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227 lines
7.1 KiB
C++
227 lines
7.1 KiB
C++
//
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// ObjectMotionState.cpp
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.11.05
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// Copyright 2014 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 <math.h>
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#include "BulletUtil.h"
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#include "ObjectMotionState.h"
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#include "PhysicsEngine.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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// origin of physics simulation in world-frame
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glm::vec3 _worldOffset(0.0f);
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// static
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void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
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_worldOffset = offset;
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}
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// static
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const glm::vec3& ObjectMotionState::getWorldOffset() {
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return _worldOffset;
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}
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// static
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uint32_t worldSimulationStep = 0;
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void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
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assert(step > worldSimulationStep);
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worldSimulationStep = step;
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}
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uint32_t ObjectMotionState::getWorldSimulationStep() {
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return worldSimulationStep;
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}
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// static
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ShapeManager* shapeManager = nullptr;
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void ObjectMotionState::setShapeManager(ShapeManager* manager) {
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assert(manager);
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shapeManager = manager;
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}
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ShapeManager* ObjectMotionState::getShapeManager() {
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assert(shapeManager); // you must properly set shapeManager before calling getShapeManager()
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return shapeManager;
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}
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ObjectMotionState::ObjectMotionState(btCollisionShape* shape) :
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_motionType(MOTION_TYPE_STATIC),
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_shape(shape),
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_body(nullptr),
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_mass(0.0f),
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_lastKinematicStep(worldSimulationStep)
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{
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}
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ObjectMotionState::~ObjectMotionState() {
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assert(!_body);
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assert(!_shape);
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}
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void ObjectMotionState::setBodyLinearVelocity(const glm::vec3& velocity) const {
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_body->setLinearVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setBodyAngularVelocity(const glm::vec3& velocity) const {
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_body->setAngularVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
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_body->setGravity(glmToBullet(gravity));
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}
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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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glm::vec3 ObjectMotionState::getBodyAngularVelocity() const {
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return bulletToGLM(_body->getAngularVelocity());
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}
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void ObjectMotionState::releaseShape() {
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if (_shape) {
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shapeManager->releaseShape(_shape);
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_shape = nullptr;
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}
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}
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void ObjectMotionState::setMotionType(MotionType motionType) {
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_motionType = motionType;
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}
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void ObjectMotionState::setRigidBody(btRigidBody* body) {
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// give the body a (void*) back-pointer to this ObjectMotionState
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if (_body != body) {
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if (_body) {
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_body->setUserPointer(nullptr);
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}
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_body = body;
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if (_body) {
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_body->setUserPointer(this);
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}
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}
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}
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bool ObjectMotionState::handleEasyChanges(uint32_t flags, PhysicsEngine* engine) {
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if (flags & Simulation::DIRTY_POSITION) {
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btTransform worldTrans;
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if (flags & Simulation::DIRTY_ROTATION) {
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worldTrans.setRotation(glmToBullet(getObjectRotation()));
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} else {
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worldTrans = _body->getWorldTransform();
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}
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worldTrans.setOrigin(glmToBullet(getObjectPosition()));
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_body->setWorldTransform(worldTrans);
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} else if (flags & Simulation::DIRTY_ROTATION) {
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btTransform worldTrans = _body->getWorldTransform();
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worldTrans.setRotation(glmToBullet(getObjectRotation()));
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_body->setWorldTransform(worldTrans);
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}
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if (flags & Simulation::DIRTY_LINEAR_VELOCITY) {
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_body->setLinearVelocity(glmToBullet(getObjectLinearVelocity()));
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_body->setGravity(glmToBullet(getObjectGravity()));
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}
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if (flags & Simulation::DIRTY_ANGULAR_VELOCITY) {
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_body->setAngularVelocity(glmToBullet(getObjectAngularVelocity()));
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}
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if (flags & Simulation::DIRTY_MATERIAL) {
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updateBodyMaterialProperties();
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}
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if (flags & Simulation::DIRTY_MASS) {
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updateBodyMassProperties();
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}
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return true;
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}
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bool ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
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if (flags & Simulation::DIRTY_SHAPE) {
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// make sure the new shape is valid
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if (!isReadyToComputeShape()) {
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return false;
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}
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btCollisionShape* newShape = computeNewShape();
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if (!newShape) {
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qCDebug(physics) << "Warning: failed to generate new shape!";
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// failed to generate new shape! --> keep old shape and remove shape-change flag
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flags &= ~Simulation::DIRTY_SHAPE;
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// TODO: force this object out of PhysicsEngine rather than just use the old shape
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if ((flags & HARD_DIRTY_PHYSICS_FLAGS) == 0) {
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// no HARD flags remain, so do any EASY changes
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if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
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handleEasyChanges(flags, engine);
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}
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return true;
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}
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}
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getShapeManager()->releaseShape(_shape);
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if (_shape != newShape) {
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_shape = newShape;
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_body->setCollisionShape(_shape);
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} else {
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// huh... the shape didn't actually change, so we clear the DIRTY_SHAPE flag
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flags &= ~Simulation::DIRTY_SHAPE;
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}
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}
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if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
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handleEasyChanges(flags, engine);
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}
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// it is possible that there are no HARD flags at this point (if DIRTY_SHAPE was removed)
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// so we check again befoe we reinsert:
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if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
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engine->reinsertObject(this);
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}
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return true;
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}
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void ObjectMotionState::updateBodyMaterialProperties() {
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_body->setRestitution(getObjectRestitution());
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_body->setFriction(getObjectFriction());
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_body->setDamping(fabsf(btMin(getObjectLinearDamping(), 1.0f)), fabsf(btMin(getObjectAngularDamping(), 1.0f)));
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}
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void ObjectMotionState::updateBodyVelocities() {
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setBodyLinearVelocity(getObjectLinearVelocity());
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setBodyAngularVelocity(getObjectAngularVelocity());
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setBodyGravity(getObjectGravity());
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_body->setActivationState(ACTIVE_TAG);
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}
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void ObjectMotionState::updateBodyMassProperties() {
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float mass = getMass();
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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_body->setMassProps(mass, inertia);
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_body->updateInertiaTensor();
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}
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