// // ObjectMotionState.cpp // libraries/physcis/src // // Created by Andrew Meadows 2014.11.05 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifdef USE_BULLET_PHYSICS #include #include "BulletUtil.h" #include "ObjectMotionState.h" const float MIN_DENSITY = 200.0f; const float DEFAULT_DENSITY = 1000.0f; const float MAX_DENSITY = 20000.0f; const float MIN_VOLUME = 0.001f; const float DEFAULT_VOLUME = 1.0f; const float MAX_VOLUME = 1000000.0f; const float DEFAULT_FRICTION = 0.5f; const float MAX_FRICTION = 10.0f; const float DEFAULT_RESTITUTION = 0.0f; ObjectMotionState::ObjectMotionState() : _density(DEFAULT_DENSITY), _volume(DEFAULT_VOLUME), _friction(DEFAULT_FRICTION), _restitution(DEFAULT_RESTITUTION), _wasInWorld(false), _motionType(MOTION_TYPE_STATIC), _body(NULL), _sentMoving(false), _weKnowRecipientHasReceivedNotMoving(false), _outgoingDirtyFlags(0), _sentFrame(0), _sentPosition(0.0f), _sentRotation(), _sentVelocity(0.0f), _sentAngularVelocity(0.0f), _sentAcceleration(0.0f) { } ObjectMotionState::~ObjectMotionState() { // NOTE: you MUST remove this MotionState from the world before you call the dtor. assert(_body == NULL); } void ObjectMotionState::setDensity(float density) { _density = btMax(btMin(fabsf(density), MAX_DENSITY), MIN_DENSITY); } void ObjectMotionState::setFriction(float friction) { _friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f); } void ObjectMotionState::setRestitution(float restitution) { _restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f); } void ObjectMotionState::setVolume(float volume) { _volume = btMax(btMin(fabsf(volume), MAX_VOLUME), MIN_VOLUME); } void ObjectMotionState::setVelocity(const glm::vec3& velocity) const { btVector3 v; glmToBullet(velocity, v); _body->setLinearVelocity(v); } void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const { btVector3 v; glmToBullet(velocity, v); _body->setAngularVelocity(v); } void ObjectMotionState::setGravity(const glm::vec3& gravity) const { btVector3 g; glmToBullet(gravity, g); _body->setGravity(g); } void ObjectMotionState::getVelocity(glm::vec3& velocityOut) const { bulletToGLM(_body->getLinearVelocity(), velocityOut); } void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const { bulletToGLM(_body->getAngularVelocity(), angularVelocityOut); } const float FIXED_SUBSTEP = 1.0f / 60.0f; bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const { assert(_body); float dt = (float)(simulationFrame - _sentFrame) * FIXED_SUBSTEP + subStepRemainder; const float DEFAULT_UPDATE_PERIOD = 10.0f; if (dt > DEFAULT_UPDATE_PERIOD) { return !isAtRest(); } if (_sentMoving && !_body->isActive()) { return true; } // compute position error glm::vec3 expectedPosition = _sentPosition + dt * (_sentVelocity + (0.5f * dt) * _sentAcceleration); glm::vec3 position; btTransform worldTrans = _body->getWorldTransform(); bulletToGLM(worldTrans.getOrigin(), position); float dx2 = glm::length2(position - expectedPosition); const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m if (dx2 > MAX_POSITION_ERROR_SQUARED) { return true; } // compute rotation error float spin = glm::length(_sentAngularVelocity); glm::quat expectedRotation = _sentRotation; const float MIN_SPIN = 1.0e-4f; if (spin > MIN_SPIN) { glm::vec3 axis = _sentAngularVelocity / spin; expectedRotation = glm::angleAxis(dt * spin, axis) * _sentRotation; } const float MIN_ROTATION_DOT = 0.98f; glm::quat actualRotation; bulletToGLM(worldTrans.getRotation(), actualRotation); return (glm::dot(actualRotation, expectedRotation) < MIN_ROTATION_DOT); } #endif // USE_BULLET_PHYSICS