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Merge pull request #4104 from AndrewMeadows/inertia
store density in EntityItem instead of mass
This commit is contained in:
commit
89967fbe7a
17 changed files with 187 additions and 72 deletions
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@ -114,7 +114,7 @@
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var elGravityY = document.getElementById("property-grav-y");
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var elGravityZ = document.getElementById("property-grav-z");
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var elMass = document.getElementById("property-mass");
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var elDensity = document.getElementById("property-density");
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var elIgnoreForCollisions = document.getElementById("property-ignore-for-collisions");
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var elCollisionsWillMove = document.getElementById("property-collisions-will-move");
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var elLifetime = document.getElementById("property-lifetime");
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@ -219,7 +219,7 @@
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elGravityY.value = properties.gravity.y.toFixed(2);
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elGravityZ.value = properties.gravity.z.toFixed(2);
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elMass.value = properties.mass.toFixed(2);
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elDensity.value = properties.density.toFixed(2);
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elIgnoreForCollisions.checked = properties.ignoreForCollisions;
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elCollisionsWillMove.checked = properties.collisionsWillMove;
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elLifetime.value = properties.lifetime;
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@ -356,7 +356,7 @@
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elGravityY.addEventListener('change', gravityChangeFunction);
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elGravityZ.addEventListener('change', gravityChangeFunction);
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elMass.addEventListener('change', createEmitNumberPropertyUpdateFunction('mass'));
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elDensity.addEventListener('change', createEmitNumberPropertyUpdateFunction('density'));
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elIgnoreForCollisions.addEventListener('change', createEmitCheckedPropertyUpdateFunction('ignoreForCollisions'));
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elCollisionsWillMove.addEventListener('change', createEmitCheckedPropertyUpdateFunction('collisionsWillMove'));
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elLifetime.addEventListener('change', createEmitNumberPropertyUpdateFunction('lifetime'));
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@ -616,9 +616,9 @@
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</tr>
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<tr>
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<td class="label">Mass</td>
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<td class="label">Density</td>
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<td>
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<input type='number' id="property-mass"></input>
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<input type='number' id="property-density"></input>
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</td>
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</tr>
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@ -68,7 +68,7 @@ function Tooltip() {
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text += "Lifetime: " + properties.lifetime + "\n"
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}
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text += "Age: " + properties.ageAsText + "\n"
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text += "Mass: " + properties.mass + "\n"
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text += "Density: " + properties.density + "\n"
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text += "Script: " + properties.script + "\n"
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@ -164,7 +164,7 @@ EntityPropertyDialogBox = (function () {
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array.push({ label: "Collisions:", type: "header" });
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index++;
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array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
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array.push({ label: "Density:", value: properties.density.toFixed(decimals) });
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index++;
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array.push({ label: "Ignore for Collisions:", type: "checkbox", value: properties.ignoreForCollisions });
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index++;
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@ -353,7 +353,7 @@ EntityPropertyDialogBox = (function () {
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properties.gravity.z = array[index++].value;
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index++; // skip header
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properties.mass = array[index++].value;
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properties.density = array[index++].value;
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properties.ignoreForCollisions = array[index++].value;
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properties.collisionsWillMove = array[index++].value;
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@ -134,8 +134,8 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
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glm::vec3 axis = glm::normalize(penetration);
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glm::vec3 axialVelocity = glm::dot(relativeVelocity, axis) * axis;
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float massA = entityA->getMass();
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float massB = entityB->getMass();
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float massA = entityA->computeMass();
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float massB = entityB->computeMass();
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float totalMass = massA + massB;
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float massRatioA = (2.0f * massB / totalMass);
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float massRatioB = (2.0f * massA / totalMass);
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@ -37,10 +37,10 @@ void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
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_position = ENTITY_ITEM_ZERO_VEC3;
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_dimensions = ENTITY_ITEM_DEFAULT_DIMENSIONS;
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_density = ENTITY_ITEM_DEFAULT_DENSITY;
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_rotation = ENTITY_ITEM_DEFAULT_ROTATION;
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_glowLevel = ENTITY_ITEM_DEFAULT_GLOW_LEVEL;
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_localRenderAlpha = ENTITY_ITEM_DEFAULT_LOCAL_RENDER_ALPHA;
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_mass = ENTITY_ITEM_DEFAULT_MASS;
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_velocity = ENTITY_ITEM_DEFAULT_VELOCITY;
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_gravity = ENTITY_ITEM_DEFAULT_GRAVITY;
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_damping = ENTITY_ITEM_DEFAULT_DAMPING;
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@ -103,7 +103,7 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
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requestedProperties += PROP_POSITION;
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requestedProperties += PROP_DIMENSIONS; // NOTE: PROP_RADIUS obsolete
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requestedProperties += PROP_ROTATION;
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requestedProperties += PROP_MASS;
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requestedProperties += PROP_DENSITY;
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requestedProperties += PROP_VELOCITY;
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requestedProperties += PROP_GRAVITY;
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requestedProperties += PROP_DAMPING;
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@ -219,7 +219,7 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
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}
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APPEND_ENTITY_PROPERTY(PROP_ROTATION, appendValue, getRotation());
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APPEND_ENTITY_PROPERTY(PROP_MASS, appendValue, getMass());
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APPEND_ENTITY_PROPERTY(PROP_DENSITY, appendValue, getDensity());
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APPEND_ENTITY_PROPERTY(PROP_VELOCITY, appendValue, getVelocity());
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APPEND_ENTITY_PROPERTY(PROP_GRAVITY, appendValue, getGravity());
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APPEND_ENTITY_PROPERTY(PROP_DAMPING, appendValue, getDamping());
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@ -495,7 +495,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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}
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READ_ENTITY_PROPERTY_QUAT_SETTER(PROP_ROTATION, updateRotation);
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READ_ENTITY_PROPERTY_SETTER(PROP_MASS, float, updateMass);
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READ_ENTITY_PROPERTY_SETTER(PROP_DENSITY, float, updateDensity);
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READ_ENTITY_PROPERTY_SETTER(PROP_VELOCITY, glm::vec3, updateVelocity);
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READ_ENTITY_PROPERTY_SETTER(PROP_GRAVITY, glm::vec3, updateGravity);
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READ_ENTITY_PROPERTY(PROP_DAMPING, float, _damping);
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@ -555,6 +555,44 @@ void EntityItem::adjustEditPacketForClockSkew(unsigned char* editPacketBuffer, s
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}
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}
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float EntityItem::computeMass() const {
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// NOTE: we group the operations here in and attempt to reduce floating point error.
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return ((_density * (_volumeMultiplier * _dimensions.x)) * _dimensions.y) * _dimensions.z;
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}
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void EntityItem::setDensity(float density) {
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_density = glm::max(glm::min(density, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
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}
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void EntityItem::updateDensity(float density) {
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const float MIN_DENSITY_CHANGE_FACTOR = 0.001f; // 0.1 percent
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float newDensity = glm::max(glm::min(density, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
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if (fabsf(_density - newDensity) / _density > MIN_DENSITY_CHANGE_FACTOR) {
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_density = newDensity;
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_dirtyFlags |= EntityItem::DIRTY_MASS;
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}
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}
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void EntityItem::setMass(float mass) {
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// Setting the mass actually changes the _density (at fixed volume), however
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// we must protect the density range to help maintain stability of physics simulation
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// therefore this method might not accept the mass that is supplied.
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// NOTE: when computing the volume we group the _volumeMultiplier (typically a very large number, due
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// to the TREE_SCALE transformation) with the first dimension component (typically a very small number)
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// in an attempt to reduce floating point error of the final result.
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float volume = (_volumeMultiplier * _dimensions.x) * _dimensions.y * _dimensions.z;
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// compute new density
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const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
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if (volume < 1.0e-6f) {
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// avoid divide by zero
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_density = glm::min(mass / MIN_VOLUME, ENTITY_ITEM_MAX_DENSITY);
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} else {
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_density = glm::max(glm::min(mass / volume, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
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}
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}
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const float ENTITY_ITEM_EPSILON_VELOCITY_LENGTH = 0.001f / (float)TREE_SCALE;
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// TODO: we probably want to change this to make "down" be the direction of the entity's gravity vector
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@ -771,7 +809,7 @@ EntityItemProperties EntityItem::getProperties() const {
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(position, getPositionInMeters);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(dimensions, getDimensionsInMeters); // NOTE: radius is obsolete
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(rotation, getRotation);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(mass, getMass);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(density, getDensity);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(velocity, getVelocityInMeters);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(gravity, getGravityInMeters);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(damping, getDamping);
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@ -799,7 +837,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePositionInMeters); // this will call recalculate collision shape if needed
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensionsInMeters); // NOTE: radius is obsolete
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(mass, updateMass);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocityInMeters);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravityInMeters);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(damping, updateDamping);
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@ -999,7 +1037,6 @@ void EntityItem::recalculateCollisionShape() {
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const float MIN_POSITION_DELTA = 0.0001f;
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const float MIN_ALIGNMENT_DOT = 0.9999f;
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const float MIN_MASS_DELTA = 0.001f;
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const float MIN_VELOCITY_DELTA = 0.01f;
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const float MIN_DAMPING_DELTA = 0.001f;
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const float MIN_GRAVITY_DELTA = 0.001f;
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@ -1047,9 +1084,29 @@ void EntityItem::updateRotation(const glm::quat& rotation) {
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}
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}
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void EntityItem::updateMass(float value) {
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if (fabsf(_mass - value) > MIN_MASS_DELTA) {
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_mass = value;
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void EntityItem::updateMass(float mass) {
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// Setting the mass actually changes the _density (at fixed volume), however
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// we must protect the density range to help maintain stability of physics simulation
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// therefore this method might not accept the mass that is supplied.
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// NOTE: when computing the volume we group the _volumeMultiplier (typically a very large number, due
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// to the TREE_SCALE transformation) with the first dimension component (typically a very small number)
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// in an attempt to reduce floating point error of the final result.
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float volume = (_volumeMultiplier * _dimensions.x) * _dimensions.y * _dimensions.z;
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// compute new density
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float newDensity = _density;
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const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
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if (volume < 1.0e-6f) {
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// avoid divide by zero
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newDensity = glm::min(mass / MIN_VOLUME, ENTITY_ITEM_MAX_DENSITY);
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} else {
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newDensity = glm::max(glm::min(mass / volume, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
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}
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const float MIN_DENSITY_CHANGE_FACTOR = 0.001f; // 0.1 percent
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if (fabsf(_density - newDensity) / _density > MIN_DENSITY_CHANGE_FACTOR) {
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_density = newDensity;
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_dirtyFlags |= EntityItem::DIRTY_MASS;
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}
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}
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@ -171,8 +171,11 @@ public:
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float getLocalRenderAlpha() const { return _localRenderAlpha; }
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void setLocalRenderAlpha(float localRenderAlpha) { _localRenderAlpha = localRenderAlpha; }
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float getMass() const { return _mass; }
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void setMass(float value) { _mass = value; }
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void setDensity(float density);
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float computeMass() const;
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void setMass(float mass);
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float getDensity() const { return _density; }
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const glm::vec3& getVelocity() const { return _velocity; } /// velocity in domain scale units (0.0-1.0) per second
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glm::vec3 getVelocityInMeters() const { return _velocity * (float) TREE_SCALE; } /// get velocity in meters
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@ -260,6 +263,7 @@ public:
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void updateDimensions(const glm::vec3& value);
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void updateDimensionsInMeters(const glm::vec3& value);
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void updateRotation(const glm::quat& rotation);
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void updateDensity(float value);
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void updateMass(float value);
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void updateVelocity(const glm::vec3& value);
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void updateVelocityInMeters(const glm::vec3& value);
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@ -303,7 +307,12 @@ protected:
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glm::quat _rotation;
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float _glowLevel;
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float _localRenderAlpha;
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float _mass;
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float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg/m^3
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// NOTE: _volumeMultiplier is used to compute volume:
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// volume = _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z = m^3
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// DANGER: due to the size of TREE_SCALE the _volumeMultiplier is always a large number, and therefore
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// will tend to introduce floating point error. We must keep this in mind when using it.
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float _volumeMultiplier = (float)TREE_SCALE * (float)TREE_SCALE * (float)TREE_SCALE;
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glm::vec3 _velocity;
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glm::vec3 _gravity;
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float _damping;
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@ -30,7 +30,7 @@ EntityItemProperties::EntityItemProperties() :
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CONSTRUCT_PROPERTY(position, 0),
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CONSTRUCT_PROPERTY(dimensions, ENTITY_ITEM_DEFAULT_DIMENSIONS),
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CONSTRUCT_PROPERTY(rotation, ENTITY_ITEM_DEFAULT_ROTATION),
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CONSTRUCT_PROPERTY(mass, ENTITY_ITEM_DEFAULT_MASS),
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CONSTRUCT_PROPERTY(density, ENTITY_ITEM_DEFAULT_DENSITY),
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CONSTRUCT_PROPERTY(velocity, ENTITY_ITEM_DEFAULT_VELOCITY),
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CONSTRUCT_PROPERTY(gravity, ENTITY_ITEM_DEFAULT_GRAVITY),
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CONSTRUCT_PROPERTY(damping, ENTITY_ITEM_DEFAULT_DAMPING),
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@ -175,7 +175,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
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CHECK_PROPERTY_CHANGE(PROP_DIMENSIONS, dimensions);
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CHECK_PROPERTY_CHANGE(PROP_POSITION, position);
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CHECK_PROPERTY_CHANGE(PROP_ROTATION, rotation);
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CHECK_PROPERTY_CHANGE(PROP_MASS, mass);
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CHECK_PROPERTY_CHANGE(PROP_DENSITY, density);
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CHECK_PROPERTY_CHANGE(PROP_VELOCITY, velocity);
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CHECK_PROPERTY_CHANGE(PROP_GRAVITY, gravity);
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CHECK_PROPERTY_CHANGE(PROP_DAMPING, damping);
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@ -232,7 +232,7 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine) cons
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COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(velocity);
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COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(gravity);
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COPY_PROPERTY_TO_QSCRIPTVALUE(damping);
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COPY_PROPERTY_TO_QSCRIPTVALUE(mass);
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COPY_PROPERTY_TO_QSCRIPTVALUE(density);
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COPY_PROPERTY_TO_QSCRIPTVALUE(lifetime);
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COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(age, getAge()); // gettable, but not settable
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COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(ageAsText, formatSecondsElapsed(getAge())); // gettable, but not settable
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@ -310,7 +310,7 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object) {
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COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(position, setPosition);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(dimensions, setDimensions);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_QUAT(rotation, setRotation);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(mass, setMass);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(density, setDensity);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(velocity, setVelocity);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(gravity, setGravity);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(damping, setDamping);
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@ -479,7 +479,7 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
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APPEND_ENTITY_PROPERTY(PROP_POSITION, appendPosition, properties.getPosition());
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APPEND_ENTITY_PROPERTY(PROP_DIMENSIONS, appendValue, properties.getDimensions()); // NOTE: PROP_RADIUS obsolete
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APPEND_ENTITY_PROPERTY(PROP_ROTATION, appendValue, properties.getRotation());
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APPEND_ENTITY_PROPERTY(PROP_MASS, appendValue, properties.getMass());
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APPEND_ENTITY_PROPERTY(PROP_DENSITY, appendValue, properties.getDensity());
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APPEND_ENTITY_PROPERTY(PROP_VELOCITY, appendValue, properties.getVelocity());
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APPEND_ENTITY_PROPERTY(PROP_GRAVITY, appendValue, properties.getGravity());
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APPEND_ENTITY_PROPERTY(PROP_DAMPING, appendValue, properties.getDamping());
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@ -700,7 +700,7 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_POSITION, glm::vec3, setPosition);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DIMENSIONS, glm::vec3, setDimensions); // NOTE: PROP_RADIUS obsolete
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READ_ENTITY_PROPERTY_QUAT_TO_PROPERTIES(PROP_ROTATION, setRotation);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_MASS, float, setMass);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DENSITY, float, setDensity);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VELOCITY, glm::vec3, setVelocity);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_GRAVITY, glm::vec3, setGravity);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DAMPING, float, setDamping);
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@ -781,7 +781,7 @@ void EntityItemProperties::markAllChanged() {
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_positionChanged = true;
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_dimensionsChanged = true;
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_rotationChanged = true;
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_massChanged = true;
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_densityChanged = true;
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_velocityChanged = true;
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_gravityChanged = true;
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_dampingChanged = true;
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@ -42,7 +42,7 @@ enum EntityPropertyList {
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PROP_RADIUS, // NOTE: PROP_RADIUS is obsolete and only included in old format streams
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||||
PROP_DIMENSIONS = PROP_RADIUS,
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PROP_ROTATION,
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PROP_MASS,
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PROP_DENSITY,
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PROP_VELOCITY,
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PROP_GRAVITY,
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PROP_DAMPING,
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@ -145,7 +145,7 @@ public:
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DEFINE_PROPERTY_REF_WITH_SETTER(PROP_POSITION, Position, position, glm::vec3);
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||||
DEFINE_PROPERTY_REF(PROP_DIMENSIONS, Dimensions, dimensions, glm::vec3);
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DEFINE_PROPERTY_REF(PROP_ROTATION, Rotation, rotation, glm::quat);
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DEFINE_PROPERTY(PROP_MASS, Mass, mass, float);
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DEFINE_PROPERTY(PROP_DENSITY, Density, density, float);
|
||||
DEFINE_PROPERTY_REF(PROP_VELOCITY, Velocity, velocity, glm::vec3);
|
||||
DEFINE_PROPERTY_REF(PROP_GRAVITY, Gravity, gravity, glm::vec3);
|
||||
DEFINE_PROPERTY(PROP_DAMPING, Damping, damping, float);
|
||||
|
|
|
@ -36,8 +36,14 @@ const float ENTITY_ITEM_IMMORTAL_LIFETIME = -1.0f; /// special lifetime which me
|
|||
const float ENTITY_ITEM_DEFAULT_LIFETIME = ENTITY_ITEM_IMMORTAL_LIFETIME;
|
||||
|
||||
const glm::quat ENTITY_ITEM_DEFAULT_ROTATION;
|
||||
const glm::vec3 ENTITY_ITEM_DEFAULT_DIMENSIONS = glm::vec3(0.1f) / (float)TREE_SCALE;
|
||||
const float ENTITY_ITEM_DEFAULT_MASS = 1.0f;
|
||||
const float ENTITY_ITEM_DEFAULT_WIDTH = 0.1f;
|
||||
const glm::vec3 ENTITY_ITEM_DEFAULT_DIMENSIONS = glm::vec3(ENTITY_ITEM_DEFAULT_WIDTH) / (float)TREE_SCALE;
|
||||
const float ENTITY_ITEM_DEFAULT_VOLUME = ENTITY_ITEM_DEFAULT_WIDTH * ENTITY_ITEM_DEFAULT_WIDTH * ENTITY_ITEM_DEFAULT_WIDTH;
|
||||
|
||||
const float ENTITY_ITEM_MAX_DENSITY = 10000.0f; // kg/m^3 density of silver
|
||||
const float ENTITY_ITEM_MIN_DENSITY = 100.0f; // kg/m^3 density of balsa wood
|
||||
const float ENTITY_ITEM_DEFAULT_DENSITY = 1000.0f; // density of water
|
||||
const float ENTITY_ITEM_DEFAULT_MASS = ENTITY_ITEM_DEFAULT_DENSITY * ENTITY_ITEM_DEFAULT_VOLUME;
|
||||
|
||||
const glm::vec3 ENTITY_ITEM_DEFAULT_VELOCITY = ENTITY_ITEM_ZERO_VEC3;
|
||||
const glm::vec3 ENTITY_ITEM_DEFAULT_ANGULAR_VELOCITY = ENTITY_ITEM_ZERO_VEC3;
|
||||
|
|
|
@ -32,6 +32,10 @@ SphereEntityItem::SphereEntityItem(const EntityItemID& entityItemID, const Entit
|
|||
{
|
||||
_type = EntityTypes::Sphere;
|
||||
setProperties(properties);
|
||||
// NOTE: _volumeMultiplier is used to compute volume:
|
||||
// volume = _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z
|
||||
// The formula below looks funny because _dimension.xyz = diameter rather than radius.
|
||||
_volumeMultiplier *= PI / 6.0f;
|
||||
}
|
||||
|
||||
EntityItemProperties SphereEntityItem::getProperties() const {
|
||||
|
|
|
@ -109,7 +109,7 @@ void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t frame) {
|
|||
_body->setDamping(_linearDamping, _angularDamping);
|
||||
|
||||
if (flags & EntityItem::DIRTY_MASS) {
|
||||
float mass = getMass();
|
||||
float mass = _entity->computeMass();
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
_body->setMassProps(mass, inertia);
|
||||
|
@ -137,8 +137,12 @@ void EntityMotionState::updateObjectVelocities() {
|
|||
#endif // USE_BULLET_PHYSICS
|
||||
}
|
||||
|
||||
void EntityMotionState::computeShapeInfo(ShapeInfo& info) {
|
||||
_entity->computeShapeInfo(info);
|
||||
void EntityMotionState::computeShapeInfo(ShapeInfo& shapeInfo) {
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
}
|
||||
|
||||
float EntityMotionState::computeMass(const ShapeInfo& shapeInfo) const {
|
||||
return _entity->computeMass();
|
||||
}
|
||||
|
||||
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) {
|
||||
|
|
|
@ -57,7 +57,8 @@ public:
|
|||
void updateObjectEasy(uint32_t flags, uint32_t frame);
|
||||
void updateObjectVelocities();
|
||||
|
||||
void computeShapeInfo(ShapeInfo& info);
|
||||
void computeShapeInfo(ShapeInfo& shapeInfo);
|
||||
float computeMass(const ShapeInfo& shapeInfo) const;
|
||||
|
||||
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame);
|
||||
|
||||
|
|
|
@ -44,13 +44,10 @@ const glm::vec3& ObjectMotionState::getWorldOffset() {
|
|||
|
||||
|
||||
ObjectMotionState::ObjectMotionState() :
|
||||
_density(DEFAULT_DENSITY),
|
||||
_volume(DEFAULT_VOLUME),
|
||||
_friction(DEFAULT_FRICTION),
|
||||
_restitution(DEFAULT_RESTITUTION),
|
||||
_linearDamping(0.0f),
|
||||
_angularDamping(0.0f),
|
||||
_wasInWorld(false),
|
||||
_motionType(MOTION_TYPE_STATIC),
|
||||
_body(NULL),
|
||||
_sentMoving(false),
|
||||
|
@ -69,10 +66,6 @@ ObjectMotionState::~ObjectMotionState() {
|
|||
assert(_body == NULL);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setDensity(float density) {
|
||||
_density = btMax(btMin(fabsf(density), MAX_DENSITY), MIN_DENSITY);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setFriction(float friction) {
|
||||
_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
|
||||
}
|
||||
|
@ -89,10 +82,6 @@ void ObjectMotionState::setAngularDamping(float damping) {
|
|||
_angularDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setVolume(float volume) {
|
||||
_volume = btMax(btMin(fabsf(volume), MAX_VOLUME), MIN_VOLUME);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
|
||||
_body->setLinearVelocity(glmToBullet(velocity));
|
||||
}
|
||||
|
|
|
@ -60,18 +60,15 @@ public:
|
|||
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
virtual void updateObjectVelocities() = 0;
|
||||
|
||||
virtual void computeShapeInfo(ShapeInfo& info) = 0;
|
||||
|
||||
virtual MotionType getMotionType() const { return _motionType; }
|
||||
|
||||
void setDensity(float density);
|
||||
virtual void computeShapeInfo(ShapeInfo& info) = 0;
|
||||
virtual float computeMass(const ShapeInfo& shapeInfo) const = 0;
|
||||
|
||||
void setFriction(float friction);
|
||||
void setRestitution(float restitution);
|
||||
void setLinearDamping(float damping);
|
||||
void setAngularDamping(float damping);
|
||||
void setVolume(float volume);
|
||||
|
||||
float getMass() const { return _volume * _density; }
|
||||
|
||||
void setVelocity(const glm::vec3& velocity) const;
|
||||
void setAngularVelocity(const glm::vec3& velocity) const;
|
||||
|
@ -92,13 +89,12 @@ public:
|
|||
|
||||
friend class PhysicsEngine;
|
||||
protected:
|
||||
float _density;
|
||||
float _volume;
|
||||
// TODO: move these materials properties to EntityItem
|
||||
float _friction;
|
||||
float _restitution;
|
||||
float _linearDamping;
|
||||
float _angularDamping;
|
||||
bool _wasInWorld;
|
||||
|
||||
MotionType _motionType;
|
||||
|
||||
// _body has NO setters -- it is only changed by PhysicsEngine
|
||||
|
|
|
@ -246,9 +246,9 @@ void PhysicsEngine::stepSimulation() {
|
|||
|
||||
bool PhysicsEngine::addObject(ObjectMotionState* motionState) {
|
||||
assert(motionState);
|
||||
ShapeInfo info;
|
||||
motionState->computeShapeInfo(info);
|
||||
btCollisionShape* shape = _shapeManager.getShape(info);
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
|
||||
if (shape) {
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
float mass = 0.0f;
|
||||
|
@ -263,7 +263,7 @@ bool PhysicsEngine::addObject(ObjectMotionState* motionState) {
|
|||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
mass = motionState->getMass();
|
||||
mass = motionState->computeMass(shapeInfo);
|
||||
shape->calculateLocalInertia(mass, inertia);
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->updateInertiaTensor();
|
||||
|
@ -301,10 +301,10 @@ bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
|||
btRigidBody* body = motionState->_body;
|
||||
if (body) {
|
||||
const btCollisionShape* shape = body->getCollisionShape();
|
||||
ShapeInfo info;
|
||||
ShapeInfoUtil::collectInfoFromShape(shape, info);
|
||||
ShapeInfo shapeInfo;
|
||||
ShapeInfoUtil::collectInfoFromShape(shape, shapeInfo);
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
_shapeManager.releaseShape(info);
|
||||
_shapeManager.releaseShape(shapeInfo);
|
||||
delete body;
|
||||
motionState->_body = NULL;
|
||||
return true;
|
||||
|
@ -320,20 +320,31 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
||||
if (flags & EntityItem::DIRTY_SHAPE) {
|
||||
// MASS bit should be set whenever SHAPE is set
|
||||
assert(flags & EntityItem::DIRTY_MASS);
|
||||
|
||||
// get new shape
|
||||
btCollisionShape* oldShape = body->getCollisionShape();
|
||||
ShapeInfo info;
|
||||
motionState->computeShapeInfo(info);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(info);
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
|
||||
if (newShape != oldShape) {
|
||||
// BUG: if shape doesn't change but density does then we won't compute new mass properties
|
||||
// TODO: fix this BUG by replacing DIRTY_MASS with DIRTY_DENSITY and then fix logic accordingly.
|
||||
body->setCollisionShape(newShape);
|
||||
_shapeManager.releaseShape(oldShape);
|
||||
|
||||
// compute mass properties
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
body->updateInertiaTensor();
|
||||
} else {
|
||||
// whoops, shape hasn't changed after all so we must release the reference
|
||||
// that was created when looking it up
|
||||
_shapeManager.releaseShape(newShape);
|
||||
}
|
||||
// MASS bit should be set whenever SHAPE is set
|
||||
assert(flags & EntityItem::DIRTY_MASS);
|
||||
}
|
||||
bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
|
||||
if (easyUpdate) {
|
||||
|
@ -356,9 +367,11 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
int collisionFlags = body->getCollisionFlags() & ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT);
|
||||
body->setCollisionFlags(collisionFlags);
|
||||
if (! (flags & EntityItem::DIRTY_MASS)) {
|
||||
// always update mass properties when going dynamic (unless it's already been done)
|
||||
// always update mass properties when going dynamic (unless it's already been done above)
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
float mass = motionState->getMass();
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
body->updateInertiaTensor();
|
||||
|
|
|
@ -24,18 +24,21 @@ void ShapeInfo::clear() {
|
|||
void ShapeInfo::setBox(const glm::vec3& halfExtents) {
|
||||
_type = BOX_SHAPE;
|
||||
_data.clear();
|
||||
// _data[0] = < halfX, halfY, halfZ >
|
||||
_data.push_back(halfExtents);
|
||||
}
|
||||
|
||||
void ShapeInfo::setSphere(float radius) {
|
||||
_type = SPHERE_SHAPE;
|
||||
_data.clear();
|
||||
// _data[0] = < radius, radius, radius >
|
||||
_data.push_back(glm::vec3(radius));
|
||||
}
|
||||
|
||||
void ShapeInfo::setCylinder(float radius, float halfHeight) {
|
||||
_type = CYLINDER_SHAPE;
|
||||
_data.clear();
|
||||
// _data[0] = < radius, halfHeight, radius >
|
||||
// NOTE: default cylinder has (UpAxis = 1) axis along yAxis and radius stored in X
|
||||
_data.push_back(glm::vec3(radius, halfHeight, radius));
|
||||
}
|
||||
|
@ -43,6 +46,7 @@ void ShapeInfo::setCylinder(float radius, float halfHeight) {
|
|||
void ShapeInfo::setCapsule(float radius, float halfHeight) {
|
||||
_type = CAPSULE_SHAPE;
|
||||
_data.clear();
|
||||
// _data[0] = < radius, halfHeight, radius >
|
||||
_data.push_back(glm::vec3(radius, halfHeight, radius));
|
||||
}
|
||||
|
||||
|
@ -58,3 +62,34 @@ glm::vec3 ShapeInfo::getBoundingBoxDiagonal() const {
|
|||
}
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
float ShapeInfo::computeVolume() const {
|
||||
const float DEFAULT_VOLUME = 1.0f;
|
||||
float volume = DEFAULT_VOLUME;
|
||||
switch(_type) {
|
||||
case BOX_SHAPE: {
|
||||
// factor of 8.0 because the components of _data[0] are all halfExtents
|
||||
volume = 8.0f * _data[0].x * _data[0].y * _data[0].z;
|
||||
break;
|
||||
}
|
||||
case SPHERE_SHAPE: {
|
||||
float radius = _data[0].x;
|
||||
volume = 4.0f * PI * radius * radius * radius / 3.0f;
|
||||
break;
|
||||
}
|
||||
case CYLINDER_SHAPE: {
|
||||
float radius = _data[0].x;
|
||||
volume = PI * radius * radius * 2.0f * _data[0].y;
|
||||
break;
|
||||
}
|
||||
case CAPSULE_SHAPE: {
|
||||
float radius = _data[0].x;
|
||||
volume = PI * radius * radius * (2.0f * _data[0].y + 4.0f * radius / 3.0f);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
assert(volume > 0.0f);
|
||||
return volume;
|
||||
}
|
||||
|
|
|
@ -32,6 +32,7 @@ public:
|
|||
const QVector<glm::vec3>& getData() const { return _data; }
|
||||
|
||||
glm::vec3 getBoundingBoxDiagonal() const;
|
||||
float computeVolume() const;
|
||||
|
||||
protected:
|
||||
int _type;
|
||||
|
|
Loading…
Reference in a new issue