mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 13:43:49 +02:00
try another way of fixing held object snagging at slow velocity
This commit is contained in:
parent
1f3b92577d
commit
742e48b0c8
3 changed files with 20 additions and 12 deletions
|
@ -299,9 +299,10 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
|
||||
bool movingOrAnimating = isMoving() || isAnimatingSomething();
|
||||
if ((movingOrAnimating ||
|
||||
_needsInitialSimulation ||
|
||||
_model->getTranslation() != getPosition() ||
|
||||
_model->getRotation() != getRotation())
|
||||
_needsInitialSimulation // ||
|
||||
// _model->getTranslation() != getPosition() ||
|
||||
// _model->getRotation() != getRotation()
|
||||
)
|
||||
&& _model->isActive() && _dimensionsInitialized) {
|
||||
_model->setScaleToFit(true, getDimensions());
|
||||
_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <EntityItem.h>
|
||||
#include <EntityItemProperties.h>
|
||||
#include <EntityEditPacketSender.h>
|
||||
|
@ -30,6 +32,11 @@ static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
|
|||
const uint32_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
|
||||
const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
|
||||
|
||||
// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
|
||||
// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
|
||||
// just under this velocity threshold would trigger an update about V/dX times per second.
|
||||
const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
|
||||
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
bool EntityMotionState::entityTreeIsLocked() const {
|
||||
EntityTreeElementPointer element = _entity ? _entity->getElement() : nullptr;
|
||||
|
@ -548,6 +555,10 @@ void EntityMotionState::resetMeasuredBodyAcceleration() {
|
|||
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
|
||||
if (_body) {
|
||||
_lastVelocity = getBodyLinearVelocity();
|
||||
// if _lastVelocity is too slow, set it to zero
|
||||
if (glm::length2(_lastVelocity) < MIN_LINEAR_SPEED_SQUARED) {
|
||||
_lastVelocity *= 0.0f;
|
||||
}
|
||||
} else {
|
||||
_lastVelocity = glm::vec3(0.0f);
|
||||
}
|
||||
|
@ -567,6 +578,10 @@ void EntityMotionState::measureBodyAcceleration() {
|
|||
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
|
||||
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
|
||||
glm::vec3 velocity = getBodyLinearVelocity();
|
||||
if (glm::length2(velocity) < MIN_LINEAR_SPEED_SQUARED) {
|
||||
velocity *= 0.0f;
|
||||
}
|
||||
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) {
|
||||
|
|
|
@ -80,16 +80,8 @@ void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
|
|||
}
|
||||
|
||||
glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
|
||||
// returns the body's velocity unless it is moving too slow in which case returns zero
|
||||
// returns the body's velocity
|
||||
btVector3 velocity = _body->getLinearVelocity();
|
||||
|
||||
// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
|
||||
// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
|
||||
// just under this velocity threshold would trigger an update about V/dX times per second.
|
||||
const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
|
||||
if (velocity.length2() < MIN_LINEAR_SPEED_SQUARED) {
|
||||
velocity *= 0.0f;
|
||||
}
|
||||
return bulletToGLM(velocity);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue