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https://github.com/overte-org/overte.git
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Merge pull request #4041 from AndrewMeadows/inertia
Include damping in model of remote extrapolation
This commit is contained in:
commit
21e3687678
10 changed files with 28 additions and 182 deletions
1
BUILD.md
1
BUILD.md
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@ -6,6 +6,7 @@
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* [OpenSSL](https://www.openssl.org/related/binaries.html) ~> 1.0.1g
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* IMPORTANT: OpenSSL 1.0.1g is critical to avoid a security vulnerability.
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* [Intel Threading Building Blocks](https://www.threadingbuildingblocks.org/) ~> 4.3
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* [Bullet Physics Engine](http://bulletphysics.org) ~> 2.82
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### OS Specific Build Guides
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* [BUILD_OSX.md](BUILD_OSX.md) - additional instructions for OS X.
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@ -29,7 +29,7 @@ var RIGHT_BUTTON_FWD = 11;
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var RIGHT_BUTTON_3 = 9;
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var BALL_RADIUS = 0.08;
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var GRAVITY_STRENGTH = 0.5;
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var GRAVITY_STRENGTH = 1.0;
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var HELD_COLOR = { red: 240, green: 0, blue: 0 };
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var THROWN_COLOR = { red: 128, green: 0, blue: 0 };
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@ -136,7 +136,7 @@ function checkControllerSide(whichSide) {
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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radius: { x: BALL_RADIUS * 2, y: BALL_RADIUS * 2, z: BALL_RADIUS * 2 },
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dimensions: { x: BALL_RADIUS * 2, y: BALL_RADIUS * 2, z: BALL_RADIUS * 2 },
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damping: 0.00001,
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color: HELD_COLOR,
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@ -185,6 +185,7 @@ function checkControllerSide(whichSide) {
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velocity: { x: tipVelocity.x * THROWN_VELOCITY_SCALING,
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y: tipVelocity.y * THROWN_VELOCITY_SCALING,
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z: tipVelocity.z * THROWN_VELOCITY_SCALING } ,
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collisionsWillMove: true,
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inHand: false,
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color: THROWN_COLOR,
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lifetime: 10,
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@ -4,21 +4,21 @@
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// Creates a red 0.2 meter diameter ball right in front of your avatar that lives for 60 seconds
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//
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var radius = 0.1;
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var diameter = 0.2;
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var position = Vec3.sum(MyAvatar.position, Quat.getFront(MyAvatar.orientation));
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var properties = {
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type: "Sphere",
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position: position,
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: -0.05, z: 0},
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radius: radius,
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dimensions: { x: diameter, y: diameter, z: diameter };
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damping: 0.00001,
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color: { red: 200, green: 0, blue: 0 },
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lifetime: 60
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};
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var newEntity = Entities.addEntity(properties);
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position.x -= radius * 1.0;
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position.x -= 0.5 * diameter;
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properties.position = position;
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var newEntityTwo = Entities.addEntity(properties);
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@ -27,7 +27,7 @@ const float MAX_VOLUME = 1000000.0f;
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const float DEFAULT_FRICTION = 0.5f;
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const float MAX_FRICTION = 10.0f;
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const float DEFAULT_RESTITUTION = 0.0f;
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const float DEFAULT_RESTITUTION = 0.5f;
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// origin of physics simulation in world frame
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glm::vec3 _worldOffset(0.0f);
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@ -123,9 +123,10 @@ bool ObjectMotionState::doesNotNeedToSendUpdate() const {
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const float FIXED_SUBSTEP = 1.0f / 60.0f;
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bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const {
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bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) {
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assert(_body);
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float dt = (float)(simulationFrame - _sentFrame) * FIXED_SUBSTEP + subStepRemainder;
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_sentFrame = simulationFrame;
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bool isActive = _body->isActive();
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if (isActive) {
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@ -156,28 +157,35 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStep
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// TODO: Andrew to reconcile Bullet and legacy damping coefficients.
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// compute position error
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glm::vec3 extrapolatedPosition = _sentPosition + dt * (_sentVelocity + (0.5f * dt) * _sentAcceleration);
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if (glm::length2(_sentVelocity) > 0.0f) {
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_sentVelocity += _sentAcceleration * dt;
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_sentVelocity *= powf(1.0f - _linearDamping, dt);
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_sentPosition += dt * _sentVelocity;
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}
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btTransform worldTrans = _body->getWorldTransform();
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glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
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float dx2 = glm::distance2(position, extrapolatedPosition);
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float dx2 = glm::distance2(position, _sentPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
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if (dx2 > MAX_POSITION_ERROR_SQUARED) {
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return true;
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}
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// compute rotation error
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float spin = glm::length(_sentAngularVelocity);
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glm::quat extrapolatedRotation = _sentRotation;
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const float MIN_SPIN = 1.0e-4f;
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if (spin > MIN_SPIN) {
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glm::vec3 axis = _sentAngularVelocity / spin;
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extrapolatedRotation = glm::angleAxis(dt * spin, axis) * _sentRotation;
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if (glm::length2(_sentAngularVelocity) > 0.0f) {
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// compute rotation error
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_sentAngularVelocity *= powf(1.0f - _angularDamping, dt);
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float spin = glm::length(_sentAngularVelocity);
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const float MIN_SPIN = 1.0e-4f;
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if (spin > MIN_SPIN) {
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glm::vec3 axis = _sentAngularVelocity / spin;
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_sentRotation = glm::normalize(glm::angleAxis(dt * spin, axis) * _sentRotation);
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}
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}
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const float MIN_ROTATION_DOT = 0.98f;
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glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
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return (glm::dot(actualRotation, extrapolatedRotation) < MIN_ROTATION_DOT);
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return (glm::dot(actualRotation, _sentRotation) < MIN_ROTATION_DOT);
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}
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#endif // USE_BULLET_PHYSICS
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@ -84,7 +84,7 @@ public:
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void clearOutgoingPacketFlags(uint32_t flags) { _outgoingPacketFlags &= ~flags; }
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bool doesNotNeedToSendUpdate() const;
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virtual bool shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const;
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virtual bool shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder);
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virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) = 0;
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virtual MotionType computeMotionType() const = 0;
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@ -24,7 +24,6 @@ PhysicsEngine::PhysicsEngine(const glm::vec3& offset)
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_constraintSolver(NULL),
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_dynamicsWorld(NULL),
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_originOffset(offset),
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_voxels(),
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_entityPacketSender(NULL),
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_frameCount(0) {
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}
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@ -221,62 +220,6 @@ void PhysicsEngine::stepSimulation() {
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_frameCount += (uint32_t)numSubSteps;
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}
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bool PhysicsEngine::addVoxel(const glm::vec3& position, float scale) {
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glm::vec3 halfExtents = glm::vec3(0.5f * scale);
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glm::vec3 trueCenter = position + halfExtents;
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PositionHashKey key(trueCenter);
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VoxelObject* proxy = _voxels.find(key);
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if (!proxy) {
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// create a shape
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ShapeInfo info;
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info.setBox(halfExtents);
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btCollisionShape* shape = _shapeManager.getShape(info);
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// NOTE: the shape creation will fail when the size of the voxel is out of range
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if (shape) {
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// create a collisionObject
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btCollisionObject* object = new btCollisionObject();
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object->setCollisionShape(shape);
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btTransform transform;
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transform.setIdentity();
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// we shift the center into the simulation's frame
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glm::vec3 shiftedCenter = (position - _originOffset) + halfExtents;
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transform.setOrigin(btVector3(shiftedCenter.x, shiftedCenter.y, shiftedCenter.z));
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object->setWorldTransform(transform);
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// add to map and world
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_voxels.insert(key, VoxelObject(trueCenter, object));
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_dynamicsWorld->addCollisionObject(object);
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return true;
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}
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}
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return false;
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}
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bool PhysicsEngine::removeVoxel(const glm::vec3& position, float scale) {
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glm::vec3 halfExtents = glm::vec3(0.5f * scale);
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glm::vec3 trueCenter = position + halfExtents;
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PositionHashKey key(trueCenter);
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VoxelObject* proxy = _voxels.find(key);
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if (proxy) {
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// remove from world
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assert(proxy->_object);
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_dynamicsWorld->removeCollisionObject(proxy->_object);
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// release shape
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ShapeInfo info;
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info.setBox(halfExtents);
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bool released = _shapeManager.releaseShape(info);
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assert(released);
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// delete object and remove from voxel map
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delete proxy->_object;
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_voxels.remove(key);
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return true;
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}
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return false;
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}
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// Bullet collision flags are as follows:
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// CF_STATIC_OBJECT= 1,
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// CF_KINEMATIC_OBJECT= 2,
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@ -24,10 +24,8 @@ typedef unsigned int uint32_t;
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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#include "PositionHashKey.h"
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#include "ShapeManager.h"
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#include "ThreadSafeDynamicsWorld.h"
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#include "VoxelObject.h"
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const float HALF_SIMULATION_EXTENT = 512.0f; // meters
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/// \return position of simulation origin in domain-frame
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const glm::vec3& getOriginOffset() const { return _originOffset; }
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/// \param position the minimum corner of the voxel
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/// \param scale the length of the voxel side
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/// \return true if Voxel added
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bool addVoxel(const glm::vec3& position, float scale);
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/// \param position the minimum corner of the voxel
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/// \param scale the length of the voxel side
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/// \return true if Voxel removed
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bool removeVoxel(const glm::vec3& position, float scale);
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object added
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bool addObject(ObjectMotionState* motionState);
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@ -103,7 +91,6 @@ protected:
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private:
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glm::vec3 _originOffset;
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btHashMap<PositionHashKey, VoxelObject> _voxels;
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// EntitySimulation stuff
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QSet<EntityMotionState*> _entityMotionStates; // all entities that we track
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@ -1,37 +0,0 @@
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//
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// PositionHashKey.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 "PositionHashKey.h"
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// static
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int computeHash(const glm::vec3& center) {
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// NOTE: 0.49f is used to bump the float up almost half a millimeter
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// so the cast to int produces a round() effect rather than a floor()
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int hash = DoubleHashKey::hashFunction((int)(center.x * MILLIMETERS_PER_METER + copysignf(1.0f, center.x) * 0.49f), 0);
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hash ^= DoubleHashKey::hashFunction((int)(center.y * MILLIMETERS_PER_METER + copysignf(1.0f, center.y) * 0.49f), 1);
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return hash ^ DoubleHashKey::hashFunction((int)(center.z * MILLIMETERS_PER_METER + copysignf(1.0f, center.z) * 0.49f), 2);
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}
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// static
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int computeHash2(const glm::vec3& center) {
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// NOTE: 0.49f is used to bump the float up almost half a millimeter
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// so the cast to int produces a round() effect rather than a floor()
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int hash = DoubleHashKey::hashFunction2((int)(center.x * MILLIMETERS_PER_METER + copysignf(1.0f, center.x) * 0.49f));
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hash ^= DoubleHashKey::hashFunction2((int)(center.y * MILLIMETERS_PER_METER + copysignf(1.0f, center.y) * 0.49f));
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return hash ^ DoubleHashKey::hashFunction2((int)(center.z * MILLIMETERS_PER_METER + copysignf(1.0f, center.z) * 0.49f));
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}
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PositionHashKey::PositionHashKey(glm::vec3 center) : DoubleHashKey() {
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_hash = computeHash(center);
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_hash2 = computeHash2(center);
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}
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@ -1,26 +0,0 @@
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//
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// PositionHashKey.h
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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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#ifndef hifi_PositionHashKey_h
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#define hifi_PositionHashKey_h
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "DoubleHashKey.h"
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class PositionHashKey : public DoubleHashKey {
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public:
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PositionHashKey(glm::vec3 center);
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};
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#endif // hifi_PositionHashKey_h
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@ -1,31 +0,0 @@
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//
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// VoxelObject.h
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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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#ifndef hifi_VoxelObject_h
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#define hifi_VoxelObject_h
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#ifdef USE_BULLET_PHYSICS
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#include <btBulletDynamicsCommon.h>
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#include <glm/glm.hpp>
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// VoxelObject is a simple wrapper for tracking a Voxel in a PhysicsEngine
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class VoxelObject {
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public:
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VoxelObject(const glm::vec3& center, btCollisionObject* object) : _object(object), _center(center) {
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assert(object != NULL);
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}
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btCollisionObject* _object;
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glm::vec3 _center;
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};
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#endif // USE_BULLET_PHYSICS
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#endif // hifi_VoxelObject_h
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