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692 lines
28 KiB
C++
692 lines
28 KiB
C++
//
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// EntityMotionState.cpp
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2014.11.06
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/norm.hpp>
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#include <EntityItem.h>
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#include <EntityItemProperties.h>
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#include <EntityEditPacketSender.h>
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#include <PhysicsCollisionGroups.h>
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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#include "PhysicsEngine.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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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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if (!tree) {
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return true;
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}
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return true;
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}
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#else
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bool entityTreeIsLocked() {
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return true;
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}
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#endif
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
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ObjectMotionState(shape),
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_entityPtr(entity),
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_entity(entity.get()),
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_serverPosition(0.0f),
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_serverRotation(),
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_serverVelocity(0.0f),
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_serverAngularVelocity(0.0f),
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_serverGravity(0.0f),
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_serverAcceleration(0.0f),
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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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_measuredDeltaTime(0.0f),
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_lastMeasureStep(0),
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_lastStep(0),
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_loopsWithoutOwner(0),
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_accelerationNearlyGravityCount(0),
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_numInactiveUpdates(1),
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_outgoingPriority(0)
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity);
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assert(entityTreeIsLocked());
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setMass(_entity->computeMass());
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}
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EntityMotionState::~EntityMotionState() {
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assert(_entity);
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_entity = nullptr;
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}
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void EntityMotionState::updateServerPhysicsVariables() {
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assert(entityTreeIsLocked());
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if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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// don't slam these values if we are the simulation owner
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return;
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}
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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_serverAngularVelocity = _entity->getAngularVelocity();
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_serverAcceleration = _entity->getAcceleration();
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_serverActionData = _entity->getActionData();
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}
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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assert(entityTreeIsLocked());
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updateServerPhysicsVariables();
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & Simulation::DIRTY_SIMULATOR_ID) {
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if (_entity->getSimulatorID().isNull()) {
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// simulation ownership has been removed by an external simulator
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if (glm::length2(_entity->getVelocity()) == 0.0f) {
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// this object is coming to rest --> clear the ACTIVATION flag and _outgoingPriority
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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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} 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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}
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_loopsWithoutOwner = 0;
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} else if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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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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} else {
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_outgoingPriority = 0;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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}
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY) {
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// The DIRTY_SIMULATOR_OWNERSHIP_PRIORITY bits really mean "we should bid for ownership because
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// a local script has been changing physics properties, or we should adjust our own ownership priority".
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// The desired priority is determined by which bits were set.
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB) {
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_outgoingPriority = SCRIPT_GRAB_SIMULATION_PRIORITY;
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} else {
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_outgoingPriority = SCRIPT_POKE_SIMULATION_PRIORITY;
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}
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// reset bid expiry so that we bid ASAP
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_nextOwnershipBid = 0;
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}
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if ((flags & Simulation::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
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_body->activate();
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}
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}
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// virtual
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bool EntityMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
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updateServerPhysicsVariables();
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return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
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}
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PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
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if (!_entity) {
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return MOTION_TYPE_STATIC;
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}
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assert(entityTreeIsLocked());
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if (_entity->getDynamic()) {
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if (!_entity->getParentID().isNull()) {
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// if something would have been dynamic but is a child of something else, force it to be kinematic, instead.
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return MOTION_TYPE_KINEMATIC;
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}
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return MOTION_TYPE_DYNAMIC;
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}
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if (_entity->isMovingRelativeToParent() ||
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_entity->hasActions() ||
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_entity->hasAncestorOfType(NestableType::Avatar)) {
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return MOTION_TYPE_KINEMATIC;
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}
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return MOTION_TYPE_STATIC;
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}
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bool EntityMotionState::isMoving() const {
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assert(entityTreeIsLocked());
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return _entity && _entity->isMovingRelativeToParent();
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}
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// This callback is invoked by the physics simulation in two cases:
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// (1) when the RigidBody is first added to the world
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// (irregardless of PhysicsMotionType: STATIC, DYNAMIC, or KINEMATIC)
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// (2) at the beginning of each simulation step for KINEMATIC RigidBody's --
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// it is an opportunity for outside code to update the object's simulation position
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void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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BT_PROFILE("getWorldTransform");
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if (!_entity) {
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return;
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}
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assert(entityTreeIsLocked());
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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BT_PROFILE("kinematicIntegration");
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// This is physical kinematic motion which steps strictly by the subframe count
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// of the physics simulation and uses full gravity for acceleration.
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_entity->setAcceleration(_entity->getGravity());
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uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
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float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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_entity->stepKinematicMotion(dt);
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// bypass const-ness so we can remember the step
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const_cast<EntityMotionState*>(this)->_lastKinematicStep = thisStep;
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// and set the acceleration-matches-gravity count high so that if we send an update
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// it will use the correct acceleration for remote simulations
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_accelerationNearlyGravityCount = (uint8_t)(-1);
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}
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worldTrans.setOrigin(glmToBullet(getObjectPosition()));
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worldTrans.setRotation(glmToBullet(_entity->getRotation()));
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}
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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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if (!_entity) {
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return;
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}
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assert(entityTreeIsLocked());
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measureBodyAcceleration();
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bool positionSuccess;
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset(), positionSuccess, false);
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if (!positionSuccess) {
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qDebug() << "EntityMotionState::setWorldTransform setPosition failed" << _entity->getID();
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}
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bool orientationSuccess;
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_entity->setOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
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if (!orientationSuccess) {
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qDebug() << "EntityMotionState::setWorldTransform setOrientation failed" << _entity->getID();
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}
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_entity->setVelocity(getBodyLinearVelocity());
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_entity->setAngularVelocity(getBodyAngularVelocity());
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_entity->setLastSimulated(usecTimestampNow());
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if (_entity->getSimulatorID().isNull()) {
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_loopsWithoutOwner++;
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if (_loopsWithoutOwner > LOOPS_FOR_SIMULATION_ORPHAN && usecTimestampNow() > _nextOwnershipBid) {
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upgradeOutgoingPriority(VOLUNTEER_SIMULATION_PRIORITY);
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}
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}
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#ifdef WANT_DEBUG
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quint64 now = usecTimestampNow();
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qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
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qCDebug(physics) << " last edited:" << _entity->getLastEdited()
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<< formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated()
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<< formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated()
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<< formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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#endif
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}
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// virtual and protected
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bool EntityMotionState::isReadyToComputeShape() const {
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return _entity->isReadyToComputeShape();
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}
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// virtual and protected
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btCollisionShape* EntityMotionState::computeNewShape() {
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ShapeInfo shapeInfo;
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assert(entityTreeIsLocked());
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_entity->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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bool EntityMotionState::isCandidateForOwnership() const {
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assert(_body);
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assert(_entity);
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assert(entityTreeIsLocked());
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return _outgoingPriority != 0
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|| Physics::getSessionUUID() == _entity->getSimulatorID()
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|| _entity->actionDataNeedsTransmit();
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}
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bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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// NOTE: we only get here if we think we own the simulation
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assert(_body);
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// if we've never checked before, our _lastStep will be 0, and we need to initialize our state
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if (_lastStep == 0) {
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btTransform xform = _body->getWorldTransform();
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_serverPosition = bulletToGLM(xform.getOrigin());
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_serverRotation = bulletToGLM(xform.getRotation());
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_serverVelocity = getBodyLinearVelocityGTSigma();
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_serverAcceleration = Vectors::ZERO;
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_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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_lastStep = simulationStep;
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_serverActionData = _entity->getActionData();
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_numInactiveUpdates = 1;
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return false;
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}
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#ifdef WANT_DEBUG
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glm::vec3 wasPosition = _serverPosition;
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glm::quat wasRotation = _serverRotation;
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glm::vec3 wasAngularVelocity = _serverAngularVelocity;
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#endif
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int numSteps = simulationStep - _lastStep;
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float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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if (_numInactiveUpdates > 0) {
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const uint8_t MAX_NUM_INACTIVE_UPDATES = 20;
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if (_numInactiveUpdates > MAX_NUM_INACTIVE_UPDATES) {
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// clear local ownership (stop sending updates) and let the server clear itself
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_entity->clearSimulationOwnership();
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return false;
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}
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// we resend the inactive update every INACTIVE_UPDATE_PERIOD
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// until it is removed from the outgoing updates
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// (which happens when we don't own the simulation and it isn't touching our simulation)
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const float INACTIVE_UPDATE_PERIOD = 0.5f;
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return (dt > INACTIVE_UPDATE_PERIOD * (float)_numInactiveUpdates);
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}
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if (!_body->isActive()) {
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// object has gone inactive but our last send was moving --> send non-moving update immediately
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return true;
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}
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_lastStep = simulationStep;
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if (glm::length2(_serverVelocity) > 0.0f) {
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_serverVelocity += _serverAcceleration * dt;
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_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
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// NOTE: we ignore the second-order acceleration term when integrating
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// the position forward because Bullet also does this.
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_serverPosition += dt * _serverVelocity;
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}
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if (_entity->actionDataNeedsTransmit()) {
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_outgoingPriority = _entity->hasActions() ? SCRIPT_GRAB_SIMULATION_PRIORITY : SCRIPT_POKE_SIMULATION_PRIORITY;
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return true;
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}
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if (_entity->shouldSuppressLocationEdits()) {
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return false;
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}
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// Else we measure the error between current and extrapolated transform (according to expected behavior
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// of remote EntitySimulation) and return true if the error is significant.
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// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
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// due to _worldOffset.
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// TODO: compensate for _worldOffset offset here
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// compute position error
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btTransform worldTrans = _body->getWorldTransform();
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glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
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float dx2 = glm::distance2(position, _serverPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // corresponds to 2mm
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if (dx2 > MAX_POSITION_ERROR_SQUARED) {
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// we don't mind larger position error when the object has high speed
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// so we divide by speed and check again
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float speed2 = glm::length2(_serverVelocity);
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const float MIN_ERROR_RATIO_SQUARED = 0.0025f; // corresponds to 5% error in 1 second
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const float MIN_SPEED_SQUARED = 1.0e-6f; // corresponds to 1mm/sec
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if (speed2 < MIN_SPEED_SQUARED || dx2 / speed2 > MIN_ERROR_RATIO_SQUARED) {
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#ifdef WANT_DEBUG
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qCDebug(physics) << ".... (dx2 > MAX_POSITION_ERROR_SQUARED) ....";
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qCDebug(physics) << "wasPosition:" << wasPosition;
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qCDebug(physics) << "bullet position:" << position;
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qCDebug(physics) << "_serverPosition:" << _serverPosition;
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qCDebug(physics) << "dx2:" << dx2;
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#endif
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return true;
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}
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}
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if (glm::length2(_serverAngularVelocity) > 0.0f) {
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// compute rotation error
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float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
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_serverAngularVelocity *= attenuation;
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// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
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// we must integrate with the same algorithm and timestep in order achieve similar results.
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for (int i = 0; i < numSteps; ++i) {
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_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity,
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PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
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}
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}
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const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
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glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
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#ifdef WANT_DEBUG
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if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
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qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
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qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
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qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
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qCDebug(physics) << "length wasAngularVelocity:" << glm::length(wasAngularVelocity);
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qCDebug(physics) << "length _serverAngularVelocity:" << glm::length(_serverAngularVelocity);
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qCDebug(physics) << "wasRotation:" << wasRotation;
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qCDebug(physics) << "bullet actualRotation:" << actualRotation;
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qCDebug(physics) << "_serverRotation:" << _serverRotation;
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}
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#endif
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return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT);
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}
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
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// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
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assert(_entity);
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assert(_body);
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assert(entityTreeIsLocked());
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if (_entity->actionDataNeedsTransmit()) {
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return true;
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}
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if (_entity->queryAABoxNeedsUpdate()) {
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return true;
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}
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if (_entity->getSimulatorID() != Physics::getSessionUUID()) {
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// we don't own the simulation
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// NOTE: we do not volunteer to own kinematic or static objects
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uint8_t insufficientPriority = _body->isStaticOrKinematicObject() ? VOLUNTEER_SIMULATION_PRIORITY : 0;
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bool shouldBid = _outgoingPriority > insufficientPriority && // but we would like to own it AND
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usecTimestampNow() > _nextOwnershipBid; // it is time to bid again
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if (shouldBid && _outgoingPriority < _entity->getSimulationPriority()) {
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// we are insufficiently interested so clear our interest
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// and reset the bid expiry
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_outgoingPriority = 0;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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return shouldBid;
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}
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return remoteSimulationOutOfSync(simulationStep);
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}
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
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assert(_entity);
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assert(entityTreeIsLocked());
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if (!_body->isActive()) {
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// make sure all derivatives are zero
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_entity->setVelocity(Vectors::ZERO);
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_entity->setAngularVelocity(Vectors::ZERO);
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_entity->setAcceleration(Vectors::ZERO);
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_numInactiveUpdates++;
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} else {
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glm::vec3 gravity = _entity->getGravity();
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// if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
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// the entity server's estimates include gravity.
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const uint8_t STEPS_TO_DECIDE_BALLISTIC = 4;
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if (_accelerationNearlyGravityCount >= STEPS_TO_DECIDE_BALLISTIC) {
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_entity->setAcceleration(gravity);
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} else {
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_entity->setAcceleration(Vectors::ZERO);
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}
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if (!_body->isStaticOrKinematicObject()) {
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
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bool movingSlowlyLinear =
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glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
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bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
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(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
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bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == Vectors::ZERO;
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if (movingSlowly) {
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// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
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// other simulating observers to deactivate their own copies
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glm::vec3 zero(0.0f);
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_entity->setVelocity(zero);
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_entity->setAngularVelocity(zero);
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}
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}
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_numInactiveUpdates = 0;
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}
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// remember properties for local server prediction
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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_serverAcceleration = _entity->getAcceleration();
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_serverAngularVelocity = _entity->getAngularVelocity();
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_serverActionData = _entity->getActionData();
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EntityItemProperties properties;
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// explicitly set the properties that changed so that they will be packed
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properties.setPosition(_entity->getLocalPosition());
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properties.setRotation(_entity->getLocalOrientation());
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properties.setVelocity(_serverVelocity);
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properties.setAcceleration(_serverAcceleration);
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properties.setAngularVelocity(_serverAngularVelocity);
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if (_entity->actionDataNeedsTransmit()) {
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_entity->setActionDataNeedsTransmit(false);
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properties.setActionData(_serverActionData);
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}
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if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
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// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
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properties.setQueryAACube(_entity->getQueryAACube());
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}
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// set the LastEdited of the properties but NOT the entity itself
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quint64 now = usecTimestampNow();
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properties.setLastEdited(now);
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#ifdef WANT_DEBUG
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quint64 lastSimulated = _entity->getLastSimulated();
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qCDebug(physics) << "EntityMotionState::sendUpdate()";
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qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
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<< "---------------------------------------------";
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qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
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#endif //def WANT_DEBUG
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if (_numInactiveUpdates > 0) {
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// we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
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// but we remember we do still own it... and rely on the server to tell us we don't
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properties.clearSimulationOwner();
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_outgoingPriority = 0;
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} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
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// we don't own the simulation for this entity yet, but we're sending a bid for it
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properties.setSimulationOwner(Physics::getSessionUUID(),
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glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY));
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_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
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_outgoingPriority = 0; // reset outgoing priority whenever we bid
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} else if (_outgoingPriority != _entity->getSimulationPriority()) {
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// we own the simulation but our desired priority has changed
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if (_outgoingPriority == 0) {
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// we should release ownership
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properties.clearSimulationOwner();
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} else {
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// we just need to change the priority
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properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
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}
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}
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EntityItemID id(_entity->getID());
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EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
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#ifdef WANT_DEBUG
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qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
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#endif
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entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, id, properties);
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_entity->setLastBroadcast(usecTimestampNow());
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// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
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// if they've changed.
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_entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
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if (descendant->getNestableType() == NestableType::Entity) {
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EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
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if (descendant->computePuffedQueryAACube()) {
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EntityItemProperties newQueryCubeProperties;
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newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
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newQueryCubeProperties.setLastEdited(properties.getLastEdited());
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entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties);
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entityDescendant->setLastBroadcast(usecTimestampNow());
|
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}
|
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}
|
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});
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|
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_lastStep = step;
|
|
}
|
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|
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uint32_t EntityMotionState::getIncomingDirtyFlags() {
|
|
assert(entityTreeIsLocked());
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uint32_t dirtyFlags = 0;
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if (_body && _entity) {
|
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dirtyFlags = _entity->getDirtyFlags();
|
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|
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if (dirtyFlags | Simulation::DIRTY_SIMULATOR_ID) {
|
|
// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
|
|
// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
|
|
uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
|
|
if ((bool)(entityCollisionMask & USER_COLLISION_GROUP_MY_AVATAR) !=
|
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(bool)(entityCollisionMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
|
|
// bits are asymmetric --> flag for reinsertion in physics simulation
|
|
dirtyFlags |= Simulation::DIRTY_COLLISION_GROUP;
|
|
}
|
|
}
|
|
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
|
|
int bodyFlags = _body->getCollisionFlags();
|
|
bool isMoving = _entity->isMovingRelativeToParent();
|
|
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
|
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
|
dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
|
|
}
|
|
}
|
|
return dirtyFlags;
|
|
}
|
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|
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void EntityMotionState::clearIncomingDirtyFlags() {
|
|
assert(entityTreeIsLocked());
|
|
if (_body && _entity) {
|
|
_entity->clearDirtyFlags();
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|
}
|
|
}
|
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|
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// virtual
|
|
uint8_t EntityMotionState::getSimulationPriority() const {
|
|
return _entity->getSimulationPriority();
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|
}
|
|
|
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// virtual
|
|
QUuid EntityMotionState::getSimulatorID() const {
|
|
assert(entityTreeIsLocked());
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|
return _entity->getSimulatorID();
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|
}
|
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|
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void EntityMotionState::bump(uint8_t priority) {
|
|
assert(priority != 0);
|
|
upgradeOutgoingPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
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}
|
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|
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void EntityMotionState::resetMeasuredBodyAcceleration() {
|
|
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
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|
if (_body) {
|
|
_lastVelocity = getBodyLinearVelocityGTSigma();
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|
} else {
|
|
_lastVelocity = Vectors::ZERO;
|
|
}
|
|
_measuredAcceleration = Vectors::ZERO;
|
|
}
|
|
|
|
void EntityMotionState::measureBodyAcceleration() {
|
|
// try to manually measure the true acceleration of the object
|
|
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
|
|
uint32_t numSubsteps = thisStep - _lastMeasureStep;
|
|
if (numSubsteps > 0) {
|
|
float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
|
|
float invDt = 1.0f / dt;
|
|
_lastMeasureStep = thisStep;
|
|
_measuredDeltaTime = dt;
|
|
|
|
// Note: the integration equation for velocity uses damping: 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) {
|
|
_loopsWithoutOwner = 0;
|
|
_lastStep = ObjectMotionState::getWorldSimulationStep();
|
|
_numInactiveUpdates = 0;
|
|
}
|
|
|
|
glm::vec3 gravity = _entity->getGravity();
|
|
float gravityLength = glm::length(gravity);
|
|
float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
|
|
const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
|
|
if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
|
|
// acceleration measured during the most recent simulation step was close to gravity.
|
|
if (_accelerationNearlyGravityCount < (uint8_t)(-2)) {
|
|
++_accelerationNearlyGravityCount;
|
|
}
|
|
} else {
|
|
// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
|
|
_accelerationNearlyGravityCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
|
|
// This is the dampened change in linear velocity, as calculated in measureBodyAcceleration: dv = a * dt
|
|
// It is generally only meaningful during the lifespan of collision. In particular, it is not meaningful
|
|
// when the entity first starts moving via direct user action.
|
|
return _measuredAcceleration * _measuredDeltaTime;
|
|
}
|
|
|
|
// virtual
|
|
void EntityMotionState::setMotionType(PhysicsMotionType motionType) {
|
|
ObjectMotionState::setMotionType(motionType);
|
|
resetMeasuredBodyAcceleration();
|
|
}
|
|
|
|
|
|
// virtual
|
|
QString EntityMotionState::getName() const {
|
|
assert(entityTreeIsLocked());
|
|
return _entity->getName();
|
|
}
|
|
|
|
// virtual
|
|
void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
|
|
assert(_entity);
|
|
_entity->computeCollisionGroupAndFinalMask(group, mask);
|
|
}
|
|
|
|
void EntityMotionState::upgradeOutgoingPriority(uint8_t priority) {
|
|
_outgoingPriority = glm::max<uint8_t>(_outgoingPriority, priority);
|
|
}
|