// // 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 #include "BulletUtil.h" #include "ObjectMotionState.h" #include "PhysicsEngine.h" #include "PhysicsHelpers.h" #include "PhysicsLogging.h" // 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; } // static uint32_t worldSimulationStep = 0; void ObjectMotionState::setWorldSimulationStep(uint32_t step) { assert(step > worldSimulationStep); worldSimulationStep = step; } uint32_t ObjectMotionState::getWorldSimulationStep() { return worldSimulationStep; } // static ShapeManager* shapeManager = nullptr; void ObjectMotionState::setShapeManager(ShapeManager* manager) { assert(manager); shapeManager = manager; } ShapeManager* ObjectMotionState::getShapeManager() { assert(shapeManager); // you must properly set shapeManager before calling getShapeManager() return shapeManager; } ObjectMotionState::ObjectMotionState(btCollisionShape* shape) : _motionType(MOTION_TYPE_STATIC), _shape(shape), _body(nullptr), _mass(0.0f), _lastKinematicStep(worldSimulationStep) { } ObjectMotionState::~ObjectMotionState() { assert(!_body); assert(!_shape); } void ObjectMotionState::setBodyLinearVelocity(const glm::vec3& velocity) const { _body->setLinearVelocity(glmToBullet(velocity)); } void ObjectMotionState::setBodyAngularVelocity(const glm::vec3& velocity) const { _body->setAngularVelocity(glmToBullet(velocity)); } void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const { _body->setGravity(glmToBullet(gravity)); } glm::vec3 ObjectMotionState::getBodyLinearVelocity() const { return bulletToGLM(_body->getLinearVelocity()); } glm::vec3 ObjectMotionState::getBodyLinearVelocityGTSigma() const { // NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates // to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving // just under this velocity threshold would trigger an update about V/dX times per second. const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity()); if (glm::length2(velocity) < MIN_LINEAR_SPEED_SQUARED) { velocity *= 0.0f; } return velocity; } glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const { return glm::vec3(0.0f); // Subclasses override where meaningful. } glm::vec3 ObjectMotionState::getBodyAngularVelocity() const { return bulletToGLM(_body->getAngularVelocity()); } void ObjectMotionState::releaseShape() { if (_shape) { shapeManager->releaseShape(_shape); _shape = nullptr; } } void ObjectMotionState::setMotionType(MotionType motionType) { _motionType = motionType; } void ObjectMotionState::setRigidBody(btRigidBody* body) { // give the body a (void*) back-pointer to this ObjectMotionState if (_body != body) { if (_body) { _body->setUserPointer(nullptr); } _body = body; if (_body) { _body->setUserPointer(this); } } } bool ObjectMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) { if (flags & Simulation::DIRTY_POSITION) { btTransform worldTrans; if (flags & Simulation::DIRTY_ROTATION) { worldTrans.setRotation(glmToBullet(getObjectRotation())); } else { worldTrans = _body->getWorldTransform(); } worldTrans.setOrigin(glmToBullet(getObjectPosition())); _body->setWorldTransform(worldTrans); } else if (flags & Simulation::DIRTY_ROTATION) { btTransform worldTrans = _body->getWorldTransform(); worldTrans.setRotation(glmToBullet(getObjectRotation())); _body->setWorldTransform(worldTrans); } if (flags & Simulation::DIRTY_LINEAR_VELOCITY) { _body->setLinearVelocity(glmToBullet(getObjectLinearVelocity())); _body->setGravity(glmToBullet(getObjectGravity())); } if (flags & Simulation::DIRTY_ANGULAR_VELOCITY) { _body->setAngularVelocity(glmToBullet(getObjectAngularVelocity())); } if (flags & Simulation::DIRTY_MATERIAL) { updateBodyMaterialProperties(); } if (flags & Simulation::DIRTY_MASS) { updateBodyMassProperties(); } return true; } bool ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) { if (flags & Simulation::DIRTY_SHAPE) { // make sure the new shape is valid if (!isReadyToComputeShape()) { return false; } btCollisionShape* newShape = computeNewShape(); if (!newShape) { qCDebug(physics) << "Warning: failed to generate new shape!"; // failed to generate new shape! --> keep old shape and remove shape-change flag flags &= ~Simulation::DIRTY_SHAPE; // TODO: force this object out of PhysicsEngine rather than just use the old shape if ((flags & HARD_DIRTY_PHYSICS_FLAGS) == 0) { // no HARD flags remain, so do any EASY changes if (flags & EASY_DIRTY_PHYSICS_FLAGS) { handleEasyChanges(flags, engine); } return true; } } getShapeManager()->releaseShape(_shape); if (_shape != newShape) { _shape = newShape; _body->setCollisionShape(_shape); } else { // huh... the shape didn't actually change, so we clear the DIRTY_SHAPE flag flags &= ~Simulation::DIRTY_SHAPE; } } if (flags & EASY_DIRTY_PHYSICS_FLAGS) { handleEasyChanges(flags, engine); } // it is possible that there are no HARD flags at this point (if DIRTY_SHAPE was removed) // so we check again befoe we reinsert: if (flags & HARD_DIRTY_PHYSICS_FLAGS) { engine->reinsertObject(this); } return true; } void ObjectMotionState::updateBodyMaterialProperties() { _body->setRestitution(getObjectRestitution()); _body->setFriction(getObjectFriction()); _body->setDamping(fabsf(btMin(getObjectLinearDamping(), 1.0f)), fabsf(btMin(getObjectAngularDamping(), 1.0f))); } void ObjectMotionState::updateBodyVelocities() { setBodyLinearVelocity(getObjectLinearVelocity()); setBodyAngularVelocity(getObjectAngularVelocity()); setBodyGravity(getObjectGravity()); _body->setActivationState(ACTIVE_TAG); } void ObjectMotionState::updateBodyMassProperties() { float mass = getMass(); btVector3 inertia(0.0f, 0.0f, 0.0f); _body->getCollisionShape()->calculateLocalInertia(mass, inertia); _body->setMassProps(mass, inertia); _body->updateInertiaTensor(); }