faster kinematic motion calculations

This commit is contained in:
Andrew Meadows 2016-04-01 12:02:01 -07:00
parent 3f52d237ed
commit 442b52313f
3 changed files with 93 additions and 103 deletions

View file

@ -876,123 +876,76 @@ void EntityItem::simulate(const quint64& now) {
}
void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
#ifdef WANT_DEBUG
qCDebug(entities) << "EntityItem::simulateKinematicMotion timeElapsed" << timeElapsed;
#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()) {
if (hasActions() || timeElapsed < 0.0f) {
return;
}
if (hasLocalAngularVelocity()) {
glm::vec3 localAngularVelocity = getLocalAngularVelocity();
const float MAX_TIME_ELAPSED = 1.0f; // seconds
timeElapsed = glm::min(timeElapsed, MAX_TIME_ELAPSED);
Transform transform;
glm::vec3 linearVelocity;
glm::vec3 angularVelocity;
getLocalEverything(transform, linearVelocity, angularVelocity);
bool isMoving = false;
if (glm::length2(angularVelocity) > 0.0f) {
// angular damping
if (_angularDamping > 0.0f) {
localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " angularDamping :" << _angularDamping;
qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
#endif
angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
}
float angularSpeed = glm::length(localAngularVelocity);
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
if (setFlags && angularSpeed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
const float EPSILON_ANGULAR_VELOCITY_LENGTH_SQUARED = 0.0017453f * 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (glm::length2(angularVelocity) < EPSILON_ANGULAR_VELOCITY_LENGTH_SQUARED) {
angularVelocity = ENTITY_ITEM_ZERO_VEC3;
} else {
// for improved agreement with the way Bullet integrates rotations we use an approximation
// and break the integration into bullet-sized substeps
glm::quat rotation = getRotation();
glm::quat rotation = transform.getRotation();
float dt = timeElapsed;
while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
while (dt > 0.0f) {
glm::quat dQ = computeBulletRotationStep(angularVelocity, glm::min(dt, PHYSICS_ENGINE_FIXED_SUBSTEP));
rotation = glm::normalize(dQ * rotation);
dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
}
// NOTE: this final partial substep can drift away from a real Bullet simulation however
// 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);
setRotation(rotation);
transform.setRotation(rotation);
isMoving = true;
}
setLocalAngularVelocity(localAngularVelocity);
}
if (hasLocalVelocity()) {
// acceleration is in the global frame, so transform it into the local frame.
// TODO: Move this into SpatiallyNestable.
bool success;
Transform transform = getParentTransform(success);
glm::vec3 localAcceleration(glm::vec3::_null);
if (success) {
localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
} else {
localAcceleration = getAcceleration();
}
if (glm::length2(linearVelocity) > 0.0f) {
// linear damping
glm::vec3 localVelocity = getLocalVelocity();
if (_damping > 0.0f) {
localVelocity *= powf(1.0f - _damping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " damping:" << _damping;
qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
#endif
linearVelocity *= powf(1.0f - _damping, timeElapsed);
}
// integrate position forward
glm::vec3 localPosition = getLocalPosition();
glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed;
#ifdef WANT_DEBUG
qCDebug(entities) << " EntityItem::simulate()....";
qCDebug(entities) << " timeElapsed:" << timeElapsed;
qCDebug(entities) << " old AACube:" << getMaximumAACube();
qCDebug(entities) << " old position:" << localPosition;
qCDebug(entities) << " old velocity:" << localVelocity;
qCDebug(entities) << " old getAABox:" << getAABox();
qCDebug(entities) << " newPosition:" << newPosition;
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;
glm::vec3 linearAcceleration = _acceleration;
if (glm::length2(_acceleration) > 0.0f) {
// acceleration is in world-frame but we need it in local-frame
bool success;
Transform parentTransform = getParentTransform(success);
if (success) {
linearAcceleration = glm::inverse(parentTransform.getRotation()) * linearAcceleration;
}
} else {
setLocalPosition(localPosition);
setLocalVelocity(localVelocity);
}
#ifdef WANT_DEBUG
qCDebug(entities) << " new position:" << position;
qCDebug(entities) << " new velocity:" << velocity;
qCDebug(entities) << " new AACube:" << getMaximumAACube();
qCDebug(entities) << " old getAABox:" << getAABox();
#endif
// integrate linearVelocity
linearVelocity += linearAcceleration * timeElapsed;
const float EPSILON_LINEAR_VELOCITY_LENGTH_SQUARED = 1.0e-6f; // 1mm/sec ^2
if (glm::length2(linearVelocity) < EPSILON_LINEAR_VELOCITY_LENGTH_SQUARED) {
setVelocity(ENTITY_ITEM_ZERO_VEC3);
} else {
// integrate position forward
// NOTE: we're using the NEW linear velocity, which is why we negate the acceleration term
glm::vec3 position = transform.getTranslation() + (linearVelocity * timeElapsed) - 0.5f * linearAcceleration * timeElapsed * timeElapsed;
transform.setTranslation(position);
isMoving = true;
}
}
setLocalEverything(transform, linearVelocity, angularVelocity);
if (!isMoving) {
// flag this entity to be removed from kinematic motion
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
}

View file

@ -90,11 +90,9 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
return parent;
}
SpatiallyNestablePointer thisPointer = getThisPointer();
if (parent) {
// we have a parent pointer but our _parentID doesn't indicate this parent.
parent->forgetChild(thisPointer);
parent->forgetChild(getThisPointer());
_parentKnowsMe = false;
_parent.reset();
}
@ -112,16 +110,11 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
parent = _parent.lock();
if (parent) {
parent->beParentOfChild(thisPointer);
parent->beParentOfChild(getThisPointer());
_parentKnowsMe = true;
}
if (parent || parentID.isNull()) {
success = true;
} else {
success = false;
}
success = (parent || parentID.isNull());
return parent;
}
@ -849,3 +842,40 @@ AACube SpatiallyNestable::getQueryAACube() const {
}
return result;
}
void SpatiallyNestable::getLocalEverything(
Transform& transform,
glm::vec3& velocity,
glm::vec3& angularVelocity) const {
// transform
_transformLock.withReadLock([&] {
transform = _transform;
});
// linear velocity
_velocityLock.withReadLock([&] {
velocity = _velocity;
});
// angular velocity
_angularVelocityLock.withReadLock([&] {
angularVelocity = _angularVelocity;
});
}
void SpatiallyNestable::setLocalEverything(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity) {
// transform
_transformLock.withWriteLock([&] {
_transform = localTransform;
});
// linear velocity
_velocityLock.withWriteLock([&] {
_velocity = localVelocity;
});
// angular velocity
_angularVelocityLock.withWriteLock([&] {
_angularVelocity = localAngularVelocity;
});
locationChanged();
}

View file

@ -149,6 +149,13 @@ protected:
quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
SpatiallyNestablePointer getParentPointer(bool& success) const;
void getLocalEverything(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
void setLocalEverything(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity);
mutable SpatiallyNestableWeakPointer _parent;
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;