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213 lines
6.7 KiB
C++
213 lines
6.7 KiB
C++
//
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// ObjectActionSpring.cpp
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-5
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// Copyright 2015 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 "QVariantGLM.h"
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#include "ObjectActionSpring.h"
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const float SPRING_MAX_SPEED = 10.0f;
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const uint16_t ObjectActionSpring::springVersion = 1;
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ObjectActionSpring::ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity) :
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ObjectAction(ACTION_TYPE_SPRING, id, ownerEntity),
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_positionalTarget(glm::vec3(0.0f)),
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_linearTimeScale(FLT_MAX),
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_positionalTargetSet(true),
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_rotationalTarget(glm::quat()),
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_angularTimeScale(FLT_MAX),
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_rotationalTargetSet(true) {
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#if WANT_DEBUG
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qDebug() << "ObjectActionSpring::ObjectActionSpring";
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#endif
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}
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ObjectActionSpring::~ObjectActionSpring() {
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#if WANT_DEBUG
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qDebug() << "ObjectActionSpring::~ObjectActionSpring";
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#endif
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}
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void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
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return;
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}
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auto ownerEntity = _ownerEntity.lock();
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if (!ownerEntity) {
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return;
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}
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void* physicsInfo = ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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unlock();
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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unlock();
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qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
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return;
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}
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const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
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if (_linearTimeScale < MAX_TIMESCALE) {
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btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget);
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float offsetLength = offset.length();
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float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
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// this action is aggresively critically damped and defeats the current velocity
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rigidBody->setLinearVelocity((- speed / offsetLength) * offset);
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}
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if (_angularTimeScale < MAX_TIMESCALE) {
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btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
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btQuaternion bodyRotation = rigidBody->getOrientation();
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auto alignmentDot = bodyRotation.dot(glmToBullet(_rotationalTarget));
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const float ALMOST_ONE = 0.99999f;
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if (glm::abs(alignmentDot) < ALMOST_ONE) {
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btQuaternion target = glmToBullet(_rotationalTarget);
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if (alignmentDot < 0.0f) {
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target = -target;
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}
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// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
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//
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// Q1 = dQ * Q0
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//
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// solving for dQ gives:
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//
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// dQ = Q1 * Q0^
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btQuaternion deltaQ = target * bodyRotation.inverse();
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float angle = deltaQ.getAngle();
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const float MIN_ANGLE = 1.0e-4;
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if (angle > MIN_ANGLE) {
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targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis();
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}
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}
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// this action is aggresively critically damped and defeats the current velocity
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rigidBody->setAngularVelocity(targetVelocity);
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}
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unlock();
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}
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const float MIN_TIMESCALE = 0.1f;
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bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
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// targets are required, spring-constants are optional
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bool ok = true;
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glm::vec3 positionalTarget =
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EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ok, false);
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if (!ok) {
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positionalTarget = _positionalTarget;
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}
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ok = true;
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float linearTimeScale =
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EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", ok, false);
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if (!ok || linearTimeScale <= 0.0f) {
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linearTimeScale = _linearTimeScale;
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}
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ok = true;
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glm::quat rotationalTarget =
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EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", ok, false);
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if (!ok) {
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rotationalTarget = _rotationalTarget;
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}
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ok = true;
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float angularTimeScale =
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EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", ok, false);
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if (!ok) {
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angularTimeScale = _angularTimeScale;
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}
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if (positionalTarget != _positionalTarget
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|| linearTimeScale != _linearTimeScale
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|| rotationalTarget != _rotationalTarget
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|| angularTimeScale != _angularTimeScale) {
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// something changed
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lockForWrite();
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_positionalTarget = positionalTarget;
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_linearTimeScale = glm::max(MIN_TIMESCALE, glm::abs(linearTimeScale));
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_rotationalTarget = rotationalTarget;
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_angularTimeScale = glm::max(MIN_TIMESCALE, glm::abs(angularTimeScale));
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_active = true;
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activateBody();
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unlock();
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}
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return true;
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}
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QVariantMap ObjectActionSpring::getArguments() {
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QVariantMap arguments;
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lockForRead();
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arguments["linearTimeScale"] = _linearTimeScale;
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arguments["targetPosition"] = glmToQMap(_positionalTarget);
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arguments["targetRotation"] = glmToQMap(_rotationalTarget);
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arguments["angularTimeScale"] = _angularTimeScale;
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unlock();
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return arguments;
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}
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QByteArray ObjectActionSpring::serialize() const {
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QByteArray serializedActionArguments;
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QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
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dataStream << ACTION_TYPE_SPRING;
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dataStream << getID();
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dataStream << ObjectActionSpring::springVersion;
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dataStream << _positionalTarget;
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dataStream << _linearTimeScale;
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dataStream << _positionalTargetSet;
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dataStream << _rotationalTarget;
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dataStream << _angularTimeScale;
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dataStream << _rotationalTargetSet;
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return serializedActionArguments;
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}
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void ObjectActionSpring::deserialize(QByteArray serializedArguments) {
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QDataStream dataStream(serializedArguments);
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EntityActionType type;
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dataStream >> type;
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assert(type == getType());
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QUuid id;
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dataStream >> id;
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assert(id == getID());
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uint16_t serializationVersion;
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dataStream >> serializationVersion;
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if (serializationVersion != ObjectActionSpring::springVersion) {
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return;
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}
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dataStream >> _positionalTarget;
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dataStream >> _linearTimeScale;
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dataStream >> _positionalTargetSet;
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dataStream >> _rotationalTarget;
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dataStream >> _angularTimeScale;
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dataStream >> _rotationalTargetSet;
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_active = true;
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}
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