree) {
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if (_entityTree && _entityTree != tree) {
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_nextExpiry = uint64_t(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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_simpleKinematicEntities.clear();
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@ -30,7 +30,7 @@ void EntitySimulation::setEntityTree(EntityTreePointer tree) {
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void EntitySimulation::updateEntities() {
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QMutexLocker lock(&_mutex);
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quint64 now = usecTimestampNow();
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uint64_t now = usecTimestampNow();
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// these methods may accumulate entries in _entitiesToBeDeleted
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expireMortalEntities(now);
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@ -70,16 +70,16 @@ void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
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}
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// protected
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void EntitySimulation::expireMortalEntities(const quint64& now) {
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void EntitySimulation::expireMortalEntities(const uint64_t& now) {
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if (now > _nextExpiry) {
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PROFILE_RANGE_EX(simulation_physics, "ExpireMortals", 0xffff00ff, (uint64_t)_mortalEntities.size());
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// only search for expired entities if we expect to find one
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_nextExpiry = quint64(-1);
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_nextExpiry = uint64_t(-1);
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QMutexLocker lock(&_mutex);
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SetOfEntities::iterator itemItr = _mortalEntities.begin();
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while (itemItr != _mortalEntities.end()) {
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EntityItemPointer entity = *itemItr;
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quint64 expiry = entity->getExpiry();
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uint64_t expiry = entity->getExpiry();
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if (expiry < now) {
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itemItr = _mortalEntities.erase(itemItr);
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entity->die();
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@ -99,7 +99,7 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
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}
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// protected
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void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
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void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const uint64_t& now) {
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PerformanceTimer perfTimer("updatingEntities");
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QMutexLocker lock(&_mutex);
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SetOfEntities::iterator itemItr = _entitiesToUpdate.begin();
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@ -153,7 +153,7 @@ void EntitySimulation::addEntity(EntityItemPointer entity) {
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entity->deserializeActions();
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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uint64_t expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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@ -200,7 +200,7 @@ void EntitySimulation::changeEntity(EntityItemPointer entity) {
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if (dirtyFlags & Simulation::DIRTY_LIFETIME) {
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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uint64_t expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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@ -220,7 +220,7 @@ void EntitySimulation::changeEntity(EntityItemPointer entity) {
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void EntitySimulation::clearEntities() {
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QMutexLocker lock(&_mutex);
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_nextExpiry = uint64_t(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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_simpleKinematicEntities.clear();
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@ -231,7 +231,7 @@ void EntitySimulation::clearEntities() {
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_deadEntities.clear();
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}
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void EntitySimulation::moveSimpleKinematics(const quint64& now) {
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void EntitySimulation::moveSimpleKinematics(const uint64_t& now) {
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PROFILE_RANGE_EX(simulation_physics, "MoveSimples", 0xffff00ff, (uint64_t)_simpleKinematicEntities.size());
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SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
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while (itemItr != _simpleKinematicEntities.end()) {
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@ -44,7 +44,7 @@ const int DIRTY_SIMULATION_FLAGS =
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class EntitySimulation : public QObject, public std::enable_shared_from_this<EntitySimulation> {
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public:
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EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(quint64(-1)) { }
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EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(uint64_t(-1)) { }
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virtual ~EntitySimulation() { setEntityTree(NULL); }
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inline EntitySimulationPointer getThisPointer() const {
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@ -71,7 +71,7 @@ public:
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void clearEntities();
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void moveSimpleKinematics(const quint64& now);
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void moveSimpleKinematics(const uint64_t& now);
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EntityTreePointer getEntityTree() { return _entityTree; }
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@ -83,14 +83,14 @@ public:
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protected:
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// These pure virtual methods are protected because they are not to be called will-nilly. The base class
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// calls them in the right places.
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virtual void updateEntitiesInternal(const quint64& now) = 0;
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virtual void updateEntitiesInternal(const uint64_t& now) = 0;
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virtual void addEntityInternal(EntityItemPointer entity) = 0;
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virtual void removeEntityInternal(EntityItemPointer entity);
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virtual void changeEntityInternal(EntityItemPointer entity) = 0;
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virtual void clearEntitiesInternal() = 0;
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void expireMortalEntities(const quint64& now);
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void callUpdateOnEntitiesThatNeedIt(const quint64& now);
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void expireMortalEntities(const uint64_t& now);
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void callUpdateOnEntitiesThatNeedIt(const uint64_t& now);
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virtual void sortEntitiesThatMoved();
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QMutex _mutex{ QMutex::Recursive };
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@ -114,7 +114,7 @@ private:
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// An entity may be in more than one list.
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SetOfEntities _allEntities; // tracks all entities added the simulation
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SetOfEntities _mortalEntities; // entities that have an expiry
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quint64 _nextExpiry;
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uint64_t _nextExpiry;
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SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update()
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@ -18,7 +18,7 @@
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#include "EntityItem.h"
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#include "EntitiesLogging.h"
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const quint64 MAX_OWNERLESS_PERIOD = 2 * USECS_PER_SECOND;
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const uint64_t MAX_OWNERLESS_PERIOD = 2 * USECS_PER_SECOND;
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void SimpleEntitySimulation::clearOwnership(const QUuid& ownerID) {
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QMutexLocker lock(&_mutex);
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@ -33,7 +33,7 @@ void SimpleEntitySimulation::clearOwnership(const QUuid& ownerID) {
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if (entity->getDynamic() && entity->hasLocalVelocity()) {
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// it is still moving dynamically --> add to orphaned list
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_entitiesThatNeedSimulationOwner.insert(entity);
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quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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uint64_t expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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if (expiry < _nextOwnerlessExpiry) {
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_nextOwnerlessExpiry = expiry;
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}
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@ -50,7 +50,7 @@ void SimpleEntitySimulation::clearOwnership(const QUuid& ownerID) {
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}
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}
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void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
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void SimpleEntitySimulation::updateEntitiesInternal(const uint64_t& now) {
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if (now > _nextOwnerlessExpiry) {
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// search for ownerless objects that have expired
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QMutexLocker lock(&_mutex);
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@ -58,7 +58,7 @@ void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
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SetOfEntities::iterator itemItr = _entitiesThatNeedSimulationOwner.begin();
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while (itemItr != _entitiesThatNeedSimulationOwner.end()) {
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EntityItemPointer entity = *itemItr;
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quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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uint64_t expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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if (expiry < now) {
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// no simulators have volunteered ownership --> remove from list
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itemItr = _entitiesThatNeedSimulationOwner.erase(itemItr);
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@ -96,7 +96,7 @@ void SimpleEntitySimulation::addEntityInternal(EntityItemPointer entity) {
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} else if (entity->getDynamic() && entity->hasLocalVelocity()) {
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QMutexLocker lock(&_mutex);
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_entitiesThatNeedSimulationOwner.insert(entity);
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quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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uint64_t expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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if (expiry < _nextOwnerlessExpiry) {
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_nextOwnerlessExpiry = expiry;
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}
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@ -127,7 +127,7 @@ void SimpleEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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_entitiesWithSimulationOwner.remove(entity);
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if (entity->getDynamic() && entity->hasLocalVelocity()) {
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_entitiesThatNeedSimulationOwner.insert(entity);
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quint64 expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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uint64_t expiry = entity->getLastChangedOnServer() + MAX_OWNERLESS_PERIOD;
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if (expiry < _nextOwnerlessExpiry) {
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_nextOwnerlessExpiry = expiry;
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}
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@ -28,7 +28,7 @@ public:
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void clearOwnership(const QUuid& ownerID);
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protected:
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virtual void updateEntitiesInternal(const quint64& now) override;
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virtual void updateEntitiesInternal(const uint64_t& now) override;
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virtual void addEntityInternal(EntityItemPointer entity) override;
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virtual void removeEntityInternal(EntityItemPointer entity) override;
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virtual void changeEntityInternal(EntityItemPointer entity) override;
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@ -38,7 +38,7 @@ protected:
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SetOfEntities _entitiesWithSimulationOwner;
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SetOfEntities _entitiesThatNeedSimulationOwner;
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quint64 _nextOwnerlessExpiry { 0 };
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uint64_t _nextOwnerlessExpiry { 0 };
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};
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#endif // hifi_SimpleEntitySimulation_h
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@ -26,12 +26,7 @@
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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#include "EntityTree.h"
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#endif
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const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
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const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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bool EntityMotionState::entityTreeIsLocked() const {
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EntityTreeElementPointer element = _entity->getElement();
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EntityTreePointer tree = element ? element->getTree() : nullptr;
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}
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#endif
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const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
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const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
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ObjectMotionState(nullptr),
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@ -59,7 +57,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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_serverActionData(QByteArray()),
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_lastVelocity(0.0f),
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_measuredAcceleration(0.0f),
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_nextOwnershipBid(0),
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_nextBidExpiry(0),
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_measuredDeltaTime(0.0f),
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_lastMeasureStep(0),
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_lastStep(0),
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@ -67,6 +65,12 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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_accelerationNearlyGravityCount(0),
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_numInactiveUpdates(1)
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{
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// Why is _numInactiveUpdates initialied to 1?
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// Because: when an entity is first created by a LOCAL operatioin its local simulation ownership is assumed,
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// which causes it to be immediately placed on the 'owned' list, but in this case an "update" already just
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// went out for the object's creation and there is no need to send another. By initializing _numInactiveUpdates
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// to 1 here we trick remoteSimulationOutOfSync() to return "false" the first time through for this case.
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity);
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assert(entityTreeIsLocked());
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// rather than pass the legit shape pointer to the ObjectMotionState ctor above.
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setShape(shape);
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_outgoingPriority = _entity->getPendingOwnershipPriority();
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_bidPriority = _entity->getPendingOwnershipPriority();
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if (_entity->getClientOnly() && _entity->getOwningAvatarID() != Physics::getSessionUUID()) {
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// client-only entities are always thus, so we cache this fact in _ownershipState
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_ownershipState = EntityMotionState::OwnershipState::Unownable;
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}
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Transform localTransform;
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_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
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_serverPosition = localTransform.getTranslation();
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_serverRotation = localTransform.getRotation();
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_serverAcceleration = _entity->getAcceleration();
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_serverActionData = _entity->getDynamicData();
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}
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EntityMotionState::~EntityMotionState() {
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@ -87,35 +103,30 @@ EntityMotionState::~EntityMotionState() {
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}
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void EntityMotionState::updateServerPhysicsVariables() {
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assert(entityTreeIsLocked());
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if (isLocallyOwned()) {
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// don't slam these values if we are the simulation owner
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return;
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if (_ownershipState != EntityMotionState::OwnershipState::LocallyOwned) {
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// only slam these values if we are NOT the simulation owner
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Transform localTransform;
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_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
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_serverPosition = localTransform.getTranslation();
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_serverRotation = localTransform.getRotation();
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_serverAcceleration = _entity->getAcceleration();
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_serverActionData = _entity->getDynamicData();
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_lastStep = ObjectMotionState::getWorldSimulationStep();
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}
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Transform localTransform;
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_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
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_serverVariablesSet = true;
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_serverPosition = localTransform.getTranslation();
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_serverRotation = localTransform.getRotation();
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_serverAcceleration = _entity->getAcceleration();
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_serverActionData = _entity->getDynamicData();
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}
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void EntityMotionState::handleDeactivation() {
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if (_serverVariablesSet) {
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// copy _server data to entity
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Transform localTransform = _entity->getLocalTransform();
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localTransform.setTranslation(_serverPosition);
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localTransform.setRotation(_serverRotation);
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_entity->setLocalTransformAndVelocities(localTransform, ENTITY_ITEM_ZERO_VEC3, ENTITY_ITEM_ZERO_VEC3);
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// and also to RigidBody
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btTransform worldTrans;
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worldTrans.setOrigin(glmToBullet(_entity->getWorldPosition()));
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worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
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_body->setWorldTransform(worldTrans);
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// no need to update velocities... should already be zero
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}
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// copy _server data to entity
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Transform localTransform = _entity->getLocalTransform();
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localTransform.setTranslation(_serverPosition);
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localTransform.setRotation(_serverRotation);
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_entity->setLocalTransformAndVelocities(localTransform, ENTITY_ITEM_ZERO_VEC3, ENTITY_ITEM_ZERO_VEC3);
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// and also to RigidBody
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btTransform worldTrans;
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worldTrans.setOrigin(glmToBullet(_entity->getWorldPosition()));
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worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
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_body->setWorldTransform(worldTrans);
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// no need to update velocities... should already be zero
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}
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// virtual
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@ -128,26 +139,29 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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if (_entity->getSimulatorID().isNull()) {
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// simulation ownership has been removed
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if (glm::length2(_entity->getWorldVelocity()) == 0.0f) {
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// this object is coming to rest --> clear the ACTIVATION flag and _outgoingPriority
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// this object is coming to rest --> clear the ACTIVATION flag and _bidPriority
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flags &= ~Simulation::DIRTY_PHYSICS_ACTIVATION;
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_body->setActivationState(WANTS_DEACTIVATION);
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_outgoingPriority = 0;
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_bidPriority = 0;
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const float ACTIVATION_EXPIRY = 3.0f; // something larger than the 2.0 hard coded in Bullet
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_body->setDeactivationTime(ACTIVATION_EXPIRY);
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} else {
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// disowned object is still moving --> start timer for ownership bid
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// TODO? put a delay in here proportional to distance from object?
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upgradeOutgoingPriority(VOLUNTEER_SIMULATION_PRIORITY);
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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upgradeBidPriority(VOLUNTEER_SIMULATION_PRIORITY);
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_nextBidExpiry = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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_loopsWithoutOwner = 0;
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_numInactiveUpdates = 0;
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} else if (isLocallyOwned()) {
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// we just inherited ownership, make sure our desired priority matches what we have
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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upgradeBidPriority(_entity->getSimulationPriority());
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} else {
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_outgoingPriority = 0;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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// the entity is owned by someone else, so we clear _bidPriority here
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// but _bidPriority may be updated to non-zero value if this object interacts with locally owned simulation
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// in which case we may try to bid again
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_bidPriority = 0;
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_nextBidExpiry = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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_numInactiveUpdates = 0;
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}
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}
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@ -156,10 +170,10 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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// (1) we own it but may need to change the priority OR...
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// (2) we don't own it but should bid (because a local script has been changing physics properties)
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uint8_t newPriority = isLocallyOwned() ? _entity->getSimulationOwner().getPriority() : _entity->getSimulationOwner().getPendingPriority();
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upgradeOutgoingPriority(newPriority);
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upgradeBidPriority(newPriority);
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// reset bid expiry so that we bid ASAP
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_nextOwnershipBid = 0;
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_nextBidExpiry = 0;
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}
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if ((flags & Simulation::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
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if (_body->isKinematicObject()) {
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@ -282,24 +296,12 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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}
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}
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// ADEBUG: move this _loopsWithoutOwner stuff out of EntityMotionState
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if (_entity->getSimulatorID().isNull()) {
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_loopsWithoutOwner++;
|
||||
if (_loopsWithoutOwner > LOOPS_FOR_SIMULATION_ORPHAN && usecTimestampNow() > _nextOwnershipBid) {
|
||||
upgradeOutgoingPriority(VOLUNTEER_SIMULATION_PRIORITY);
|
||||
if (_loopsWithoutOwner > LOOPS_FOR_SIMULATION_ORPHAN && usecTimestampNow() > _nextBidExpiry) {
|
||||
upgradeBidPriority(VOLUNTEER_SIMULATION_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
quint64 now = usecTimestampNow();
|
||||
qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
|
||||
qCDebug(physics) << " last edited:" << _entity->getLastEdited()
|
||||
<< formatUsecTime(now - _entity->getLastEdited()) << "ago";
|
||||
qCDebug(physics) << " last simulated:" << _entity->getLastSimulated()
|
||||
<< formatUsecTime(now - _entity->getLastSimulated()) << "ago";
|
||||
qCDebug(physics) << " last updated:" << _entity->getLastUpdated()
|
||||
<< formatUsecTime(now - _entity->getLastUpdated()) << "ago";
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
@ -323,26 +325,13 @@ void EntityMotionState::setShape(const btCollisionShape* shape) {
|
|||
}
|
||||
}
|
||||
|
||||
bool EntityMotionState::isCandidateForOwnership() const {
|
||||
assert(_body);
|
||||
assert(entityTreeIsLocked());
|
||||
if (isLocallyOwned()) {
|
||||
return true;
|
||||
} else if (_entity->getClientOnly()) {
|
||||
// don't send updates for someone else's avatarEntities
|
||||
return false;
|
||||
}
|
||||
return _outgoingPriority != 0 || _entity->dynamicDataNeedsTransmit();
|
||||
}
|
||||
|
||||
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
||||
// NOTE: we only get here if we think we own the simulation
|
||||
DETAILED_PROFILE_RANGE(simulation_physics, "CheckOutOfSync");
|
||||
assert(_body);
|
||||
|
||||
// Since we own the simulation: make sure _outgoingPriority is not less than current owned priority
|
||||
// because: an _outgoingPriority of zero indicates that we should drop ownership when we have it.
|
||||
upgradeOutgoingPriority(_entity->getSimulationPriority());
|
||||
// Since we own the simulation: make sure _bidPriority is not less than current owned priority
|
||||
// because: an _bidPriority of zero indicates that we should drop ownership when we have it.
|
||||
upgradeBidPriority(_entity->getSimulationPriority());
|
||||
|
||||
bool parentTransformSuccess;
|
||||
Transform localToWorld = _entity->getParentTransform(parentTransformSuccess);
|
||||
|
@ -354,27 +343,6 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
worldVelocityToLocal.setTranslation(glm::vec3(0.0f));
|
||||
}
|
||||
|
||||
// if we've never checked before, our _lastStep will be 0, and we need to initialize our state
|
||||
if (_lastStep == 0) {
|
||||
btTransform xform = _body->getWorldTransform();
|
||||
_serverVariablesSet = true;
|
||||
_serverPosition = worldToLocal.transform(bulletToGLM(xform.getOrigin()));
|
||||
_serverRotation = worldToLocal.getRotation() * bulletToGLM(xform.getRotation());
|
||||
_serverVelocity = worldVelocityToLocal.transform(getBodyLinearVelocityGTSigma());
|
||||
_serverAcceleration = Vectors::ZERO;
|
||||
_serverAngularVelocity = worldVelocityToLocal.transform(bulletToGLM(_body->getAngularVelocity()));
|
||||
_lastStep = simulationStep;
|
||||
_serverActionData = _entity->getDynamicData();
|
||||
_numInactiveUpdates = 1;
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
glm::vec3 wasPosition = _serverPosition;
|
||||
glm::quat wasRotation = _serverRotation;
|
||||
glm::vec3 wasAngularVelocity = _serverAngularVelocity;
|
||||
#endif
|
||||
|
||||
int numSteps = simulationStep - _lastStep;
|
||||
float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
|
||||
|
@ -385,9 +353,9 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
_entity->clearSimulationOwnership();
|
||||
return false;
|
||||
}
|
||||
// we resend the inactive update every INACTIVE_UPDATE_PERIOD
|
||||
// until it is removed from the outgoing updates
|
||||
// (which happens when we don't own the simulation and it isn't touching our simulation)
|
||||
// we resend the inactive update with a growing delay: every INACTIVE_UPDATE_PERIOD * _numInactiveUpdates
|
||||
// until it is removed from the owned list
|
||||
// (which happens when we no longer own the simulation)
|
||||
const float INACTIVE_UPDATE_PERIOD = 0.5f;
|
||||
return (dt > INACTIVE_UPDATE_PERIOD * (float)_numInactiveUpdates);
|
||||
}
|
||||
|
@ -418,7 +386,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
if (_entity->dynamicDataNeedsTransmit()) {
|
||||
uint8_t priority = _entity->hasActions() ? SCRIPT_GRAB_SIMULATION_PRIORITY : SCRIPT_POKE_SIMULATION_PRIORITY;
|
||||
upgradeOutgoingPriority(priority);
|
||||
upgradeBidPriority(priority);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -443,13 +411,6 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
const float MIN_ERROR_RATIO_SQUARED = 0.0025f; // corresponds to 5% error in 1 second
|
||||
const float MIN_SPEED_SQUARED = 1.0e-6f; // corresponds to 1mm/sec
|
||||
if (speed2 < MIN_SPEED_SQUARED || dx2 / speed2 > MIN_ERROR_RATIO_SQUARED) {
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(physics) << ".... (dx2 > MAX_POSITION_ERROR_SQUARED) ....";
|
||||
qCDebug(physics) << "wasPosition:" << wasPosition;
|
||||
qCDebug(physics) << "bullet position:" << position;
|
||||
qCDebug(physics) << "_serverPosition:" << _serverPosition;
|
||||
qCDebug(physics) << "dx2:" << dx2;
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -469,22 +430,6 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
|
||||
glm::quat actualRotation = worldToLocal.getRotation() * bulletToGLM(worldTrans.getRotation());
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
|
||||
qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
|
||||
|
||||
qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
|
||||
qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
|
||||
|
||||
qCDebug(physics) << "length wasAngularVelocity:" << glm::length(wasAngularVelocity);
|
||||
qCDebug(physics) << "length _serverAngularVelocity:" << glm::length(_serverAngularVelocity);
|
||||
|
||||
qCDebug(physics) << "wasRotation:" << wasRotation;
|
||||
qCDebug(physics) << "bullet actualRotation:" << actualRotation;
|
||||
qCDebug(physics) << "_serverRotation:" << _serverRotation;
|
||||
}
|
||||
#endif
|
||||
|
||||
return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT);
|
||||
}
|
||||
|
||||
|
@ -492,10 +437,9 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
DETAILED_PROFILE_RANGE(simulation_physics, "ShouldSend");
|
||||
// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
|
||||
// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
|
||||
assert(_body);
|
||||
assert(entityTreeIsLocked());
|
||||
|
||||
// this case prevented by isCandidateForOwnership()
|
||||
// this case is prevented by setting _ownershipState to UNOWNABLE in EntityMotionState::ctor
|
||||
assert(!(_entity->getClientOnly() && _entity->getOwningAvatarID() != Physics::getSessionUUID()));
|
||||
|
||||
if (_entity->dynamicDataNeedsTransmit() || _entity->queryAACubeNeedsUpdate()) {
|
||||
|
@ -506,33 +450,111 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!isLocallyOwned()) {
|
||||
// we don't own the simulation
|
||||
return remoteSimulationOutOfSync(simulationStep);
|
||||
}
|
||||
|
||||
// NOTE: we do not volunteer to own kinematic or static objects
|
||||
uint8_t volunteerPriority = _body->isStaticOrKinematicObject() ? VOLUNTEER_SIMULATION_PRIORITY : 0;
|
||||
void EntityMotionState::sendBid(OctreeEditPacketSender* packetSender, uint32_t step) {
|
||||
DETAILED_PROFILE_RANGE(simulation_physics, "Bid");
|
||||
assert(entityTreeIsLocked());
|
||||
|
||||
bool shouldBid = _outgoingPriority > volunteerPriority && // but we would like to own it AND
|
||||
usecTimestampNow() > _nextOwnershipBid; // it is time to bid again
|
||||
if (shouldBid && _outgoingPriority < _entity->getSimulationPriority()) {
|
||||
// we are insufficiently interested so clear _outgoingPriority
|
||||
// and reset the bid expiry
|
||||
_outgoingPriority = 0;
|
||||
_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
|
||||
if (!_body->isActive()) {
|
||||
// make sure all derivatives are zero
|
||||
clearObjectVelocities();
|
||||
_numInactiveUpdates = 1;
|
||||
} else {
|
||||
glm::vec3 gravity = _entity->getGravity();
|
||||
|
||||
// if this entity has been accelerated at close to gravity for a certain number of simulation-steps
|
||||
// let the entity server's estimates include gravity.
|
||||
const uint8_t STEPS_TO_DECIDE_BALLISTIC = 4;
|
||||
if (_accelerationNearlyGravityCount >= STEPS_TO_DECIDE_BALLISTIC) {
|
||||
_entity->setAcceleration(gravity);
|
||||
} else {
|
||||
_entity->setAcceleration(Vectors::ZERO);
|
||||
}
|
||||
return shouldBid;
|
||||
|
||||
if (!_body->isStaticOrKinematicObject()) {
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
|
||||
|
||||
bool movingSlowlyLinear =
|
||||
glm::length2(_entity->getWorldVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowlyAngular = glm::length2(_entity->getWorldAngularVelocity()) <
|
||||
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == Vectors::ZERO;
|
||||
|
||||
if (movingSlowly) {
|
||||
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
|
||||
// other simulating observers to deactivate their own copies
|
||||
clearObjectVelocities();
|
||||
}
|
||||
}
|
||||
_numInactiveUpdates = 0;
|
||||
}
|
||||
|
||||
return remoteSimulationOutOfSync(simulationStep);
|
||||
EntityItemProperties properties;
|
||||
Transform localTransform;
|
||||
glm::vec3 linearVelocity;
|
||||
glm::vec3 angularVelocity;
|
||||
_entity->getLocalTransformAndVelocities(localTransform, linearVelocity, angularVelocity);
|
||||
properties.setPosition(localTransform.getTranslation());
|
||||
properties.setRotation(localTransform.getRotation());
|
||||
properties.setVelocity(linearVelocity);
|
||||
properties.setAcceleration(_entity->getAcceleration());
|
||||
properties.setAngularVelocity(angularVelocity);
|
||||
if (_entity->dynamicDataNeedsTransmit()) {
|
||||
_entity->setDynamicDataNeedsTransmit(false);
|
||||
properties.setActionData(_entity->getDynamicData());
|
||||
}
|
||||
|
||||
if (_entity->updateQueryAACube()) {
|
||||
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
|
||||
properties.setQueryAACube(_entity->getQueryAACube());
|
||||
}
|
||||
|
||||
// set the LastEdited of the properties but NOT the entity itself
|
||||
quint64 now = usecTimestampNow();
|
||||
properties.setLastEdited(now);
|
||||
|
||||
// we don't own the simulation for this entity yet, but we're sending a bid for it
|
||||
uint8_t bidPriority = glm::max<uint8_t>(_bidPriority, VOLUNTEER_SIMULATION_PRIORITY);
|
||||
properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
|
||||
// copy _bidPriority into pendingPriority...
|
||||
_entity->setPendingOwnershipPriority(_bidPriority, now);
|
||||
// don't forget to remember that we have made a bid
|
||||
_entity->rememberHasSimulationOwnershipBid();
|
||||
|
||||
EntityTreeElementPointer element = _entity->getElement();
|
||||
EntityTreePointer tree = element ? element->getTree() : nullptr;
|
||||
|
||||
properties.setClientOnly(_entity->getClientOnly());
|
||||
properties.setOwningAvatarID(_entity->getOwningAvatarID());
|
||||
|
||||
EntityItemID id(_entity->getID());
|
||||
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
|
||||
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
|
||||
_entity->setLastBroadcast(now); // ffor debug/physics status icons
|
||||
|
||||
// NOTE: we don't descend to children for ownership bid. Instead, if we win ownership of the parent
|
||||
// then in sendUpdate() we'll walk descendents and send updates for their QueryAACubes if necessary.
|
||||
|
||||
_lastStep = step;
|
||||
_nextBidExpiry = now + USECS_BETWEEN_OWNERSHIP_BIDS;
|
||||
|
||||
// finally: clear _bidPriority
|
||||
// which will may get promoted before next bid
|
||||
// or maybe we'll win simulation ownership
|
||||
_bidPriority = 0;
|
||||
}
|
||||
|
||||
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
|
||||
DETAILED_PROFILE_RANGE(simulation_physics, "Send");
|
||||
assert(entityTreeIsLocked());
|
||||
assert(_entity->isLocallyOwned());
|
||||
|
||||
if (!_body->isActive()) {
|
||||
// make sure all derivatives are zero
|
||||
zeroCleanObjectVelocities();
|
||||
clearObjectVelocities();
|
||||
_numInactiveUpdates++;
|
||||
} else {
|
||||
glm::vec3 gravity = _entity->getGravity();
|
||||
|
@ -559,13 +581,13 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
if (movingSlowly) {
|
||||
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
|
||||
// other simulating observers to deactivate their own copies
|
||||
zeroCleanObjectVelocities();
|
||||
clearObjectVelocities();
|
||||
}
|
||||
}
|
||||
_numInactiveUpdates = 0;
|
||||
}
|
||||
|
||||
// remember properties for local server prediction
|
||||
// remember _serverFoo data for local prediction of server state
|
||||
Transform localTransform;
|
||||
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
|
||||
_serverPosition = localTransform.getTranslation();
|
||||
|
@ -574,11 +596,8 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
_serverActionData = _entity->getDynamicData();
|
||||
|
||||
EntityItemProperties properties;
|
||||
|
||||
// explicitly set the properties that changed so that they will be packed
|
||||
properties.setPosition(_entity->getLocalPosition());
|
||||
properties.setRotation(_entity->getLocalOrientation());
|
||||
|
||||
properties.setVelocity(_serverVelocity);
|
||||
properties.setAcceleration(_serverAcceleration);
|
||||
properties.setAngularVelocity(_serverAngularVelocity);
|
||||
|
@ -587,61 +606,35 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
properties.setActionData(_serverActionData);
|
||||
}
|
||||
|
||||
if (properties.transformChanged()) {
|
||||
if (_entity->updateQueryAACube()) {
|
||||
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
|
||||
properties.setQueryAACube(_entity->getQueryAACube());
|
||||
}
|
||||
if (_entity->updateQueryAACube()) {
|
||||
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
|
||||
properties.setQueryAACube(_entity->getQueryAACube());
|
||||
}
|
||||
|
||||
// set the LastEdited of the properties but NOT the entity itself
|
||||
quint64 now = usecTimestampNow();
|
||||
properties.setLastEdited(now);
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
quint64 lastSimulated = _entity->getLastSimulated();
|
||||
qCDebug(physics) << "EntityMotionState::sendUpdate()";
|
||||
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
|
||||
<< "---------------------------------------------";
|
||||
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
|
||||
#endif //def WANT_DEBUG
|
||||
|
||||
if (_numInactiveUpdates > 0) {
|
||||
// we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
|
||||
// the entity is stopped and inactive so we tell the server we're clearing simulatorID
|
||||
// but we remember we do still own it... and rely on the server to tell us we don't
|
||||
properties.clearSimulationOwner();
|
||||
_outgoingPriority = 0;
|
||||
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
|
||||
} else if (!isLocallyOwned()) {
|
||||
// we don't own the simulation for this entity yet, but we're sending a bid for it
|
||||
uint8_t bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
|
||||
properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
|
||||
_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
|
||||
// copy _outgoingPriority into pendingPriority...
|
||||
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
|
||||
// don't forget to remember that we have made a bid
|
||||
_entity->rememberHasSimulationOwnershipBid();
|
||||
// ...then reset _outgoingPriority
|
||||
_outgoingPriority = 0;
|
||||
// _outgoingPriority will be re-computed before next bid,
|
||||
// or will be set to agree with ownership priority should we win the bid
|
||||
} else if (_outgoingPriority != _entity->getSimulationPriority()) {
|
||||
// we own the simulation but our desired priority has changed
|
||||
if (_outgoingPriority == 0) {
|
||||
_bidPriority = 0;
|
||||
_entity->setPendingOwnershipPriority(_bidPriority, now);
|
||||
} else if (_bidPriority != _entity->getSimulationPriority()) {
|
||||
// our desired priority has changed
|
||||
if (_bidPriority == 0) {
|
||||
// we should release ownership
|
||||
properties.clearSimulationOwner();
|
||||
} else {
|
||||
// we just need to change the priority
|
||||
properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
|
||||
properties.setSimulationOwner(Physics::getSessionUUID(), _bidPriority);
|
||||
}
|
||||
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
|
||||
_entity->setPendingOwnershipPriority(_bidPriority, now);
|
||||
}
|
||||
|
||||
EntityItemID id(_entity->getID());
|
||||
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
|
||||
#endif
|
||||
|
||||
EntityTreeElementPointer element = _entity->getElement();
|
||||
EntityTreePointer tree = element ? element->getTree() : nullptr;
|
||||
|
@ -650,7 +643,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
properties.setOwningAvatarID(_entity->getOwningAvatarID());
|
||||
|
||||
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
|
||||
_entity->setLastBroadcast(now);
|
||||
_entity->setLastBroadcast(now); // for debug/physics status icons
|
||||
|
||||
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
|
||||
// if they've changed.
|
||||
|
@ -661,13 +654,12 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
EntityItemProperties newQueryCubeProperties;
|
||||
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
|
||||
newQueryCubeProperties.setLastEdited(properties.getLastEdited());
|
||||
|
||||
newQueryCubeProperties.setClientOnly(entityDescendant->getClientOnly());
|
||||
newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());
|
||||
|
||||
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree,
|
||||
descendant->getID(), newQueryCubeProperties);
|
||||
entityDescendant->setLastBroadcast(now);
|
||||
entityDescendant->setLastBroadcast(now); // for debug/physics status icons
|
||||
}
|
||||
}
|
||||
});
|
||||
|
@ -726,7 +718,7 @@ QUuid EntityMotionState::getSimulatorID() const {
|
|||
|
||||
void EntityMotionState::bump(uint8_t priority) {
|
||||
assert(priority != 0);
|
||||
upgradeOutgoingPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
|
||||
upgradeBidPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
|
||||
}
|
||||
|
||||
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
||||
|
@ -750,13 +742,14 @@ void EntityMotionState::measureBodyAcceleration() {
|
|||
_lastMeasureStep = thisStep;
|
||||
_measuredDeltaTime = dt;
|
||||
|
||||
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
|
||||
// Note: the integration equation for velocity uses damping (D): v1 = (v0 + a * dt) * (1 - D)^dt
|
||||
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
|
||||
glm::vec3 velocity = getBodyLinearVelocityGTSigma();
|
||||
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) {
|
||||
// we fall in here when _lastMeasureStep is old: the body has just become active
|
||||
_loopsWithoutOwner = 0;
|
||||
_lastStep = ObjectMotionState::getWorldSimulationStep();
|
||||
_numInactiveUpdates = 0;
|
||||
|
@ -803,20 +796,41 @@ void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& ma
|
|||
_entity->computeCollisionGroupAndFinalMask(group, mask);
|
||||
}
|
||||
|
||||
bool EntityMotionState::shouldSendBid() {
|
||||
if (_bidPriority >= glm::max(_entity->getSimulationPriority(), VOLUNTEER_SIMULATION_PRIORITY)) {
|
||||
return true;
|
||||
} else {
|
||||
// NOTE: this 'else' case has a side-effect: it clears _bidPriority
|
||||
// which may be updated next simulation step (via collision or script event)
|
||||
_bidPriority = 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool EntityMotionState::isLocallyOwned() const {
|
||||
return _entity->getSimulatorID() == Physics::getSessionUUID();
|
||||
}
|
||||
|
||||
bool EntityMotionState::shouldBeLocallyOwned() const {
|
||||
return (_outgoingPriority > VOLUNTEER_SIMULATION_PRIORITY && _outgoingPriority > _entity->getSimulationPriority()) ||
|
||||
bool EntityMotionState::isLocallyOwnedOrShouldBe() const {
|
||||
return (_bidPriority > VOLUNTEER_SIMULATION_PRIORITY && _bidPriority > _entity->getSimulationPriority()) ||
|
||||
_entity->getSimulatorID() == Physics::getSessionUUID();
|
||||
}
|
||||
|
||||
void EntityMotionState::upgradeOutgoingPriority(uint8_t priority) {
|
||||
_outgoingPriority = glm::max<uint8_t>(_outgoingPriority, priority);
|
||||
void EntityMotionState::initForBid() {
|
||||
assert(_ownershipState != EntityMotionState::OwnershipState::Unownable);
|
||||
_ownershipState = EntityMotionState::OwnershipState::PendingBid;
|
||||
}
|
||||
|
||||
void EntityMotionState::zeroCleanObjectVelocities() const {
|
||||
void EntityMotionState::initForOwned() {
|
||||
assert(_ownershipState != EntityMotionState::OwnershipState::Unownable);
|
||||
_ownershipState = EntityMotionState::OwnershipState::LocallyOwned;
|
||||
}
|
||||
|
||||
void EntityMotionState::upgradeBidPriority(uint8_t priority) {
|
||||
_bidPriority = glm::max<uint8_t>(_bidPriority, priority);
|
||||
}
|
||||
|
||||
void EntityMotionState::clearObjectVelocities() const {
|
||||
// If transform or velocities are flagged as dirty it means a network or scripted change
|
||||
// occured between the beginning and end of the stepSimulation() and we DON'T want to apply
|
||||
// these physics simulation results.
|
||||
|
|
|
@ -24,12 +24,17 @@
|
|||
|
||||
class EntityMotionState : public ObjectMotionState {
|
||||
public:
|
||||
enum class OwnershipState {
|
||||
NotLocallyOwned = 0,
|
||||
PendingBid,
|
||||
LocallyOwned,
|
||||
Unownable
|
||||
};
|
||||
|
||||
EntityMotionState() = delete;
|
||||
EntityMotionState(btCollisionShape* shape, EntityItemPointer item);
|
||||
virtual ~EntityMotionState();
|
||||
|
||||
void updateServerPhysicsVariables();
|
||||
void handleDeactivation();
|
||||
virtual void handleEasyChanges(uint32_t& flags) override;
|
||||
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
|
||||
|
@ -45,9 +50,8 @@ public:
|
|||
// this relays outgoing position/rotation to the EntityItem
|
||||
virtual void setWorldTransform(const btTransform& worldTrans) override;
|
||||
|
||||
bool isCandidateForOwnership() const;
|
||||
bool remoteSimulationOutOfSync(uint32_t simulationStep);
|
||||
bool shouldSendUpdate(uint32_t simulationStep);
|
||||
void sendBid(OctreeEditPacketSender* packetSender, uint32_t step);
|
||||
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
|
||||
|
||||
virtual uint32_t getIncomingDirtyFlags() override;
|
||||
|
@ -80,15 +84,24 @@ public:
|
|||
|
||||
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
|
||||
|
||||
bool shouldSendBid();
|
||||
bool isLocallyOwned() const override;
|
||||
bool shouldBeLocallyOwned() const override;
|
||||
bool isLocallyOwnedOrShouldBe() const override; // aka shouldEmitCollisionEvents()
|
||||
|
||||
friend class PhysicalEntitySimulation;
|
||||
OwnershipState getOwnershipState() const { return _ownershipState; }
|
||||
|
||||
protected:
|
||||
// changes _outgoingPriority only if priority is larger
|
||||
void upgradeOutgoingPriority(uint8_t priority);
|
||||
void zeroCleanObjectVelocities() const;
|
||||
uint64_t getNextBidExpiry() const { return _nextBidExpiry; }
|
||||
void initForBid();
|
||||
void initForOwned();
|
||||
void clearOwnershipState() { _ownershipState = OwnershipState::NotLocallyOwned; }
|
||||
void updateServerPhysicsVariables();
|
||||
bool remoteSimulationOutOfSync(uint32_t simulationStep);
|
||||
|
||||
// changes _bidPriority only if priority is larger
|
||||
void upgradeBidPriority(uint8_t priority);
|
||||
void clearObjectVelocities() const;
|
||||
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
bool entityTreeIsLocked() const;
|
||||
|
@ -103,7 +116,17 @@ protected:
|
|||
// and is only cleared in the DTOR
|
||||
EntityItemPointer _entity;
|
||||
|
||||
bool _serverVariablesSet { false };
|
||||
// These "_serverFoo" variables represent what we think the server knows.
|
||||
// They are used in two different modes:
|
||||
//
|
||||
// (1) For remotely owned simulation: we store the last values recieved from the server.
|
||||
// When the body comes to rest and goes inactive we slam its final transforms to agree with the last server
|
||||
// update. This to reduce state synchronization errors when the local simulation deviated from remote.
|
||||
//
|
||||
// (2) For locally owned simulation: we store the last values sent to the server, integrated forward over time
|
||||
// according to how we think the server doing it. We calculate the error between the true local transform
|
||||
// and the remote to decide when to send another update.
|
||||
//
|
||||
glm::vec3 _serverPosition; // in simulation-frame (not world-frame)
|
||||
glm::quat _serverRotation;
|
||||
glm::vec3 _serverVelocity;
|
||||
|
@ -114,16 +137,18 @@ protected:
|
|||
|
||||
glm::vec3 _lastVelocity;
|
||||
glm::vec3 _measuredAcceleration;
|
||||
quint64 _nextOwnershipBid { 0 };
|
||||
quint64 _nextBidExpiry { 0 };
|
||||
|
||||
float _measuredDeltaTime;
|
||||
uint32_t _lastMeasureStep;
|
||||
uint32_t _lastStep; // last step of server extrapolation
|
||||
|
||||
OwnershipState _ownershipState { OwnershipState::NotLocallyOwned };
|
||||
uint8_t _loopsWithoutOwner;
|
||||
mutable uint8_t _accelerationNearlyGravityCount;
|
||||
uint8_t _numInactiveUpdates { 1 };
|
||||
uint8_t _outgoingPriority { 0 };
|
||||
uint8_t _bidPriority { 0 };
|
||||
bool _serverVariablesSet { false };
|
||||
};
|
||||
|
||||
#endif // hifi_EntityMotionState_h
|
||||
|
|
|
@ -164,7 +164,7 @@ public:
|
|||
void clearInternalKinematicChanges() { _hasInternalKinematicChanges = false; }
|
||||
|
||||
virtual bool isLocallyOwned() const { return false; }
|
||||
virtual bool shouldBeLocallyOwned() const { return false; }
|
||||
virtual bool isLocallyOwnedOrShouldBe() const { return false; } // aka shouldEmitCollisionEvents()
|
||||
|
||||
friend class PhysicsEngine;
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ void PhysicalEntitySimulation::init(
|
|||
}
|
||||
|
||||
// begin EntitySimulation overrides
|
||||
void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) {
|
||||
void PhysicalEntitySimulation::updateEntitiesInternal(const uint64_t& now) {
|
||||
// Do nothing here because the "internal" update the PhysicsEngine::stepSimualtion() which is done elsewhere.
|
||||
}
|
||||
|
||||
|
@ -65,7 +65,7 @@ void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
|
|||
|
||||
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState) {
|
||||
_outgoingChanges.remove(motionState);
|
||||
removeOwnershipData(motionState);
|
||||
_entitiesToRemoveFromPhysics.insert(entity);
|
||||
} else if (entity->isDead() && entity->getElement()) {
|
||||
_deadEntities.insert(entity);
|
||||
|
@ -73,6 +73,42 @@ void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
|
|||
}
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::removeOwnershipData(EntityMotionState* motionState) {
|
||||
assert(motionState);
|
||||
if (motionState->getOwnershipState() == EntityMotionState::OwnershipState::LocallyOwned) {
|
||||
for (uint32_t i = 0; i < _owned.size(); ++i) {
|
||||
if (_owned[i] == motionState) {
|
||||
_owned[i]->clearOwnershipState();
|
||||
if (i < _owned.size() - 1) {
|
||||
_owned[i] = _owned.back();
|
||||
}
|
||||
_owned.pop_back();
|
||||
}
|
||||
}
|
||||
} else if (motionState->getOwnershipState() == EntityMotionState::OwnershipState::PendingBid) {
|
||||
for (uint32_t i = 0; i < _bids.size(); ++i) {
|
||||
if (_bids[i] == motionState) {
|
||||
_bids[i]->clearOwnershipState();
|
||||
if (i < _bids.size() - 1) {
|
||||
_bids[i] = _bids.back();
|
||||
}
|
||||
_bids.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::clearOwnershipData() {
|
||||
for (uint32_t i = 0; i < _owned.size(); ++i) {
|
||||
_owned[i]->clearOwnershipState();
|
||||
}
|
||||
_owned.clear();
|
||||
for (uint32_t i = 0; i < _bids.size(); ++i) {
|
||||
_bids[i]->clearOwnershipState();
|
||||
}
|
||||
_bids.clear();
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::takeDeadEntities(SetOfEntities& deadEntities) {
|
||||
QMutexLocker lock(&_mutex);
|
||||
for (auto entity : _deadEntities) {
|
||||
|
@ -93,15 +129,15 @@ void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
|
|||
if (motionState) {
|
||||
if (!entity->shouldBePhysical()) {
|
||||
// the entity should be removed from the physical simulation
|
||||
_pendingChanges.remove(motionState);
|
||||
_incomingChanges.remove(motionState);
|
||||
_physicalObjects.remove(motionState);
|
||||
_outgoingChanges.remove(motionState);
|
||||
removeOwnershipData(motionState);
|
||||
_entitiesToRemoveFromPhysics.insert(entity);
|
||||
if (entity->isMovingRelativeToParent()) {
|
||||
_simpleKinematicEntities.insert(entity);
|
||||
}
|
||||
} else {
|
||||
_pendingChanges.insert(motionState);
|
||||
_incomingChanges.insert(motionState);
|
||||
}
|
||||
} else if (entity->shouldBePhysical()) {
|
||||
// The intent is for this object to be in the PhysicsEngine, but it has no MotionState yet.
|
||||
|
@ -136,10 +172,10 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
|
|||
_physicalObjects.clear();
|
||||
|
||||
// clear all other lists specific to this derived class
|
||||
clearOwnershipData();
|
||||
_entitiesToRemoveFromPhysics.clear();
|
||||
_entitiesToAddToPhysics.clear();
|
||||
_pendingChanges.clear();
|
||||
_outgoingChanges.clear();
|
||||
_incomingChanges.clear();
|
||||
}
|
||||
|
||||
// virtual
|
||||
|
@ -163,8 +199,8 @@ const VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToRemoveFromPhys
|
|||
_deadEntities.insert(entity);
|
||||
}
|
||||
|
||||
_pendingChanges.remove(motionState);
|
||||
_outgoingChanges.remove(motionState);
|
||||
_incomingChanges.remove(motionState);
|
||||
removeOwnershipData(motionState);
|
||||
_physicalObjects.remove(motionState);
|
||||
|
||||
// remember this motionState and delete it later (after removing its RigidBody from the PhysicsEngine)
|
||||
|
@ -232,18 +268,18 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
|
|||
void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) {
|
||||
QMutexLocker lock(&_mutex);
|
||||
for (auto object : objectsToChange) {
|
||||
_pendingChanges.insert(static_cast<EntityMotionState*>(object));
|
||||
_incomingChanges.insert(static_cast<EntityMotionState*>(object));
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) {
|
||||
result.clear();
|
||||
QMutexLocker lock(&_mutex);
|
||||
for (auto stateItr : _pendingChanges) {
|
||||
for (auto stateItr : _incomingChanges) {
|
||||
EntityMotionState* motionState = &(*stateItr);
|
||||
result.push_back(motionState);
|
||||
}
|
||||
_pendingChanges.clear();
|
||||
_incomingChanges.clear();
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
|
||||
|
@ -263,18 +299,22 @@ void PhysicalEntitySimulation::handleChangedMotionStates(const VectorOfMotionSta
|
|||
PROFILE_RANGE_EX(simulation_physics, "ChangedEntities", 0x00000000, (uint64_t)motionStates.size());
|
||||
QMutexLocker lock(&_mutex);
|
||||
|
||||
// walk the motionStates looking for those that correspond to entities
|
||||
{
|
||||
PROFILE_RANGE_EX(simulation_physics, "Filter", 0x00000000, (uint64_t)motionStates.size());
|
||||
for (auto stateItr : motionStates) {
|
||||
ObjectMotionState* state = &(*stateItr);
|
||||
assert(state);
|
||||
if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
|
||||
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
|
||||
if (entityState->isCandidateForOwnership()) {
|
||||
_outgoingChanges.insert(entityState);
|
||||
for (auto stateItr : motionStates) {
|
||||
ObjectMotionState* state = &(*stateItr);
|
||||
assert(state);
|
||||
if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
|
||||
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
|
||||
_entitiesToSort.insert(entityState->getEntity());
|
||||
if (entityState->getOwnershipState() == EntityMotionState::OwnershipState::NotLocallyOwned) {
|
||||
// NOTE: entityState->getOwnershipState() reflects what ownership list (_bids or _owned) it is in
|
||||
// and is distinct from entityState->isLocallyOwned() which checks the simulation ownership
|
||||
// properties of the corresponding EntityItem. It is possible for the two states to be out
|
||||
// of sync. In fact, we're trying to put them back into sync here.
|
||||
if (entityState->isLocallyOwned()) {
|
||||
addOwnership(entityState);
|
||||
} else if (entityState->shouldSendBid()) {
|
||||
addOwnershipBid(entityState);
|
||||
}
|
||||
_entitiesToSort.insert(entityState->getEntity());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -284,26 +324,83 @@ void PhysicalEntitySimulation::handleChangedMotionStates(const VectorOfMotionSta
|
|||
_lastStepSendPackets = numSubsteps;
|
||||
|
||||
if (Physics::getSessionUUID().isNull()) {
|
||||
// usually don't get here, but if so --> nothing to do
|
||||
_outgoingChanges.clear();
|
||||
return;
|
||||
// usually don't get here, but if so clear all ownership
|
||||
clearOwnershipData();
|
||||
}
|
||||
// send updates before bids, because this simplifies the logic thasuccessful bids will immediately send an update when added to the 'owned' list
|
||||
sendOwnedUpdates(numSubsteps);
|
||||
sendOwnershipBids(numSubsteps);
|
||||
}
|
||||
}
|
||||
|
||||
// look for entities to prune or update
|
||||
PROFILE_RANGE_EX(simulation_physics, "Prune/Send", 0x00000000, (uint64_t)_outgoingChanges.size());
|
||||
QSet<EntityMotionState*>::iterator stateItr = _outgoingChanges.begin();
|
||||
while (stateItr != _outgoingChanges.end()) {
|
||||
EntityMotionState* state = *stateItr;
|
||||
if (!state->isCandidateForOwnership()) {
|
||||
// prune
|
||||
stateItr = _outgoingChanges.erase(stateItr);
|
||||
} else if (state->shouldSendUpdate(numSubsteps)) {
|
||||
// update
|
||||
state->sendUpdate(_entityPacketSender, numSubsteps);
|
||||
++stateItr;
|
||||
} else {
|
||||
++stateItr;
|
||||
void PhysicalEntitySimulation::addOwnershipBid(EntityMotionState* motionState) {
|
||||
motionState->initForBid();
|
||||
motionState->sendBid(_entityPacketSender, _physicsEngine->getNumSubsteps());
|
||||
_bids.push_back(motionState);
|
||||
_nextBidExpiry = glm::min(_nextBidExpiry, motionState->getNextBidExpiry());
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::addOwnership(EntityMotionState* motionState) {
|
||||
motionState->initForOwned();
|
||||
_owned.push_back(motionState);
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::sendOwnershipBids(uint32_t numSubsteps) {
|
||||
uint64_t now = usecTimestampNow();
|
||||
if (now > _nextBidExpiry) {
|
||||
PROFILE_RANGE_EX(simulation_physics, "Bid", 0x00000000, (uint64_t)_bids.size());
|
||||
_nextBidExpiry = (uint64_t)(-1);
|
||||
uint32_t i = 0;
|
||||
while (i < _bids.size()) {
|
||||
bool removeBid = false;
|
||||
if (_bids[i]->isLocallyOwned()) {
|
||||
// when an object transitions from 'bid' to 'owned' we are changing the "mode" of data stored
|
||||
// in the EntityMotionState::_serverFoo variables (please see comments in EntityMotionState.h)
|
||||
// therefore we need to immediately send an update so that the values stored are what we're
|
||||
// "telling" the server rather than what we've been "hearing" from the server.
|
||||
_bids[i]->sendUpdate(_entityPacketSender, numSubsteps);
|
||||
|
||||
addOwnership(_bids[i]);
|
||||
removeBid = true;
|
||||
} else if (!_bids[i]->shouldSendBid()) {
|
||||
removeBid = true;
|
||||
_bids[i]->clearOwnershipState();
|
||||
}
|
||||
if (removeBid) {
|
||||
if (i < _bids.size() - 1) {
|
||||
_bids[i] = _bids.back();
|
||||
}
|
||||
_bids.pop_back();
|
||||
} else {
|
||||
if (now > _bids[i]->getNextBidExpiry()) {
|
||||
_bids[i]->sendBid(_entityPacketSender, numSubsteps);
|
||||
_nextBidExpiry = glm::min(_nextBidExpiry, _bids[i]->getNextBidExpiry());
|
||||
}
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::sendOwnedUpdates(uint32_t numSubsteps) {
|
||||
PROFILE_RANGE_EX(simulation_physics, "Update", 0x00000000, (uint64_t)_owned.size());
|
||||
uint32_t i = 0;
|
||||
while (i < _owned.size()) {
|
||||
if (!_owned[i]->isLocallyOwned()) {
|
||||
if (_owned[i]->shouldSendBid()) {
|
||||
addOwnershipBid(_owned[i]);
|
||||
} else {
|
||||
_owned[i]->clearOwnershipState();
|
||||
}
|
||||
if (i < _owned.size() - 1) {
|
||||
_owned[i] = _owned.back();
|
||||
}
|
||||
_owned.pop_back();
|
||||
} else {
|
||||
if (_owned[i]->shouldSendUpdate(numSubsteps)) {
|
||||
_owned[i]->sendUpdate(_entityPacketSender, numSubsteps);
|
||||
}
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -318,7 +415,6 @@ void PhysicalEntitySimulation::handleCollisionEvents(const CollisionEvents& coll
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void PhysicalEntitySimulation::addDynamic(EntityDynamicPointer dynamic) {
|
||||
if (_physicsEngine) {
|
||||
// FIXME put fine grain locking into _physicsEngine
|
||||
|
|
|
@ -45,12 +45,15 @@ signals:
|
|||
|
||||
protected: // only called by EntitySimulation
|
||||
// overrides for EntitySimulation
|
||||
virtual void updateEntitiesInternal(const quint64& now) override;
|
||||
virtual void updateEntitiesInternal(const uint64_t& now) override;
|
||||
virtual void addEntityInternal(EntityItemPointer entity) override;
|
||||
virtual void removeEntityInternal(EntityItemPointer entity) override;
|
||||
virtual void changeEntityInternal(EntityItemPointer entity) override;
|
||||
virtual void clearEntitiesInternal() override;
|
||||
|
||||
void removeOwnershipData(EntityMotionState* motionState);
|
||||
void clearOwnershipData();
|
||||
|
||||
public:
|
||||
virtual void prepareEntityForDelete(EntityItemPointer entity) override;
|
||||
|
||||
|
@ -67,20 +70,28 @@ public:
|
|||
|
||||
EntityEditPacketSender* getPacketSender() { return _entityPacketSender; }
|
||||
|
||||
void addOwnershipBid(EntityMotionState* motionState);
|
||||
void addOwnership(EntityMotionState* motionState);
|
||||
void sendOwnershipBids(uint32_t numSubsteps);
|
||||
void sendOwnedUpdates(uint32_t numSubsteps);
|
||||
|
||||
private:
|
||||
SetOfEntities _entitiesToAddToPhysics;
|
||||
SetOfEntities _entitiesToRemoveFromPhysics;
|
||||
|
||||
VectorOfMotionStates _objectsToDelete;
|
||||
|
||||
SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
|
||||
SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we may need to send updates to entity-server
|
||||
SetOfEntityMotionStates _incomingChanges; // EntityMotionStates that have changed from external sources
|
||||
// and need their RigidBodies updated
|
||||
|
||||
SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
|
||||
|
||||
PhysicsEnginePointer _physicsEngine = nullptr;
|
||||
EntityEditPacketSender* _entityPacketSender = nullptr;
|
||||
|
||||
std::vector<EntityMotionState*> _owned;
|
||||
std::vector<EntityMotionState*> _bids;
|
||||
uint64_t _nextBidExpiry;
|
||||
uint32_t _lastStepSendPackets { 0 };
|
||||
};
|
||||
|
||||
|
|
|
@ -571,7 +571,7 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
|
|||
// modify the logic below.
|
||||
//
|
||||
// We only create events when at least one of the objects is (or should be) owned in the local simulation.
|
||||
if (motionStateA && (motionStateA->shouldBeLocallyOwned())) {
|
||||
if (motionStateA && (motionStateA->isLocallyOwnedOrShouldBe())) {
|
||||
QUuid idA = motionStateA->getObjectID();
|
||||
QUuid idB;
|
||||
if (motionStateB) {
|
||||
|
@ -582,7 +582,7 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
|
|||
(motionStateB ? motionStateB->getObjectLinearVelocityChange() : glm::vec3(0.0f));
|
||||
glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
|
||||
_collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange));
|
||||
} else if (motionStateB && (motionStateB->shouldBeLocallyOwned())) {
|
||||
} else if (motionStateB && (motionStateB->isLocallyOwnedOrShouldBe())) {
|
||||
QUuid idB = motionStateB->getObjectID();
|
||||
QUuid idA;
|
||||
if (motionStateA) {
|
||||
|
|
Loading…
Reference in a new issue