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https://github.com/HifiExperiments/overte.git
synced 2025-08-04 07:53:10 +02:00
name changes and preparation for more cleanup
This commit is contained in:
parent
b760a03360
commit
e3d29d74af
5 changed files with 91 additions and 64 deletions
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@ -50,7 +50,7 @@ EntityMotionState::~EntityMotionState() {
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_entity = NULL;
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}
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MotionType EntityMotionState::computeMotionType() const {
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MotionType EntityMotionState::computeObjectMotionType() const {
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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@ -67,7 +67,7 @@ void EntityMotionState::stepKinematicSimulation(quint64 now) {
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// which is different from physical kinematic motion (inside getWorldTransform())
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// which steps in physics simulation time.
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_entity->simulate(now);
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// TODO: we can't use ObjectMotionState::measureAcceleration() here because the entity
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// TODO: we can't use measureBodyAcceleration() here because the entity
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// has no RigidBody and the timestep is a little bit out of sync with the physics simulation anyway.
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// Hence we must manually measure kinematic velocity and acceleration.
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}
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@ -100,7 +100,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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// This callback is invoked by the physics simulation at the end of each simulation step...
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// iff the corresponding RigidBody is DYNAMIC and has moved.
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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measureAcceleration();
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measureBodyAcceleration();
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
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@ -128,63 +128,65 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
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if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
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if (flags & EntityItem::DIRTY_POSITION) {
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_sentPosition = _entity->getPosition() - ObjectMotionState::getWorldOffset();
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_sentPosition = getObjectPosition() - ObjectMotionState::getWorldOffset();
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btTransform worldTrans;
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worldTrans.setOrigin(glmToBullet(_sentPosition));
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_sentRotation = _entity->getRotation();
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_sentRotation = getObjectRotation();
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worldTrans.setRotation(glmToBullet(_sentRotation));
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_body->setWorldTransform(worldTrans);
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}
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if (flags & EntityItem::DIRTY_VELOCITY) {
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updateObjectVelocities();
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updateBodyVelocities();
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}
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_sentStep = step;
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_body->activate();
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}
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if (flags & EntityItem::DIRTY_MATERIAL) {
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updateMaterialProperties();
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updateBodyMaterialProperties();
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}
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if (flags & EntityItem::DIRTY_MASS) {
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float mass = _entity->computeMass();
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ShapeInfo shapeInfo;
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_entity->computeShapeInfo(shapeInfo);
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float mass = computeObjectMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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_body->setMassProps(mass, inertia);
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_body->updateInertiaTensor();
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}
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_body->activate();
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}
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void EntityMotionState::updateMaterialProperties() {
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_body->setRestitution(_entity->getRestitution());
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_body->setFriction(_entity->getFriction());
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_body->setDamping(fabsf(btMin(_entity->getDamping(), 1.0f)), fabsf(btMin(_entity->getAngularDamping(), 1.0f)));
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void EntityMotionState::updateBodyMaterialProperties() {
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_body->setRestitution(getObjectRestitution());
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_body->setFriction(getObjectFriction());
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_body->setDamping(fabsf(btMin(getObjectLinearDamping(), 1.0f)), fabsf(btMin(getObjectAngularDamping(), 1.0f)));
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}
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void EntityMotionState::updateObjectVelocities() {
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void EntityMotionState::updateBodyVelocities() {
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if (_body) {
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_sentVelocity = _entity->getVelocity();
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setVelocity(_sentVelocity);
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_sentVelocity = getObjectLinearVelocity();
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setBodyVelocity(_sentVelocity);
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_sentAngularVelocity = _entity->getAngularVelocity();
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setAngularVelocity(_sentAngularVelocity);
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_sentAngularVelocity = getObjectAngularVelocity();
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setBodyAngularVelocity(_sentAngularVelocity);
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_sentGravity = _entity->getGravity();
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setGravity(_sentGravity);
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_sentGravity = getObjectGravity();
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setBodyGravity(_sentGravity);
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_body->setActivationState(ACTIVE_TAG);
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}
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}
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void EntityMotionState::computeShapeInfo(ShapeInfo& shapeInfo) {
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void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
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if (_entity->isReadyToComputeShape()) {
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_entity->computeShapeInfo(shapeInfo);
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}
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}
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float EntityMotionState::computeMass(const ShapeInfo& shapeInfo) const {
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float EntityMotionState::computeObjectMass(const ShapeInfo& shapeInfo) const {
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return _entity->computeMass();
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}
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@ -31,12 +31,11 @@ public:
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static void setOutgoingEntityList(QSet<EntityItem*>* list);
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static void enqueueOutgoingEntity(EntityItem* entity);
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EntityMotionState() = delete; // prevent compiler from making default ctor
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EntityMotionState(EntityItem* item);
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virtual ~EntityMotionState();
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/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
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virtual MotionType computeMotionType() const;
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virtual MotionType computeObjectMotionType() const;
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virtual void updateKinematicState(uint32_t substep);
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virtual void stepKinematicSimulation(quint64 now);
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@ -51,11 +50,11 @@ public:
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// these relay incoming values to the RigidBody
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virtual void updateObjectEasy(uint32_t flags, uint32_t step);
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virtual void updateMaterialProperties();
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virtual void updateObjectVelocities();
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virtual void updateBodyMaterialProperties();
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virtual void updateBodyVelocities();
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virtual void computeShapeInfo(ShapeInfo& shapeInfo);
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virtual float computeMass(const ShapeInfo& shapeInfo) const;
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virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo);
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virtual float computeObjectMass(const ShapeInfo& shapeInfo) const;
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virtual bool shouldSendUpdate(uint32_t simulationFrame);
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virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
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@ -71,6 +70,17 @@ public:
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virtual void setShouldClaimSimulationOwnership(bool value) { _shouldClaimSimulationOwnership = value; }
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virtual bool getShouldClaimSimulationOwnership() { return _shouldClaimSimulationOwnership; }
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virtual float getObjectRestitution() const { return _entity->getRestitution(); }
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virtual float getObjectFriction() const { return _entity->getFriction(); }
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virtual float getObjectLinearDamping() const { return _entity->getDamping(); }
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virtual float getObjectAngularDamping() const { return _entity->getAngularDamping(); }
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virtual const glm::vec3& getObjectPosition() const { return _entity->getPosition(); }
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virtual const glm::quat& getObjectRotation() const { return _entity->getRotation(); }
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virtual const glm::vec3& getObjectLinearVelocity() const { return _entity->getVelocity(); }
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virtual const glm::vec3& getObjectAngularVelocity() const { return _entity->getAngularVelocity(); }
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virtual const glm::vec3& getObjectGravity() const { return _entity->getGravity(); }
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protected:
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EntityItem* _entity;
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quint8 _accelerationNearlyGravityCount;
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@ -36,10 +36,10 @@ const glm::vec3& ObjectMotionState::getWorldOffset() {
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}
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// static
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uint32_t _simulationStep = 0;
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void ObjectMotionState::setSimulationStep(uint32_t step) {
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assert(step > _simulationStep);
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_simulationStep = step;
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uint32_t _worldSimulationStep = 0;
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void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
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assert(step > _worldSimulationStep);
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_worldSimulationStep = step;
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}
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ObjectMotionState::ObjectMotionState() :
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@ -65,13 +65,13 @@ ObjectMotionState::~ObjectMotionState() {
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assert(_body == NULL);
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}
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void ObjectMotionState::measureAcceleration() {
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void ObjectMotionState::measureBodyAcceleration() {
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// try to manually measure the true acceleration of the object
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uint32_t numSubsteps = _simulationStep - _lastSimulationStep;
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uint32_t numSubsteps = _worldSimulationStep - _lastSimulationStep;
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if (numSubsteps > 0) {
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float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
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float invDt = 1.0f / dt;
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_lastSimulationStep = _simulationStep;
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_lastSimulationStep = _worldSimulationStep;
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// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
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// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
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@ -81,20 +81,20 @@ void ObjectMotionState::measureAcceleration() {
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}
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}
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void ObjectMotionState::resetMeasuredAcceleration() {
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_lastSimulationStep = _simulationStep;
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void ObjectMotionState::resetMeasuredBodyAcceleration() {
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_lastSimulationStep = _worldSimulationStep;
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_lastVelocity = bulletToGLM(_body->getLinearVelocity());
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}
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void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
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void ObjectMotionState::setBodyVelocity(const glm::vec3& velocity) const {
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_body->setLinearVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
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void ObjectMotionState::setBodyAngularVelocity(const glm::vec3& velocity) const {
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_body->setAngularVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
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void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
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_body->setGravity(glmToBullet(gravity));
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}
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@ -59,28 +59,29 @@ public:
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static void setWorldOffset(const glm::vec3& offset);
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static const glm::vec3& getWorldOffset();
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static void setSimulationStep(uint32_t step);
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// The WorldSimulationStep is a cached copy of number of SubSteps of the simulation, used for local time measurements.
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static void setWorldSimulationStep(uint32_t step);
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ObjectMotionState();
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~ObjectMotionState();
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void measureAcceleration();
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void resetMeasuredAcceleration();
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void measureBodyAcceleration();
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void resetMeasuredBodyAcceleration();
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// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
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virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
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virtual void updateMaterialProperties() = 0;
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virtual void updateObjectVelocities() = 0;
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virtual void updateBodyMaterialProperties() = 0;
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virtual void updateBodyVelocities() = 0;
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MotionStateType getType() const { return _type; }
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virtual MotionType getMotionType() const { return _motionType; }
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virtual void computeShapeInfo(ShapeInfo& info) = 0;
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virtual float computeMass(const ShapeInfo& shapeInfo) const = 0;
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virtual void computeObjectShapeInfo(ShapeInfo& info) = 0;
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virtual float computeObjectMass(const ShapeInfo& shapeInfo) const = 0;
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void setVelocity(const glm::vec3& velocity) const;
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void setAngularVelocity(const glm::vec3& velocity) const;
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void setGravity(const glm::vec3& gravity) const;
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void setBodyVelocity(const glm::vec3& velocity) const;
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void setBodyAngularVelocity(const glm::vec3& velocity) const;
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void setBodyGravity(const glm::vec3& gravity) const;
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void getVelocity(glm::vec3& velocityOut) const;
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void getAngularVelocity(glm::vec3& angularVelocityOut) const;
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@ -93,7 +94,7 @@ public:
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virtual bool shouldSendUpdate(uint32_t simulationStep);
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virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) = 0;
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virtual MotionType computeMotionType() const = 0;
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virtual MotionType computeObjectMotionType() const = 0;
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virtual void updateKinematicState(uint32_t substep) = 0;
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@ -113,6 +114,20 @@ public:
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virtual void setShouldClaimSimulationOwnership(bool value) { }
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virtual bool getShouldClaimSimulationOwnership() { return false; }
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// These pure virtual methods must be implemented for each MotionState type
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// and make it possible to implement more complicated methods in this base class.
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virtual float getObjectRestitution() const = 0;
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virtual float getObjectFriction() const = 0;
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virtual float getObjectLinearDamping() const = 0;
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virtual float getObjectAngularDamping() const = 0;
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virtual const glm::vec3& getObjectPosition() const = 0;
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virtual const glm::quat& getObjectRotation() const = 0;
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virtual const glm::vec3& getObjectLinearVelocity() const = 0;
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virtual const glm::vec3& getObjectAngularVelocity() const = 0;
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virtual const glm::vec3& getObjectGravity() const = 0;
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protected:
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void setRigidBody(btRigidBody* body);
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@ -196,7 +196,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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motionState->updateObjectEasy(flags, _numSubsteps);
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}
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if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
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motionState->resetMeasuredAcceleration();
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motionState->resetMeasuredBodyAcceleration();
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}
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} else {
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// the only way we should ever get here (motionState exists but no body) is when the object
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@ -206,7 +206,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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// it is possible that the changes are such that the object can now be added to the physical simulation
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if (flags & EntityItem::DIRTY_SHAPE) {
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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motionState->computeObjectShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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addObject(shapeInfo, shape, motionState);
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@ -340,7 +340,7 @@ void PhysicsEngine::stepSimulation() {
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// lock on the tree before we re-lock ourselves.
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//
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// TODO: untangle these lock sequences.
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ObjectMotionState::setSimulationStep(_numSubsteps);
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ObjectMotionState::setWorldSimulationStep(_numSubsteps);
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_entityTree->lockForWrite();
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lock();
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_dynamicsWorld->synchronizeMotionStates();
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@ -485,7 +485,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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float mass = 0.0f;
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btRigidBody* body = NULL;
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switch(motionState->computeMotionType()) {
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switch(motionState->computeObjectMotionType()) {
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case MOTION_TYPE_KINEMATIC: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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mass = motionState->computeMass(shapeInfo);
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mass = motionState->computeObjectMass(shapeInfo);
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shape->calculateLocalInertia(mass, inertia);
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->updateInertiaTensor();
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motionState->setRigidBody(body);
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motionState->setKinematic(false, _numSubsteps);
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motionState->updateObjectVelocities();
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motionState->updateBodyVelocities();
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// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
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// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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}
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}
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body->setFlags(BT_DISABLE_WORLD_GRAVITY);
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motionState->updateMaterialProperties();
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motionState->updateBodyMaterialProperties();
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_dynamicsWorld->addRigidBody(body);
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motionState->resetMeasuredAcceleration();
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motionState->resetMeasuredBodyAcceleration();
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}
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void PhysicsEngine::bump(EntityItem* bumpEntity) {
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@ -597,7 +597,7 @@ void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {
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// private
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bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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MotionType newType = motionState->computeMotionType();
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MotionType newType = motionState->computeObjectMotionType();
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// pull body out of physics engine
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_dynamicsWorld->removeRigidBody(body);
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@ -609,7 +609,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
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// get new shape
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btCollisionShape* oldShape = body->getCollisionShape();
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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motionState->computeObjectShapeInfo(shapeInfo);
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btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
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if (!newShape) {
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// FAIL! we are unable to support these changes!
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@ -628,7 +628,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
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_shapeManager.releaseShape(oldShape);
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// compute mass properties
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float mass = motionState->computeMass(shapeInfo);
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float mass = motionState->computeObjectMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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body->setMassProps(mass, inertia);
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@ -663,8 +663,8 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
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if (! (flags & EntityItem::DIRTY_MASS)) {
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// always update mass properties when going dynamic (unless it's already been done above)
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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float mass = motionState->computeMass(shapeInfo);
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motionState->computeObjectShapeInfo(shapeInfo);
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float mass = motionState->computeObjectMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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body->setMassProps(mass, inertia);
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