overte-lubosz/libraries/physics/src/ObjectActionSpring.cpp

144 lines
4.6 KiB
C++

//
// ObjectActionSpring.cpp
// libraries/physics/src
//
// Created by Seth Alves 2015-6-5
// Copyright 2015 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 "ObjectActionSpring.h"
ObjectActionSpring::ObjectActionSpring(QUuid id, EntityItemPointer ownerEntity) :
ObjectAction(id, ownerEntity) {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::ObjectActionSpring";
#endif
}
ObjectActionSpring::~ObjectActionSpring() {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::~ObjectActionSpring";
#endif
}
void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
if (!tryLockForRead()) {
// don't risk hanging the thread running the physics simulation
qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
return;
}
void* physicsInfo = _ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
unlock();
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
unlock();
qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
return;
}
// handle the linear part
if (_positionalTargetSet) {
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
float speed = offsetLength / _linearTimeScale;
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
// handle rotation
if (_rotationalTargetSet) {
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
// if qZero and qOne are too close to each other, we can get NaN for angle.
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
const float almostOne = 0.99999f;
if (glm::abs(alignmentDot) < almostOne) {
glm::quat target = _rotationalTarget;
if (alignmentDot < 0) {
target = -target;
}
glm::quat qZeroInverse = glm::inverse(bodyRotation);
glm::quat deltaQ = target * qZeroInverse;
glm::vec3 axis = glm::axis(deltaQ);
float angle = glm::angle(deltaQ);
assert(!isNaN(angle));
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
rigidBody->activate();
} else {
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
unlock();
}
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
// targets are required, spring-constants are optional
bool ptOk = true;
glm::vec3 positionalTarget =
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
bool pscOk = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
return false;
}
bool rtOk = true;
glm::quat rotationalTarget =
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
bool rscOk = true;
float angularTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
if (!ptOk && !rtOk) {
qDebug() << "spring action requires either targetPosition or targetRotation argument";
return false;
}
lockForWrite();
_positionalTargetSet = _rotationalTargetSet = false;
if (ptOk) {
_positionalTarget = positionalTarget;
_positionalTargetSet = true;
if (pscOk) {
_linearTimeScale = linearTimeScale;
} else {
_linearTimeScale = 0.1f;
}
}
if (rtOk) {
_rotationalTarget = rotationalTarget;
_rotationalTargetSet = true;
if (rscOk) {
_angularTimeScale = angularTimeScale;
} else {
_angularTimeScale = 0.1f;
}
}
_active = true;
unlock();
return true;
}