optimize kinematic motion math

This commit is contained in:
Andrew Meadows 2016-04-18 11:39:06 -07:00
parent 905c5398c4
commit 3639ffe53e
4 changed files with 72 additions and 98 deletions

View file

@ -731,7 +731,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
// we want to extrapolate the motion forward to compensate for packet travel time, but // we want to extrapolate the motion forward to compensate for packet travel time, but
// we don't want the side effect of flag setting. // we don't want the side effect of flag setting.
simulateKinematicMotion(skipTimeForward, false); stepKinematicMotion(skipTimeForward);
} }
if (overwriteLocalData) { if (overwriteLocalData) {
@ -872,130 +872,104 @@ void EntityItem::simulate(const quint64& now) {
qCDebug(entities) << " ********** EntityItem::simulate() .... SETTING _lastSimulated=" << _lastSimulated; qCDebug(entities) << " ********** EntityItem::simulate() .... SETTING _lastSimulated=" << _lastSimulated;
#endif #endif
simulateKinematicMotion(timeElapsed); if (!hasActions()) {
if (!stepKinematicMotion(timeElapsed)) {
// this entity is no longer moving
// flag it to transition from KINEMATIC to STATIC
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
}
_lastSimulated = now; _lastSimulated = now;
} }
void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) { bool EntityItem::stepKinematicMotion(float timeElapsed) {
#ifdef WANT_DEBUG if (timeElapsed < 0.0f) {
qCDebug(entities) << "EntityItem::simulateKinematicMotion timeElapsed" << timeElapsed; return true;
#endif
const float MIN_TIME_SKIP = 0.0f;
const float MAX_TIME_SKIP = 1.0f; // in seconds
timeElapsed = glm::clamp(timeElapsed, MIN_TIME_SKIP, MAX_TIME_SKIP);
if (hasActions()) {
return;
} }
if (hasLocalAngularVelocity()) { const float MAX_TIME_ELAPSED = 1.0f; // seconds
glm::vec3 localAngularVelocity = getLocalAngularVelocity(); timeElapsed = glm::min(timeElapsed, MAX_TIME_ELAPSED);
Transform transform;
glm::vec3 linearVelocity;
glm::vec3 angularVelocity;
getLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
bool moving = false;
if (glm::length2(angularVelocity) > 0.0f) {
// angular damping // angular damping
if (_angularDamping > 0.0f) { if (_angularDamping > 0.0f) {
localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed); angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " angularDamping :" << _angularDamping;
qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
#endif
} }
float angularSpeed = glm::length(localAngularVelocity); const float MIN_KINEMATIC_ANGULAR_SPEED_SQUARED = 0.0017453f * 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (glm::length2(angularVelocity) < MIN_KINEMATIC_ANGULAR_SPEED_SQUARED) {
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec angularVelocity = Vectors::ZERO;
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
if (setFlags && angularSpeed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
} else { } else {
// for improved agreement with the way Bullet integrates rotations we use an approximation // for improved agreement with the way Bullet integrates rotations we use an approximation
// and break the integration into bullet-sized substeps // and break the integration into bullet-sized substeps
glm::quat rotation = getRotation(); glm::quat rotation = transform.getRotation();
float dt = timeElapsed; float dt = timeElapsed;
while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) { while (dt > 0.0f) {
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP); glm::quat dQ = computeBulletRotationStep(angularVelocity, glm::min(dt, PHYSICS_ENGINE_FIXED_SUBSTEP));
rotation = glm::normalize(dQ * rotation); rotation = glm::normalize(dQ * rotation);
dt -= PHYSICS_ENGINE_FIXED_SUBSTEP; dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
} }
// NOTE: this final partial substep can drift away from a real Bullet simulation however transform.setRotation(rotation);
// it only becomes significant for rapidly rotating objects
// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, dt);
rotation = glm::normalize(dQ * rotation);
bool success;
setOrientation(rotation, success, false);
} }
moving = true;
setLocalAngularVelocity(localAngularVelocity);
} }
if (hasLocalVelocity()) { glm::vec3 position = transform.getTranslation();
float linearSpeedSquared = glm::length2(linearVelocity);
// acceleration is in the global frame, so transform it into the local frame. if (linearSpeedSquared > 0.0f) {
// TODO: Move this into SpatiallyNestable. glm::vec3 deltaVelocity = Vectors::ZERO;
bool success;
Transform transform = getParentTransform(success);
glm::vec3 localAcceleration(glm::vec3::_null);
if (success) {
localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
} else {
localAcceleration = getAcceleration();
}
// linear damping // linear damping
glm::vec3 localVelocity = getLocalVelocity();
if (_damping > 0.0f) { if (_damping > 0.0f) {
localVelocity *= powf(1.0f - _damping, timeElapsed); deltaVelocity = (powf(1.0f - _damping, timeElapsed) - 1.0f) * linearVelocity;
#ifdef WANT_DEBUG
qCDebug(entities) << " damping:" << _damping;
qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
#endif
} }
// integrate position forward const float MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED = 1.0e-4f; // 0.01 m/sec^2
glm::vec3 localPosition = getLocalPosition(); const float MIN_KINEMATIC_LINEAR_SPEED_SQUARED = 1.0e-6f; // 0.001 m/sec^2
glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed; if (glm::length2(_gravity) > MIN_KINEMATIC_LINEAR_ACCELERATION_SQUARED) {
// yes gravity
// acceleration is in world-frame but we need it in local-frame
glm::vec3 linearAcceleration = _gravity;
bool success;
Transform parentTransform = getParentTransform(success);
if (success) {
linearAcceleration = glm::inverse(parentTransform.getRotation()) * linearAcceleration;
}
deltaVelocity += linearAcceleration * timeElapsed;
#ifdef WANT_DEBUG if (glm::length2(deltaVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED
qCDebug(entities) << " EntityItem::simulate()...."; && glm::length2(linearVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
qCDebug(entities) << " timeElapsed:" << timeElapsed; linearVelocity = Vectors::ZERO;
qCDebug(entities) << " old AACube:" << getMaximumAACube(); } else {
qCDebug(entities) << " old position:" << localPosition; // position's acceleration term uses deltaVelocity rather than raw gravity
qCDebug(entities) << " old velocity:" << localVelocity; // for more accuracy (includes damping effects)
qCDebug(entities) << " old getAABox:" << getAABox(); position += timeElapsed * (linearVelocity + 0.5f * deltaVelocity);
qCDebug(entities) << " newPosition:" << newPosition; linearVelocity += deltaVelocity;
qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newLocalPosition, localPosition);
#endif
localPosition = newLocalPosition;
// apply effective acceleration, which will be the same as gravity if the Entity isn't at rest.
localVelocity += localAcceleration * timeElapsed;
float speed = glm::length(localVelocity);
const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f; // 1mm/sec
if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
setVelocity(ENTITY_ITEM_ZERO_VEC3);
if (setFlags && speed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
} }
} else { } else {
setLocalPosition(localPosition); // no gravity
setLocalVelocity(localVelocity); if (linearSpeedSquared < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
linearVelocity = Vectors::ZERO;
} else {
// NOTE: don't use acceleration term for linear displacement
position += timeElapsed * linearVelocity;
linearVelocity += deltaVelocity;
}
} }
moving = true;
#ifdef WANT_DEBUG
qCDebug(entities) << " new position:" << position;
qCDebug(entities) << " new velocity:" << velocity;
qCDebug(entities) << " new AACube:" << getMaximumAACube();
qCDebug(entities) << " old getAABox:" << getAABox();
#endif
} }
if (moving) {
transform.setTranslation(position);
setLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
}
return moving;
} }
bool EntityItem::isMoving() const { bool EntityItem::isMoving() const {

View file

@ -152,7 +152,7 @@ public:
// perform linear extrapolation for SimpleEntitySimulation // perform linear extrapolation for SimpleEntitySimulation
void simulate(const quint64& now); void simulate(const quint64& now);
void simulateKinematicMotion(float timeElapsed, bool setFlags=true); bool stepKinematicMotion(float timeElapsed); // return 'true' if moving
virtual bool needsToCallUpdate() const { return false; } virtual bool needsToCallUpdate() const { return false; }

View file

@ -187,7 +187,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
// of the physics simulation. // of the physics simulation.
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep(); uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP; float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
_entity->simulateKinematicMotion(dt); _entity->stepKinematicMotion(dt);
// bypass const-ness so we can remember the step // bypass const-ness so we can remember the step
const_cast<EntityMotionState*>(this)->_lastKinematicStep = thisStep; const_cast<EntityMotionState*>(this)->_lastKinematicStep = thisStep;

View file

@ -419,7 +419,7 @@ void SpatiallyNestable::setVelocity(const glm::vec3& velocity, bool& success) {
// _velocity is a vs parent value and any request for a world-frame velocity must // _velocity is a vs parent value and any request for a world-frame velocity must
// be computed), do this to avoid equipped (parenting-grabbed) things from drifting. // be computed), do this to avoid equipped (parenting-grabbed) things from drifting.
// turning a zero velocity into a non-zero _velocity (because the avatar is moving) // turning a zero velocity into a non-zero _velocity (because the avatar is moving)
// causes EntityItem::simulateKinematicMotion to have an effect on the equipped entity, // causes EntityItem::stepKinematicMotion to have an effect on the equipped entity,
// which causes it to drift from the hand. // which causes it to drift from the hand.
if (hasAncestorOfType(NestableType::Avatar)) { if (hasAncestorOfType(NestableType::Avatar)) {
_velocity = velocity; _velocity = velocity;