overte-JulianGro/libraries/physics/src/ObjectMotionState.cpp
Andrew Meadows d1cf6559c5 merge upstream/master into andrew/isentropic
Conflicts:
	libraries/physics/src/ObjectMotionState.cpp
2015-01-27 16:24:11 -08:00

222 lines
7.6 KiB
C++

//
// ObjectMotionState.cpp
// libraries/physcis/src
//
// Created by Andrew Meadows 2014.11.05
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <math.h>
#include "BulletUtil.h"
#include "ObjectMotionState.h"
#include "PhysicsEngine.h"
const float DEFAULT_FRICTION = 0.5f;
const float MAX_FRICTION = 10.0f;
const float DEFAULT_RESTITUTION = 0.5f;
// origin of physics simulation in world frame
glm::vec3 _worldOffset(0.0f);
// static
void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
_worldOffset = offset;
}
// static
const glm::vec3& ObjectMotionState::getWorldOffset() {
return _worldOffset;
}
ObjectMotionState::ObjectMotionState() :
_friction(DEFAULT_FRICTION),
_restitution(DEFAULT_RESTITUTION),
_linearDamping(0.0f),
_angularDamping(0.0f),
_motionType(MOTION_TYPE_STATIC),
_body(NULL),
_sentMoving(false),
_numNonMovingUpdates(0),
_outgoingPacketFlags(DIRTY_PHYSICS_FLAGS),
_sentFrame(0),
_sentPosition(0.0f),
_sentRotation(),
_sentVelocity(0.0f),
_sentAngularVelocity(0.0f),
_sentAcceleration(0.0f) {
}
ObjectMotionState::~ObjectMotionState() {
// NOTE: you MUST remove this MotionState from the world before you call the dtor.
assert(_body == NULL);
}
void ObjectMotionState::setFriction(float friction) {
_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
}
void ObjectMotionState::setRestitution(float restitution) {
_restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f);
}
void ObjectMotionState::setLinearDamping(float damping) {
_linearDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
}
void ObjectMotionState::setAngularDamping(float damping) {
_angularDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
}
void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
_body->setLinearVelocity(glmToBullet(velocity));
}
void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
_body->setAngularVelocity(glmToBullet(velocity));
}
void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
_body->setGravity(glmToBullet(gravity));
}
void ObjectMotionState::getVelocity(glm::vec3& velocityOut) const {
velocityOut = bulletToGLM(_body->getLinearVelocity());
}
void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const {
angularVelocityOut = bulletToGLM(_body->getAngularVelocity());
}
// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
// we alwasy resend packets for objects that have stopped moving up to some max limit.
const int MAX_NUM_NON_MOVING_UPDATES = 5;
bool ObjectMotionState::doesNotNeedToSendUpdate() const {
return !_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES;
}
bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) {
assert(_body);
// if we've never checked before, our _sentFrame will be 0, and we need to initialize our state
if (_sentFrame == 0) {
_sentPosition = bulletToGLM(_body->getWorldTransform().getOrigin());
_sentVelocity = bulletToGLM(_body->getLinearVelocity());
_sentRotation = bulletToGLM(_body->getWorldTransform().getRotation());
_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
_sentFrame = simulationFrame;
return false;
}
#ifdef WANT_DEBUG
glm::vec3 wasPosition = _sentPosition;
glm::quat wasRotation = _sentRotation;
glm::vec3 wasAngularVelocity = _sentAngularVelocity;
#endif
int numFrames = simulationFrame - _sentFrame;
float dt = (float)(numFrames) * PHYSICS_ENGINE_FIXED_SUBSTEP;
_sentFrame = simulationFrame;
bool isActive = _body->isActive();
if (!isActive) {
if (_sentMoving) {
// this object just went inactive so send an update immediately
return true;
} else {
const float NON_MOVING_UPDATE_PERIOD = 1.0f;
if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
// at a faster rate than the MAX period above, and only send a limited number of them.
return true;
}
}
}
// Else we measure the error between current and extrapolated transform (according to expected behavior
// of remote EntitySimulation) and return true if the error is significant.
// NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame
// due to _worldOffset.
// compute position error
if (glm::length2(_sentVelocity) > 0.0f) {
_sentVelocity += _sentAcceleration * dt;
_sentVelocity *= powf(1.0f - _linearDamping, dt);
_sentPosition += dt * _sentVelocity;
}
btTransform worldTrans = _body->getWorldTransform();
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
float dx2 = glm::distance2(position, _sentPosition);
const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
if (dx2 > MAX_POSITION_ERROR_SQUARED) {
#ifdef WANT_DEBUG
qDebug() << ".... (dx2 > MAX_POSITION_ERROR_SQUARED) ....";
qDebug() << "wasPosition:" << wasPosition;
qDebug() << "bullet position:" << position;
qDebug() << "_sentPosition:" << _sentPosition;
qDebug() << "dx2:" << dx2;
#endif
return true;
}
if (glm::length2(_sentAngularVelocity) > 0.0f) {
// compute rotation error
float attenuation = powf(1.0f - _angularDamping, dt);
_sentAngularVelocity *= attenuation;
// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
// we must integrate with the same algorithm and timestep in order achieve similar results.
for (int i = 0; i < numFrames; ++i) {
_sentRotation = glm::normalize(bulletRotationStep(_sentAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _sentRotation);
}
}
const float MIN_ROTATION_DOT = 0.99f; // 0.99 dot threshold coresponds to about 16 degrees of slop
glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
#ifdef WANT_DEBUG
if ((fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT)) {
qDebug() << ".... ((fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT)) ....";
qDebug() << "wasAngularVelocity:" << wasAngularVelocity;
qDebug() << "_sentAngularVelocity:" << _sentAngularVelocity;
qDebug() << "length wasAngularVelocity:" << glm::length(wasAngularVelocity);
qDebug() << "length _sentAngularVelocity:" << glm::length(_sentAngularVelocity);
qDebug() << "wasRotation:" << wasRotation;
qDebug() << "bullet actualRotation:" << actualRotation;
qDebug() << "_sentRotation:" << _sentRotation;
}
#endif
return (fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT);
}
void ObjectMotionState::setRigidBody(btRigidBody* body) {
// give the body a (void*) back-pointer to this ObjectMotionState
if (_body != body) {
if (_body) {
_body->setUserPointer(NULL);
}
_body = body;
if (_body) {
_body->setUserPointer(this);
}
}
}
void ObjectMotionState::setKinematic(bool kinematic, uint32_t substep) {
_isKinematic = kinematic;
_lastKinematicSubstep = substep;
}