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Merge pull request #7711 from AndrewMeadows/faster-kinematics
faster hifi kinematic motion calculations take-4
This commit is contained in:
commit
410bf3c95a
12 changed files with 247 additions and 173 deletions
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@ -731,7 +731,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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// we want to extrapolate the motion forward to compensate for packet travel time, but
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// we don't want the side effect of flag setting.
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simulateKinematicMotion(skipTimeForward, false);
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stepKinematicMotion(skipTimeForward);
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}
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if (overwriteLocalData) {
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@ -872,130 +872,113 @@ void EntityItem::simulate(const quint64& now) {
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qCDebug(entities) << " ********** EntityItem::simulate() .... SETTING _lastSimulated=" << _lastSimulated;
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#endif
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simulateKinematicMotion(timeElapsed);
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if (!hasActions()) {
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if (!stepKinematicMotion(timeElapsed)) {
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// this entity is no longer moving
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// flag it to transition from KINEMATIC to STATIC
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_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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setAcceleration(Vectors::ZERO);
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}
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}
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_lastSimulated = now;
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}
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void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
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#ifdef WANT_DEBUG
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qCDebug(entities) << "EntityItem::simulateKinematicMotion timeElapsed" << timeElapsed;
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#endif
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const float MIN_TIME_SKIP = 0.0f;
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const float MAX_TIME_SKIP = 1.0f; // in seconds
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timeElapsed = glm::clamp(timeElapsed, MIN_TIME_SKIP, MAX_TIME_SKIP);
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if (hasActions()) {
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return;
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bool EntityItem::stepKinematicMotion(float timeElapsed) {
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if (timeElapsed <= 0.0f) {
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return true;
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}
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if (hasLocalAngularVelocity()) {
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glm::vec3 localAngularVelocity = getLocalAngularVelocity();
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const float MAX_TIME_ELAPSED = 1.0f; // seconds
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if (timeElapsed > MAX_TIME_ELAPSED) {
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qCWarning(entities) << "kinematic timestep = " << timeElapsed << " truncated to " << MAX_TIME_ELAPSED;
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}
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timeElapsed = glm::min(timeElapsed, MAX_TIME_ELAPSED);
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Transform transform;
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glm::vec3 linearVelocity;
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glm::vec3 angularVelocity;
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getLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
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bool moving = false;
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if (glm::length2(angularVelocity) > 0.0f) {
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// angular damping
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if (_angularDamping > 0.0f) {
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localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
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#ifdef WANT_DEBUG
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qCDebug(entities) << " angularDamping :" << _angularDamping;
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qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
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#endif
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angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
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}
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float angularSpeed = glm::length(localAngularVelocity);
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const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
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if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
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if (setFlags && angularSpeed > 0.0f) {
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_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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}
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localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
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const float MIN_KINEMATIC_ANGULAR_SPEED_SQUARED =
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KINEMATIC_ANGULAR_SPEED_THRESHOLD * KINEMATIC_ANGULAR_SPEED_THRESHOLD;
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if (glm::length2(angularVelocity) < MIN_KINEMATIC_ANGULAR_SPEED_SQUARED) {
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angularVelocity = Vectors::ZERO;
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} else {
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// for improved agreement with the way Bullet integrates rotations we use an approximation
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// and break the integration into bullet-sized substeps
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glm::quat rotation = getRotation();
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glm::quat rotation = transform.getRotation();
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float dt = timeElapsed;
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while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
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glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
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while (dt > 0.0f) {
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glm::quat dQ = computeBulletRotationStep(angularVelocity, glm::min(dt, PHYSICS_ENGINE_FIXED_SUBSTEP));
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rotation = glm::normalize(dQ * rotation);
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dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
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}
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// NOTE: this final partial substep can drift away from a real Bullet simulation however
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// it only becomes significant for rapidly rotating objects
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// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
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glm::quat dQ = computeBulletRotationStep(localAngularVelocity, dt);
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rotation = glm::normalize(dQ * rotation);
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bool success;
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setOrientation(rotation, success, false);
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transform.setRotation(rotation);
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}
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setLocalAngularVelocity(localAngularVelocity);
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moving = true;
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}
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if (hasLocalVelocity()) {
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// acceleration is in the global frame, so transform it into the local frame.
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// TODO: Move this into SpatiallyNestable.
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bool success;
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Transform transform = getParentTransform(success);
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glm::vec3 localAcceleration(glm::vec3::_null);
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if (success) {
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localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
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} else {
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localAcceleration = getAcceleration();
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}
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glm::vec3 position = transform.getTranslation();
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float linearSpeedSquared = glm::length2(linearVelocity);
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const float MIN_KINEMATIC_LINEAR_SPEED_SQUARED =
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KINEMATIC_LINEAR_SPEED_THRESHOLD * KINEMATIC_LINEAR_SPEED_THRESHOLD;
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if (linearSpeedSquared > 0.0f) {
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glm::vec3 deltaVelocity = Vectors::ZERO;
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// linear damping
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glm::vec3 localVelocity = getLocalVelocity();
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if (_damping > 0.0f) {
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localVelocity *= powf(1.0f - _damping, timeElapsed);
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#ifdef WANT_DEBUG
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qCDebug(entities) << " damping:" << _damping;
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qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
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qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
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#endif
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deltaVelocity = (powf(1.0f - _damping, timeElapsed) - 1.0f) * linearVelocity;
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}
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// integrate position forward
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glm::vec3 localPosition = getLocalPosition();
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glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed;
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const float MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED = 1.0e-4f; // 0.01 m/sec^2
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if (glm::length2(_acceleration) > MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED) {
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// yes acceleration
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// acceleration is in world-frame but we need it in local-frame
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glm::vec3 linearAcceleration = _acceleration;
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bool success;
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Transform parentTransform = getParentTransform(success);
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if (success) {
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linearAcceleration = glm::inverse(parentTransform.getRotation()) * linearAcceleration;
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}
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deltaVelocity += linearAcceleration * timeElapsed;
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#ifdef WANT_DEBUG
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qCDebug(entities) << " EntityItem::simulate()....";
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qCDebug(entities) << " timeElapsed:" << timeElapsed;
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qCDebug(entities) << " old AACube:" << getMaximumAACube();
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qCDebug(entities) << " old position:" << localPosition;
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qCDebug(entities) << " old velocity:" << localVelocity;
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qCDebug(entities) << " old getAABox:" << getAABox();
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qCDebug(entities) << " newPosition:" << newPosition;
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qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newLocalPosition, localPosition);
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#endif
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localPosition = newLocalPosition;
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// apply effective acceleration, which will be the same as gravity if the Entity isn't at rest.
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localVelocity += localAcceleration * timeElapsed;
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float speed = glm::length(localVelocity);
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const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f; // 1mm/sec
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if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
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setVelocity(ENTITY_ITEM_ZERO_VEC3);
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if (setFlags && speed > 0.0f) {
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_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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if (linearSpeedSquared < MIN_KINEMATIC_LINEAR_SPEED_SQUARED
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&& glm::length2(deltaVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED
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&& glm::length2(linearVelocity + deltaVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
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linearVelocity = Vectors::ZERO;
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} else {
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// NOTE: we do NOT include the second-order acceleration term (0.5 * a * dt^2)
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// when computing the displacement because Bullet also ignores that term. Yes,
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// this is an approximation and it works best when dt is small.
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position += timeElapsed * linearVelocity;
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linearVelocity += deltaVelocity;
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}
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} else {
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setLocalPosition(localPosition);
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setLocalVelocity(localVelocity);
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// no acceleration
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if (linearSpeedSquared < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
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linearVelocity = Vectors::ZERO;
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} else {
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// NOTE: we don't use second-order acceleration term for linear displacement
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// because Bullet doesn't use it.
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position += timeElapsed * linearVelocity;
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linearVelocity += deltaVelocity;
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}
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}
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#ifdef WANT_DEBUG
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qCDebug(entities) << " new position:" << position;
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qCDebug(entities) << " new velocity:" << velocity;
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qCDebug(entities) << " new AACube:" << getMaximumAACube();
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qCDebug(entities) << " old getAABox:" << getAABox();
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#endif
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moving = true;
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}
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if (moving) {
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transform.setTranslation(position);
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setLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
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}
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return moving;
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}
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bool EntityItem::isMoving() const {
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@ -152,7 +152,7 @@ public:
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// perform linear extrapolation for SimpleEntitySimulation
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void simulate(const quint64& now);
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void simulateKinematicMotion(float timeElapsed, bool setFlags=true);
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bool stepKinematicMotion(float timeElapsed); // return 'true' if moving
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virtual bool needsToCallUpdate() const { return false; }
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@ -56,8 +56,8 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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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(glm::vec3(0.0f)),
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_measuredAcceleration(glm::vec3(0.0f)),
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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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@ -178,19 +178,26 @@ bool EntityMotionState::isMoving() const {
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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.
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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->simulateKinematicMotion(dt);
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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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@ -270,6 +277,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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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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@ -309,6 +317,8 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t 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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@ -334,19 +344,23 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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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; // Sqrt() - corresponds to 2 millimeters
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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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#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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// 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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@ -400,7 +414,11 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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if (_entity->getSimulatorID() != Physics::getSessionUUID()) {
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// we don't own the simulation
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bool shouldBid = _outgoingPriority > 0 && // but we would like to own it and
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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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@ -420,51 +438,39 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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if (!_body->isActive()) {
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// make sure all derivatives are zero
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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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_entity->setAcceleration(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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const uint8_t STEPS_TO_DECIDE_BALLISTIC = 4;
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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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const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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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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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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if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
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_entity->setAcceleration(_entity->getGravity());
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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(glm::vec3(0.0f));
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_entity->setAcceleration(Vectors::ZERO);
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}
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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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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 =
|
||||
glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
|
||||
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == glm::vec3(0.0f);
|
||||
bool movingSlowlyLinear =
|
||||
glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
|
||||
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == Vectors::ZERO;
|
||||
|
||||
if (movingSlowly) {
|
||||
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
|
||||
// other simulating observers to deactivate their own copies
|
||||
glm::vec3 zero(0.0f);
|
||||
_entity->setVelocity(zero);
|
||||
_entity->setAngularVelocity(zero);
|
||||
if (movingSlowly) {
|
||||
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
|
||||
// other simulating observers to deactivate their own copies
|
||||
glm::vec3 zero(0.0f);
|
||||
_entity->setVelocity(zero);
|
||||
_entity->setAngularVelocity(zero);
|
||||
}
|
||||
}
|
||||
_numInactiveUpdates = 0;
|
||||
}
|
||||
|
@ -612,9 +618,9 @@ void EntityMotionState::resetMeasuredBodyAcceleration() {
|
|||
if (_body) {
|
||||
_lastVelocity = getBodyLinearVelocityGTSigma();
|
||||
} else {
|
||||
_lastVelocity = glm::vec3(0.0f);
|
||||
_lastVelocity = Vectors::ZERO;
|
||||
}
|
||||
_measuredAcceleration = glm::vec3(0.0f);
|
||||
_measuredAcceleration = Vectors::ZERO;
|
||||
}
|
||||
|
||||
void EntityMotionState::measureBodyAcceleration() {
|
||||
|
@ -638,8 +644,23 @@ void EntityMotionState::measureBodyAcceleration() {
|
|||
_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
|
||||
|
|
|
@ -51,10 +51,6 @@ public:
|
|||
virtual uint32_t getIncomingDirtyFlags() override;
|
||||
virtual void clearIncomingDirtyFlags() override;
|
||||
|
||||
void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; }
|
||||
void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; }
|
||||
uint8_t getAccelerationNearlyGravityCount() { return _accelerationNearlyGravityCount; }
|
||||
|
||||
virtual float getObjectRestitution() const override { return _entity->getRestitution(); }
|
||||
virtual float getObjectFriction() const override { return _entity->getFriction(); }
|
||||
virtual float getObjectLinearDamping() const override { return _entity->getDamping(); }
|
||||
|
@ -123,7 +119,7 @@ protected:
|
|||
uint32_t _lastStep; // last step of server extrapolation
|
||||
|
||||
uint8_t _loopsWithoutOwner;
|
||||
uint8_t _accelerationNearlyGravityCount;
|
||||
mutable uint8_t _accelerationNearlyGravityCount;
|
||||
uint8_t _numInactiveUpdates { 1 };
|
||||
uint8_t _outgoingPriority { 0 };
|
||||
};
|
||||
|
|
|
@ -45,6 +45,7 @@ void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
|
|||
worldSimulationStep = step;
|
||||
}
|
||||
|
||||
// static
|
||||
uint32_t ObjectMotionState::getWorldSimulationStep() {
|
||||
return worldSimulationStep;
|
||||
}
|
||||
|
@ -298,6 +299,12 @@ void ObjectMotionState::updateBodyVelocities() {
|
|||
_body->setActivationState(ACTIVE_TAG);
|
||||
}
|
||||
|
||||
void ObjectMotionState::updateLastKinematicStep() {
|
||||
// NOTE: we init to worldSimulationStep - 1 so that: when any object transitions to kinematic
|
||||
// it will compute a non-zero dt on its first step.
|
||||
_lastKinematicStep = ObjectMotionState::getWorldSimulationStep() - 1;
|
||||
}
|
||||
|
||||
void ObjectMotionState::updateBodyMassProperties() {
|
||||
float mass = getMass();
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
|
|
|
@ -86,6 +86,8 @@ public:
|
|||
|
||||
void updateBodyMaterialProperties();
|
||||
void updateBodyVelocities();
|
||||
void updateLastKinematicStep();
|
||||
|
||||
virtual void updateBodyMassProperties();
|
||||
|
||||
MotionStateType getType() const { return _type; }
|
||||
|
|
|
@ -86,9 +86,8 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
|
|||
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->updateBodyVelocities();
|
||||
const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
|
||||
const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
|
||||
body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
motionState->updateLastKinematicStep();
|
||||
body->setSleepingThresholds(KINEMATIC_LINEAR_SPEED_THRESHOLD, KINEMATIC_ANGULAR_SPEED_THRESHOLD);
|
||||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
|
@ -109,9 +108,7 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
|
|||
|
||||
// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
|
||||
// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
|
||||
body->setSleepingThresholds(DYNAMIC_LINEAR_VELOCITY_THRESHOLD, DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
|
||||
body->setSleepingThresholds(DYNAMIC_LINEAR_SPEED_THRESHOLD, DYNAMIC_ANGULAR_SPEED_THRESHOLD);
|
||||
if (!motionState->isMoving()) {
|
||||
// try to initialize this object as inactive
|
||||
body->forceActivationState(ISLAND_SLEEPING);
|
||||
|
@ -252,6 +249,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
||||
if (_myAvatarController) {
|
||||
BT_PROFILE("avatarController");
|
||||
// TODO: move this stuff outside and in front of stepSimulation, because
|
||||
// the updateShapeIfNecessary() call needs info from MyAvatar and should
|
||||
// be done on the main thread during the pre-simulation stuff
|
||||
|
|
|
@ -67,7 +67,10 @@ int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep
|
|||
|
||||
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
|
||||
|
||||
applyGravity();
|
||||
{
|
||||
BT_PROFILE("applyGravity");
|
||||
applyGravity();
|
||||
}
|
||||
|
||||
for (int i=0;i<clampedSimulationSteps;i++) {
|
||||
internalSingleStepSimulation(fixedTimeStep);
|
||||
|
@ -143,3 +146,24 @@ void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
|
|||
}
|
||||
}
|
||||
|
||||
void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
|
||||
///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
|
||||
///to switch status _after_ adding kinematic objects to the world
|
||||
///fix it for Bullet 3.x release
|
||||
BT_PROFILE("saveKinematicState");
|
||||
for (int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body && body->getActivationState() != ISLAND_SLEEPING)
|
||||
{
|
||||
if (body->isKinematicObject())
|
||||
{
|
||||
//to calculate velocities next frame
|
||||
body->saveKinematicState(timeStep);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -41,6 +41,7 @@ public:
|
|||
btScalar fixedTimeStep = btScalar(1.)/btScalar(60.),
|
||||
SubStepCallback onSubStep = []() { });
|
||||
virtual void synchronizeMotionStates() override;
|
||||
virtual void saveKinematicState(btScalar timeStep) override;
|
||||
|
||||
// btDiscreteDynamicsWorld::m_localTime is the portion of real-time that has not yet been simulated
|
||||
// but is used for MotionState::setWorldTransform() extrapolation (a feature that Bullet uses to provide
|
||||
|
|
|
@ -22,6 +22,11 @@
|
|||
const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
|
||||
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 90.0f;
|
||||
|
||||
const float DYNAMIC_LINEAR_SPEED_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
const float DYNAMIC_ANGULAR_SPEED_THRESHOLD = 0.087266f; // ~5 deg/sec
|
||||
const float KINEMATIC_LINEAR_SPEED_THRESHOLD = 0.001f; // 1 mm/sec
|
||||
const float KINEMATIC_ANGULAR_SPEED_THRESHOLD = 0.008f; // ~0.5 deg/sec
|
||||
|
||||
// return incremental rotation (Bullet-style) caused by angularVelocity over timeStep
|
||||
glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float timeStep);
|
||||
|
||||
|
|
|
@ -90,11 +90,9 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
|
|||
return parent;
|
||||
}
|
||||
|
||||
SpatiallyNestablePointer thisPointer = getThisPointer();
|
||||
|
||||
if (parent) {
|
||||
// we have a parent pointer but our _parentID doesn't indicate this parent.
|
||||
parent->forgetChild(thisPointer);
|
||||
parent->forgetChild(getThisPointer());
|
||||
_parentKnowsMe = false;
|
||||
_parent.reset();
|
||||
}
|
||||
|
@ -112,16 +110,11 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
|
|||
|
||||
parent = _parent.lock();
|
||||
if (parent) {
|
||||
parent->beParentOfChild(thisPointer);
|
||||
parent->beParentOfChild(getThisPointer());
|
||||
_parentKnowsMe = true;
|
||||
}
|
||||
|
||||
if (parent || parentID.isNull()) {
|
||||
success = true;
|
||||
} else {
|
||||
success = false;
|
||||
}
|
||||
|
||||
success = (parent || parentID.isNull());
|
||||
return parent;
|
||||
}
|
||||
|
||||
|
@ -426,7 +419,7 @@ void SpatiallyNestable::setVelocity(const glm::vec3& velocity, bool& success) {
|
|||
// _velocity is a vs parent value and any request for a world-frame velocity must
|
||||
// be computed), do this to avoid equipped (parenting-grabbed) things from drifting.
|
||||
// turning a zero velocity into a non-zero _velocity (because the avatar is moving)
|
||||
// causes EntityItem::simulateKinematicMotion to have an effect on the equipped entity,
|
||||
// causes EntityItem::stepKinematicMotion to have an effect on the equipped entity,
|
||||
// which causes it to drift from the hand.
|
||||
if (hasAncestorOfType(NestableType::Avatar)) {
|
||||
_velocity = velocity;
|
||||
|
@ -873,3 +866,40 @@ bool SpatiallyNestable::hasAncestorOfType(NestableType nestableType) {
|
|||
|
||||
return parent->hasAncestorOfType(nestableType);
|
||||
}
|
||||
|
||||
void SpatiallyNestable::getLocalTransformAndVelocities(
|
||||
Transform& transform,
|
||||
glm::vec3& velocity,
|
||||
glm::vec3& angularVelocity) const {
|
||||
// transform
|
||||
_transformLock.withReadLock([&] {
|
||||
transform = _transform;
|
||||
});
|
||||
// linear velocity
|
||||
_velocityLock.withReadLock([&] {
|
||||
velocity = _velocity;
|
||||
});
|
||||
// angular velocity
|
||||
_angularVelocityLock.withReadLock([&] {
|
||||
angularVelocity = _angularVelocity;
|
||||
});
|
||||
}
|
||||
|
||||
void SpatiallyNestable::setLocalTransformAndVelocities(
|
||||
const Transform& localTransform,
|
||||
const glm::vec3& localVelocity,
|
||||
const glm::vec3& localAngularVelocity) {
|
||||
// transform
|
||||
_transformLock.withWriteLock([&] {
|
||||
_transform = localTransform;
|
||||
});
|
||||
// linear velocity
|
||||
_velocityLock.withWriteLock([&] {
|
||||
_velocity = localVelocity;
|
||||
});
|
||||
// angular velocity
|
||||
_angularVelocityLock.withWriteLock([&] {
|
||||
_angularVelocity = localAngularVelocity;
|
||||
});
|
||||
locationChanged(false);
|
||||
}
|
||||
|
|
|
@ -151,6 +151,13 @@ protected:
|
|||
quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
|
||||
SpatiallyNestablePointer getParentPointer(bool& success) const;
|
||||
|
||||
void getLocalTransformAndVelocities(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
|
||||
|
||||
void setLocalTransformAndVelocities(
|
||||
const Transform& localTransform,
|
||||
const glm::vec3& localVelocity,
|
||||
const glm::vec3& localAngularVelocity);
|
||||
|
||||
mutable SpatiallyNestableWeakPointer _parent;
|
||||
|
||||
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;
|
||||
|
|
Loading…
Reference in a new issue