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455 lines
18 KiB
C++
455 lines
18 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 <EntityItem.h>
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#include <EntityEditPacketSender.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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static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity) :
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ObjectMotionState(shape),
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_entity(entity),
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_sentMoving(false),
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_numNonMovingUpdates(0),
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_sentStep(0),
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_sentPosition(0.0f),
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_sentRotation(),
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_sentVelocity(0.0f),
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_sentAngularVelocity(0.0f),
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_sentGravity(0.0f),
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_sentAcceleration(0.0f),
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_accelerationNearlyGravityCount(0),
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_shouldClaimSimulationOwnership(false),
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_movingStepsWithoutSimulationOwner(0)
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{
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_type = MOTION_STATE_TYPE_ENTITY;
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assert(entity != nullptr);
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}
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EntityMotionState::~EntityMotionState() {
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// be sure to clear _entity before calling the destructor
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assert(!_entity);
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}
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void EntityMotionState::clearEntity() {
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_entity = nullptr;
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}
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MotionType EntityMotionState::computeObjectMotionType() const {
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if (!_entity) {
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return MOTION_TYPE_STATIC;
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}
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
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}
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bool EntityMotionState::isMoving() const {
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return _entity && _entity->isMoving();
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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 MotionType: 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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if (!_entity) {
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return;
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}
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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// This is physical kinematic motion which steps strictly by the subframe count
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// of the physics simulation.
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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->simulateKinematicMotion(dt);
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_entity->setLastSimulated(usecTimestampNow());
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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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}
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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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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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_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() && isMoving()) {
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// object is moving and has no owner. attempt to claim simulation ownership.
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_movingStepsWithoutSimulationOwner++;
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} else {
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_movingStepsWithoutSimulationOwner = 0;
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}
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if (_movingStepsWithoutSimulationOwner > 100) { // XXX maybe meters from our characterController ?
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// qDebug() << "XXX XXX XXX -- claiming something I saw moving";
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// setShouldClaimSimulationOwnership(true);
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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() << formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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#endif
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}
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void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
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if (_entity) {
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_entity->computeShapeInfo(shapeInfo);
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}
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}
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// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
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// we alwasy resend packets for objects that have stopped moving up to some max limit.
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const int MAX_NUM_NON_MOVING_UPDATES = 5;
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bool EntityMotionState::doesNotNeedToSendUpdate() const {
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return !_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES;
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}
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bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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assert(_body);
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// if we've never checked before, our _sentStep will be 0, and we need to initialize our state
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if (_sentStep == 0) {
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btTransform xform = _body->getWorldTransform();
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_sentPosition = bulletToGLM(xform.getOrigin());
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_sentRotation = bulletToGLM(xform.getRotation());
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_sentVelocity = bulletToGLM(_body->getLinearVelocity());
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_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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_sentStep = simulationStep;
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return false;
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}
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#ifdef WANT_DEBUG
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glm::vec3 wasPosition = _sentPosition;
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glm::quat wasRotation = _sentRotation;
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glm::vec3 wasAngularVelocity = _sentAngularVelocity;
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#endif
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int numSteps = simulationStep - _sentStep;
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float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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_sentStep = simulationStep;
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bool isActive = _body->isActive();
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if (!isActive) {
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if (_sentMoving) {
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// this object just went inactive so send an update immediately
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return true;
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} else {
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const float NON_MOVING_UPDATE_PERIOD = 1.0f;
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if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
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// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
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// at a faster rate than the MAX period above, and only send a limited number of them.
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return true;
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}
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}
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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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// compute position error
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if (glm::length2(_sentVelocity) > 0.0f) {
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_sentVelocity += _sentAcceleration * dt;
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_sentVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
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_sentPosition += dt * _sentVelocity;
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}
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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, _sentPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
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if (dx2 > MAX_POSITION_ERROR_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) << "_sentPosition:" << _sentPosition;
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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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if (glm::length2(_sentAngularVelocity) > 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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_sentAngularVelocity *= 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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_sentRotation = glm::normalize(computeBulletRotationStep(_sentAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _sentRotation);
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}
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}
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const float MIN_ROTATION_DOT = 0.99f; // 0.99 dot threshold coresponds to about 16 degrees of slop
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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, _sentRotation)) < MIN_ROTATION_DOT)) {
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qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT)) ....";
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qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
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qCDebug(physics) << "_sentAngularVelocity:" << _sentAngularVelocity;
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qCDebug(physics) << "length wasAngularVelocity:" << glm::length(wasAngularVelocity);
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qCDebug(physics) << "length _sentAngularVelocity:" << glm::length(_sentAngularVelocity);
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qCDebug(physics) << "wasRotation:" << wasRotation;
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qCDebug(physics) << "bullet actualRotation:" << actualRotation;
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qCDebug(physics) << "_sentRotation:" << _sentRotation;
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}
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#endif
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return (fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT);
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}
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationFrame) {
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if (!_entity || !remoteSimulationOutOfSync(simulationFrame)) {
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return false;
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}
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if (getShouldClaimSimulationOwnership()) {
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return true;
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}
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid& myNodeID = nodeList->getSessionUUID();
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const QUuid& simulatorID = _entity->getSimulatorID();
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if (simulatorID != myNodeID) {
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// some other Node owns the simulating of this, so don't broadcast the results of local simulation.
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return false;
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}
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return true;
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}
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
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if (!_entity || !_entity->isKnownID()) {
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return; // never update entities that are unknown
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}
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EntityItemProperties properties = _entity->getProperties();
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float gravityLength = glm::length(_entity->getGravity());
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float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
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if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
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// acceleration measured during the most recent simulation step was close to gravity.
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if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
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// only increment this if we haven't reached the threshold yet. this is to avoid
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// overflowing the counter.
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incrementAccelerationNearlyGravityCount();
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}
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} else {
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// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
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resetAccelerationNearlyGravityCount();
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}
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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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if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
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_entity->setAcceleration(_entity->getGravity());
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} else {
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_entity->setAcceleration(glm::vec3(0.0f));
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}
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btTransform worldTrans = _body->getWorldTransform();
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_sentPosition = bulletToGLM(worldTrans.getOrigin());
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properties.setPosition(_sentPosition + ObjectMotionState::getWorldOffset());
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_sentRotation = bulletToGLM(worldTrans.getRotation());
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properties.setRotation(_sentRotation);
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bool zeroSpeed = true;
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bool zeroSpin = true;
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if (_body->isActive()) {
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_sentVelocity = bulletToGLM(_body->getLinearVelocity());
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_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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// if the speeds are very small we zero them out
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const float MINIMUM_EXTRAPOLATION_SPEED_SQUARED = 1.0e-4f; // 1cm/sec
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zeroSpeed = (glm::length2(_sentVelocity) < MINIMUM_EXTRAPOLATION_SPEED_SQUARED);
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if (zeroSpeed) {
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_sentVelocity = glm::vec3(0.0f);
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}
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const float MINIMUM_EXTRAPOLATION_SPIN_SQUARED = 0.004f; // ~0.01 rotation/sec
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zeroSpin = glm::length2(_sentAngularVelocity) < MINIMUM_EXTRAPOLATION_SPIN_SQUARED;
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if (zeroSpin) {
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_sentAngularVelocity = glm::vec3(0.0f);
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}
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_sentMoving = ! (zeroSpeed && zeroSpin);
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} else {
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_sentVelocity = _sentAngularVelocity = glm::vec3(0.0f);
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_sentMoving = false;
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}
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properties.setVelocity(_sentVelocity);
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_sentGravity = _entity->getGravity();
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properties.setGravity(_entity->getGravity());
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_sentAcceleration = _entity->getAcceleration();
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properties.setAcceleration(_sentAcceleration);
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properties.setAngularVelocity(_sentAngularVelocity);
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auto nodeList = DependencyManager::get<NodeList>();
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QUuid myNodeID = nodeList->getSessionUUID();
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QUuid simulatorID = _entity->getSimulatorID();
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if (getShouldClaimSimulationOwnership()) {
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properties.setSimulatorID(myNodeID);
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setShouldClaimSimulationOwnership(false);
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} else if (simulatorID == myNodeID && zeroSpeed && zeroSpin) {
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// we are the simulator and the entity has stopped. give up "simulator" status
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// _entity->setSimulatorID(QUuid());
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// properties.setSimulatorID(QUuid());
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} else if (simulatorID == myNodeID && !_body->isActive()) {
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// it's not active. don't keep simulation ownership.
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// _entity->setSimulatorID(QUuid());
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// properties.setSimulatorID(QUuid());
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}
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// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.
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if (_sentMoving) {
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_numNonMovingUpdates = 0;
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} else {
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_numNonMovingUpdates++;
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}
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if (_numNonMovingUpdates <= 1) {
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// we only update lastEdited when we're sending new physics data
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// (i.e. NOT when we just simulate the positions forward, nor when we resend non-moving data)
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// NOTE: Andrew & Brad to discuss. Let's make sure we're using lastEdited, lastSimulated, and lastUpdated correctly
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quint64 lastSimulated = _entity->getLastSimulated();
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_entity->setLastEdited(lastSimulated);
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properties.setLastEdited(lastSimulated);
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#ifdef WANT_DEBUG
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quint64 now = usecTimestampNow();
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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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} else {
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properties.setLastEdited(_entity->getLastEdited());
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}
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if (EntityItem::getSendPhysicsUpdates()) {
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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(PacketTypeEntityAddOrEdit, id, properties);
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} else {
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#ifdef WANT_DEBUG
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qCDebug(physics) << "EntityMotionState::sendUpdate()... NOT sending update as requested.";
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#endif
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}
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_sentStep = step;
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}
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uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() const {
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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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_entity->clearDirtyFlags();
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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int bodyFlags = _body->getCollisionFlags();
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bool isMoving = _entity->isMoving();
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
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(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
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dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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}
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}
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return dirtyFlags;
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}
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// virtual
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QUuid EntityMotionState::getSimulatorID() const {
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if (_entity) {
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return _entity->getSimulatorID();
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}
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return QUuid();
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}
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// virtual
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void EntityMotionState::bump() {
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setShouldClaimSimulationOwnership(true);
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}
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void EntityMotionState::resetMeasuredBodyAcceleration() {
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_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
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if (_body) {
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_lastVelocity = bulletToGLM(_body->getLinearVelocity());
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} else {
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_lastVelocity = glm::vec3(0.0f);
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}
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_measuredAcceleration = glm::vec3(0.0f);
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}
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void EntityMotionState::measureBodyAcceleration() {
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// try to manually measure the true acceleration of the object
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uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
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uint32_t numSubsteps = thisStep - _lastMeasureStep;
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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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_lastMeasureStep = thisStep;
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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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glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
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_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
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_lastVelocity = velocity;
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}
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}
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// virtual
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void EntityMotionState::setMotionType(MotionType motionType) {
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ObjectMotionState::setMotionType(motionType);
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resetMeasuredBodyAcceleration();
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}
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