optimize kinematic motion math

This commit is contained in:
Andrew Meadows 2016-04-18 11:39:06 -07:00
parent 905c5398c4
commit 3639ffe53e
4 changed files with 72 additions and 98 deletions

View file

@ -731,7 +731,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
// we want to extrapolate the motion forward to compensate for packet travel time, but
// we don't want the side effect of flag setting.
simulateKinematicMotion(skipTimeForward, false);
stepKinematicMotion(skipTimeForward);
}
if (overwriteLocalData) {
@ -872,130 +872,104 @@ void EntityItem::simulate(const quint64& now) {
qCDebug(entities) << " ********** EntityItem::simulate() .... SETTING _lastSimulated=" << _lastSimulated;
#endif
simulateKinematicMotion(timeElapsed);
if (!hasActions()) {
if (!stepKinematicMotion(timeElapsed)) {
// this entity is no longer moving
// flag it to transition from KINEMATIC to STATIC
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
}
_lastSimulated = now;
}
void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
#ifdef WANT_DEBUG
qCDebug(entities) << "EntityItem::simulateKinematicMotion timeElapsed" << timeElapsed;
#endif
const float MIN_TIME_SKIP = 0.0f;
const float MAX_TIME_SKIP = 1.0f; // in seconds
timeElapsed = glm::clamp(timeElapsed, MIN_TIME_SKIP, MAX_TIME_SKIP);
if (hasActions()) {
return;
bool EntityItem::stepKinematicMotion(float timeElapsed) {
if (timeElapsed < 0.0f) {
return true;
}
if (hasLocalAngularVelocity()) {
glm::vec3 localAngularVelocity = getLocalAngularVelocity();
const float MAX_TIME_ELAPSED = 1.0f; // seconds
timeElapsed = glm::min(timeElapsed, MAX_TIME_ELAPSED);
Transform transform;
glm::vec3 linearVelocity;
glm::vec3 angularVelocity;
getLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
bool moving = false;
if (glm::length2(angularVelocity) > 0.0f) {
// angular damping
if (_angularDamping > 0.0f) {
localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " angularDamping :" << _angularDamping;
qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
#endif
angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
}
float angularSpeed = glm::length(localAngularVelocity);
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
if (setFlags && angularSpeed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
const float MIN_KINEMATIC_ANGULAR_SPEED_SQUARED = 0.0017453f * 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (glm::length2(angularVelocity) < MIN_KINEMATIC_ANGULAR_SPEED_SQUARED) {
angularVelocity = Vectors::ZERO;
} else {
// for improved agreement with the way Bullet integrates rotations we use an approximation
// and break the integration into bullet-sized substeps
glm::quat rotation = getRotation();
glm::quat rotation = transform.getRotation();
float dt = timeElapsed;
while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
while (dt > 0.0f) {
glm::quat dQ = computeBulletRotationStep(angularVelocity, glm::min(dt, PHYSICS_ENGINE_FIXED_SUBSTEP));
rotation = glm::normalize(dQ * rotation);
dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
}
// NOTE: this final partial substep can drift away from a real Bullet simulation however
// it only becomes significant for rapidly rotating objects
// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, dt);
rotation = glm::normalize(dQ * rotation);
bool success;
setOrientation(rotation, success, false);
transform.setRotation(rotation);
}
setLocalAngularVelocity(localAngularVelocity);
moving = true;
}
if (hasLocalVelocity()) {
// acceleration is in the global frame, so transform it into the local frame.
// TODO: Move this into SpatiallyNestable.
bool success;
Transform transform = getParentTransform(success);
glm::vec3 localAcceleration(glm::vec3::_null);
if (success) {
localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
} else {
localAcceleration = getAcceleration();
}
glm::vec3 position = transform.getTranslation();
float linearSpeedSquared = glm::length2(linearVelocity);
if (linearSpeedSquared > 0.0f) {
glm::vec3 deltaVelocity = Vectors::ZERO;
// linear damping
glm::vec3 localVelocity = getLocalVelocity();
if (_damping > 0.0f) {
localVelocity *= powf(1.0f - _damping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " damping:" << _damping;
qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
#endif
deltaVelocity = (powf(1.0f - _damping, timeElapsed) - 1.0f) * linearVelocity;
}
// integrate position forward
glm::vec3 localPosition = getLocalPosition();
glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed;
const float MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED = 1.0e-4f; // 0.01 m/sec^2
const float MIN_KINEMATIC_LINEAR_SPEED_SQUARED = 1.0e-6f; // 0.001 m/sec^2
if (glm::length2(_gravity) > MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED) {
// yes gravity
// acceleration is in world-frame but we need it in local-frame
glm::vec3 linearAcceleration = _gravity;
bool success;
Transform parentTransform = getParentTransform(success);
if (success) {
linearAcceleration = glm::inverse(parentTransform.getRotation()) * linearAcceleration;
}
deltaVelocity += linearAcceleration * timeElapsed;
#ifdef WANT_DEBUG
qCDebug(entities) << " EntityItem::simulate()....";
qCDebug(entities) << " timeElapsed:" << timeElapsed;
qCDebug(entities) << " old AACube:" << getMaximumAACube();
qCDebug(entities) << " old position:" << localPosition;
qCDebug(entities) << " old velocity:" << localVelocity;
qCDebug(entities) << " old getAABox:" << getAABox();
qCDebug(entities) << " newPosition:" << newPosition;
qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newLocalPosition, localPosition);
#endif
localPosition = newLocalPosition;
// apply effective acceleration, which will be the same as gravity if the Entity isn't at rest.
localVelocity += localAcceleration * timeElapsed;
float speed = glm::length(localVelocity);
const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f; // 1mm/sec
if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
setVelocity(ENTITY_ITEM_ZERO_VEC3);
if (setFlags && speed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
if (glm::length2(deltaVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED
&& glm::length2(linearVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
linearVelocity = Vectors::ZERO;
} else {
// position's acceleration term uses deltaVelocity rather than raw gravity
// for more accuracy (includes damping effects)
position += timeElapsed * (linearVelocity + 0.5f * deltaVelocity);
linearVelocity += deltaVelocity;
}
} else {
setLocalPosition(localPosition);
setLocalVelocity(localVelocity);
// no gravity
if (linearSpeedSquared < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
linearVelocity = Vectors::ZERO;
} else {
// NOTE: don't use acceleration term for linear displacement
position += timeElapsed * linearVelocity;
linearVelocity += deltaVelocity;
}
}
#ifdef WANT_DEBUG
qCDebug(entities) << " new position:" << position;
qCDebug(entities) << " new velocity:" << velocity;
qCDebug(entities) << " new AACube:" << getMaximumAACube();
qCDebug(entities) << " old getAABox:" << getAABox();
#endif
moving = true;
}
if (moving) {
transform.setTranslation(position);
setLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
}
return moving;
}
bool EntityItem::isMoving() const {

View file

@ -152,7 +152,7 @@ public:
// perform linear extrapolation for SimpleEntitySimulation
void simulate(const quint64& now);
void simulateKinematicMotion(float timeElapsed, bool setFlags=true);
bool stepKinematicMotion(float timeElapsed); // return 'true' if moving
virtual bool needsToCallUpdate() const { return false; }

View file

@ -187,7 +187,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
// of the physics simulation.
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
_entity->simulateKinematicMotion(dt);
_entity->stepKinematicMotion(dt);
// bypass const-ness so we can remember the step
const_cast<EntityMotionState*>(this)->_lastKinematicStep = thisStep;

View file

@ -419,7 +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;