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new method -- ObjectMotionState::getBodyLinearVelocityGTSigma
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6f30a3c178
3 changed files with 17 additions and 19 deletions
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@ -32,11 +32,6 @@ static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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const uint32_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
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const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
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// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
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// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
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// just under this velocity threshold would trigger an update about V/dX times per second.
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const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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bool EntityMotionState::entityTreeIsLocked() const {
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EntityTreeElementPointer element = _entity ? _entity->getElement() : nullptr;
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@ -253,11 +248,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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btTransform xform = _body->getWorldTransform();
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_serverPosition = bulletToGLM(xform.getOrigin());
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_serverRotation = bulletToGLM(xform.getRotation());
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_serverVelocity = getBodyLinearVelocity();
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if (glm::length2(_serverVelocity) < MIN_LINEAR_SPEED_SQUARED) {
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_serverVelocity *= 0.0f;
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}
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_serverVelocity = getBodyLinearVelocityGTSigma();
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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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@ -556,11 +547,7 @@ void EntityMotionState::bump(quint8 priority) {
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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 = getBodyLinearVelocity();
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// if _lastVelocity is too slow, set it to zero
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if (glm::length2(_lastVelocity) < MIN_LINEAR_SPEED_SQUARED) {
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_lastVelocity *= 0.0f;
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}
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_lastVelocity = getBodyLinearVelocityGTSigma();
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} else {
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_lastVelocity = glm::vec3(0.0f);
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}
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@ -579,10 +566,7 @@ void EntityMotionState::measureBodyAcceleration() {
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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 = getBodyLinearVelocity();
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if (glm::length2(velocity) < MIN_LINEAR_SPEED_SQUARED) {
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velocity *= 0.0f;
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}
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glm::vec3 velocity = getBodyLinearVelocityGTSigma();
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_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
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_lastVelocity = velocity;
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@ -83,6 +83,19 @@ glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
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return bulletToGLM(_body->getLinearVelocity());
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}
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glm::vec3 ObjectMotionState::getBodyLinearVelocityGTSigma() const {
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// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
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// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
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// just under this velocity threshold would trigger an update about V/dX times per second.
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const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
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glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
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if (glm::length2(velocity) < MIN_LINEAR_SPEED_SQUARED) {
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velocity *= 0.0f;
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}
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return velocity;
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}
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glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const {
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return glm::vec3(0.0f); // Subclasses override where meaningful.
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}
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@ -89,6 +89,7 @@ public:
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void setBodyGravity(const glm::vec3& gravity) const;
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glm::vec3 getBodyLinearVelocity() const;
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glm::vec3 getBodyLinearVelocityGTSigma() const;
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glm::vec3 getBodyAngularVelocity() const;
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virtual glm::vec3 getObjectLinearVelocityChange() const;
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