mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 15:43:50 +02:00
commit
9809fcfa54
10 changed files with 165 additions and 60 deletions
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@ -15,13 +15,11 @@
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Script.include("../libraries/utils.js");
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////////////////////////////////////////////////////////////
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//
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// add lines where the hand ray picking is happening
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//
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var WANT_DEBUG = false;
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/////////////////////////////////////////////////////////////////
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//
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// these tune time-averaging and "on" value for analog trigger
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//
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@ -30,7 +28,6 @@ var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
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var TRIGGER_ON_VALUE = 0.4;
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var TRIGGER_OFF_VALUE = 0.15;
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/////////////////////////////////////////////////////////////////
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//
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// distant manipulation
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//
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@ -44,7 +41,6 @@ var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var LINE_LENGTH = 500;
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var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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/////////////////////////////////////////////////////////////////
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//
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// near grabbing
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//
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@ -55,8 +51,8 @@ var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var PICK_BACKOFF_DISTANCE = 0.2; // helps when hand is intersecting the grabble object
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var NEAR_GRABBING_KINEMATIC = true; // force objects to be kinematic when near-grabbed
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/////////////////////////////////////////////////////////////////
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//
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// other constants
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//
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@ -79,6 +75,18 @@ var ACTION_TTL_REFRESH = 5;
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var PICKS_PER_SECOND_PER_HAND = 5;
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var MSECS_PER_SEC = 1000.0;
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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var DEFAULT_GRABBABLE_DATA = {
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grabbable: true,
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invertSolidWhileHeld: false
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};
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var disabledHand ='none';
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// states for the state machine
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var STATE_OFF = 0;
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var STATE_SEARCHING = 1;
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@ -92,15 +100,35 @@ var STATE_FAR_GRABBING_NON_COLLIDING = 8;
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var STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING = 9;
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var STATE_RELEASE = 10;
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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var DEFAULT_GRABBABLE_DATA = {
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grabbable: true,
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invertSolidWhileHeld: false
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};
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function stateToName(state) {
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switch (state) {
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case STATE_OFF:
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return "off";
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case STATE_SEARCHING:
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return "searching";
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case STATE_DISTANCE_HOLDING:
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return "distance_holding";
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case STATE_CONTINUE_DISTANCE_HOLDING:
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return "continue_distance_holding";
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case STATE_NEAR_GRABBING:
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return "near_grabbing";
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case STATE_CONTINUE_NEAR_GRABBING:
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return "continue_near_grabbing";
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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return "near_grabbing_non_colliding";
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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return "continue_near_grabbing_non_colliding";
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case STATE_FAR_GRABBING_NON_COLLIDING:
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return "far_grabbing_non_colliding";
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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return "continue_far_grabbing_non_colliding";
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case STATE_RELEASE:
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return "release";
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}
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var disabledHand ='none';
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return "unknown";
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}
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function getTag() {
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return "grab-" + MyAvatar.sessionUUID;
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@ -196,7 +224,7 @@ function MyController(hand, triggerAction) {
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this.setState = function(newState) {
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if (WANT_DEBUG) {
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print("STATE: " + this.state + " --> " + newState);
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print("STATE: " + stateToName(this.state) + " --> " + stateToName(newState) + ", hand: " + this.hand);
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}
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this.state = newState;
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}
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@ -353,10 +381,11 @@ function MyController(hand, triggerAction) {
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}
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if (intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (grabbableData.wantsTrigger) {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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} else {
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this.setState(STATE_NEAR_GRABBING);
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}
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} else {
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// don't allow two people to distance grab the same object
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@ -397,22 +426,22 @@ function MyController(hand, triggerAction) {
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}
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if (this.grabbedEntity === null) {
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return;
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} else if (props.locked === 0 && props.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else if (props.collisionsWillMove === 0 && grabbableData.wantsTrigger) {
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// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
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}
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if (grabbableData.wantsTrigger) {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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} else if (props.locked === 0) {
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this.setState(STATE_NEAR_GRABBING);
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}
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}
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};
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this.distanceHolding = function() {
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var handControllerPosition = (this.hand === RIGHT_HAND) ? MyAvatar.rightHandPosition : MyAvatar.leftHandPosition;
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var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand;
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(controllerHandInput).rotation);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
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"gravity", "ignoreForCollisions"]);
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"gravity", "ignoreForCollisions",
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var now = Date.now();
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// add the action and initialize some variables
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@ -557,8 +586,14 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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["position", "rotation", "gravity",
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"ignoreForCollisions", "collisionsWillMove"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
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Entities.editEntity(this.grabbedEntity, {
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collisionsWillMove: false
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});
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}
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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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@ -587,7 +622,9 @@ function MyController(hand, triggerAction) {
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timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
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relativePosition: this.offsetPosition,
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relativeRotation: this.offsetRotation,
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ttl: ACTION_TTL
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ttl: ACTION_TTL,
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kinematic: NEAR_GRABBING_KINEMATIC,
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kinematicSetVelocity: true
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});
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if (this.actionID === NULL_ACTION_ID) {
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this.actionID = null;
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@ -639,7 +676,9 @@ function MyController(hand, triggerAction) {
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timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
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relativePosition: this.offsetPosition,
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relativeRotation: this.offsetRotation,
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ttl: ACTION_TTL
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ttl: ACTION_TTL,
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kinematic: NEAR_GRABBING_KINEMATIC,
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kinematicSetVelocity: true
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});
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this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
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}
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@ -808,12 +847,13 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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}
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this.deactivateEntity(this.grabbedEntity);
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// the action will tend to quickly bring an object's velocity to zero. now that
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// the action is gone, set the objects velocity to something the holder might expect.
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Entities.editEntity(this.grabbedEntity, {
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velocity: this.grabbedVelocity
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});
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this.deactivateEntity(this.grabbedEntity);
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this.grabbedVelocity = ZERO_VEC;
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this.grabbedEntity = null;
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@ -836,6 +876,7 @@ function MyController(hand, triggerAction) {
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if (data["refCount"] == 1) {
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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data["collisionsWillMove"] = grabbedProperties.collisionsWillMove;
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var whileHeldProperties = {gravity: {x:0, y:0, z:0}};
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if (invertSolidWhileHeld) {
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whileHeldProperties["ignoreForCollisions"] = ! grabbedProperties.ignoreForCollisions;
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@ -853,7 +894,8 @@ function MyController(hand, triggerAction) {
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if (data["refCount"] < 1) {
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Entities.editEntity(entityID, {
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gravity: data["gravity"],
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ignoreForCollisions: data["ignoreForCollisions"]
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ignoreForCollisions: data["ignoreForCollisions"],
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collisionsWillMove: data["collisionsWillMove"]
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});
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data = null;
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}
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@ -119,6 +119,8 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
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worldTrans.setRotation(glmToBullet(_rotationalTarget));
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rigidBody->setWorldTransform(worldTrans);
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motionState->dirtyInternalKinematicChanges();
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_previousPositionalTarget = _positionalTarget;
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_previousRotationalTarget = _rotationalTarget;
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_previousSet = true;
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@ -224,6 +226,8 @@ QVariantMap AvatarActionHold::getArguments() {
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arguments["relativeRotation"] = glmToQMap(_relativeRotation);
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arguments["timeScale"] = _linearTimeScale;
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arguments["hand"] = _hand;
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arguments["kinematic"] = _kinematic;
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arguments["kinematicSetVelocity"] = _kinematicSetVelocity;
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});
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return arguments;
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}
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@ -146,7 +146,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
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return (_entity->isMoving() || _entity->hasActions()) ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
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}
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bool EntityMotionState::isMoving() const {
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@ -184,6 +184,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_entity) {
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return;
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}
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assert(entityTreeIsLocked());
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measureBodyAcceleration();
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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@ -16,7 +16,6 @@
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ObjectAction::ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) :
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btActionInterface(),
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EntityActionInterface(type, id),
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_active(false),
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_ownerEntity(ownerEntity) {
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}
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@ -35,7 +34,9 @@ void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar delta
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if (ownerEntityExpired) {
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qDebug() << "warning -- action with no entity removing self from btCollisionWorld.";
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btDynamicsWorld* dynamicsWorld = static_cast<btDynamicsWorld*>(collisionWorld);
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dynamicsWorld->removeAction(this);
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if (dynamicsWorld) {
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dynamicsWorld->removeAction(this);
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}
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return;
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}
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@ -120,6 +121,17 @@ QVariantMap ObjectAction::getArguments() {
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arguments["ttl"] = (float)(_expires - now) / (float)USECS_PER_SECOND;
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}
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arguments["tag"] = _tag;
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EntityItemPointer entity = _ownerEntity.lock();
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if (entity) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
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if (motionState) {
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arguments["::active"] = motionState->isActive();
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arguments["::motion-type"] = motionTypeToString(motionState->getMotionType());
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} else {
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arguments["::no-motion-state"] = true;
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}
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}
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});
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return arguments;
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}
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@ -50,6 +50,8 @@ public:
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virtual quint64 getExpires() { return _expires; }
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protected:
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quint64 localTimeToServerTime(quint64 timeValue) const;
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quint64 serverTimeToLocalTime(quint64 timeValue) const;
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virtual btRigidBody* getRigidBody();
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virtual glm::vec3 getPosition();
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@ -62,14 +64,10 @@ protected:
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virtual void setAngularVelocity(glm::vec3 angularVelocity);
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virtual void activateBody();
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bool _active;
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EntityItemWeakPointer _ownerEntity;
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quint64 _expires; // in seconds since epoch
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QString _tag;
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quint64 localTimeToServerTime(quint64 timeValue) const;
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quint64 serverTimeToLocalTime(quint64 timeValue) const;
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quint64 _expires { 0 }; // in seconds since epoch
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bool _active { false };
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private:
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int getEntityServerClockSkew() const;
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|
|
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@ -20,17 +20,17 @@
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// origin of physics simulation in world-frame
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glm::vec3 _worldOffset(0.0f);
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// static
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// static
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void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
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_worldOffset = offset;
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}
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// static
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// static
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const glm::vec3& ObjectMotionState::getWorldOffset() {
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return _worldOffset;
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}
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// static
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// static
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uint32_t worldSimulationStep = 0;
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void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
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assert(step > worldSimulationStep);
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@ -41,7 +41,7 @@ uint32_t ObjectMotionState::getWorldSimulationStep() {
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return worldSimulationStep;
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}
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// static
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// static
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ShapeManager* shapeManager = nullptr;
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void ObjectMotionState::setShapeManager(ShapeManager* manager) {
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assert(manager);
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@ -85,7 +85,7 @@ glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
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glm::vec3 ObjectMotionState::getBodyLinearVelocityGTSigma() const {
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// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
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// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
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// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
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// just under this velocity threshold would trigger an update about V/dX times per second.
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const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
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|
|
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@ -29,18 +29,27 @@ enum MotionType {
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MOTION_TYPE_KINEMATIC // keyframed motion
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};
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inline QString motionTypeToString(MotionType motionType) {
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switch(motionType) {
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case MOTION_TYPE_STATIC: return QString("static");
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case MOTION_TYPE_DYNAMIC: return QString("dynamic");
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case MOTION_TYPE_KINEMATIC: return QString("kinematic");
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}
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return QString("unknown");
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}
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enum MotionStateType {
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MOTIONSTATE_TYPE_INVALID,
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MOTIONSTATE_TYPE_ENTITY,
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MOTIONSTATE_TYPE_AVATAR
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};
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// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
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// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
|
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// and re-added to the physics engine and "easy" which just updates the body properties.
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE |
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE |
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Simulation::DIRTY_COLLISION_GROUP);
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const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES |
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Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
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Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
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Simulation::DIRTY_SIMULATOR_ID | Simulation::DIRTY_SIMULATOR_OWNERSHIP);
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// These are the set of incoming flags that the PhysicsEngine needs to hear about:
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|
@ -57,7 +66,7 @@ class PhysicsEngine;
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class ObjectMotionState : public btMotionState {
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public:
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// These poroperties of the PhysicsEngine are "global" within the context of all ObjectMotionStates
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// (assuming just one PhysicsEngine). They are cached as statics for fast calculations in the
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||||
// (assuming just one PhysicsEngine). They are cached as statics for fast calculations in the
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// ObjectMotionState context.
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||||
static void setWorldOffset(const glm::vec3& offset);
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static const glm::vec3& getWorldOffset();
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|
@ -112,7 +121,7 @@ public:
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virtual float getObjectFriction() const = 0;
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virtual float getObjectLinearDamping() const = 0;
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virtual float getObjectAngularDamping() const = 0;
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||||
|
||||
|
||||
virtual glm::vec3 getObjectPosition() const = 0;
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virtual glm::quat getObjectRotation() const = 0;
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virtual glm::vec3 getObjectLinearVelocity() const = 0;
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|
@ -131,6 +140,11 @@ public:
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|||
|
||||
bool isActive() const { return _body ? _body->isActive() : false; }
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||||
|
||||
bool hasInternalKinematicChanges() const { return _hasInternalKinematicChanges; }
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||||
|
||||
void dirtyInternalKinematicChanges() { _hasInternalKinematicChanges = true; }
|
||||
void clearInternalKinematicChanges() { _hasInternalKinematicChanges = false; }
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||||
|
||||
friend class PhysicsEngine;
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|
||||
protected:
|
||||
|
@ -151,6 +165,7 @@ protected:
|
|||
float _mass;
|
||||
|
||||
uint32_t _lastKinematicStep;
|
||||
bool _hasInternalKinematicChanges { false };
|
||||
};
|
||||
|
||||
typedef QSet<ObjectMotionState*> SetOfMotionStates;
|
||||
|
|
|
@ -82,12 +82,12 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
|
|||
btCollisionShape* shape = motionState->getShape();
|
||||
assert(shape);
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
motionState->setRigidBody(body);
|
||||
} else {
|
||||
body->setMassProps(mass, inertia);
|
||||
}
|
||||
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->updateBodyVelocities();
|
||||
const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
|
||||
const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
|
||||
|
@ -101,12 +101,15 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
|
|||
shape->calculateLocalInertia(mass, inertia);
|
||||
if (!body) {
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
motionState->setRigidBody(body);
|
||||
} else {
|
||||
body->setMassProps(mass, inertia);
|
||||
}
|
||||
body->setCollisionFlags(body->getCollisionFlags() & ~(btCollisionObject::CF_KINEMATIC_OBJECT |
|
||||
btCollisionObject::CF_STATIC_OBJECT));
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->updateBodyVelocities();
|
||||
|
||||
// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
|
||||
// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
|
@ -123,12 +126,12 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
|
|||
if (!body) {
|
||||
assert(motionState->getShape());
|
||||
body = new btRigidBody(mass, motionState, motionState->getShape(), inertia);
|
||||
motionState->setRigidBody(body);
|
||||
} else {
|
||||
body->setMassProps(mass, inertia);
|
||||
}
|
||||
body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
*
|
||||
* This software is provided 'as-is', without any express or implied warranty.
|
||||
* In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it freely,
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it freely,
|
||||
* subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
|
@ -75,7 +75,7 @@ int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep
|
|||
}
|
||||
}
|
||||
|
||||
// NOTE: We do NOT call synchronizeMotionState() after each substep (to avoid multiple locks on the
|
||||
// NOTE: We do NOT call synchronizeMotionStates() after each substep (to avoid multiple locks on the
|
||||
// object data outside of the physics engine). A consequence of this is that the transforms of the
|
||||
// external objects only ever update at the end of the full step.
|
||||
|
||||
|
@ -87,6 +87,33 @@ int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep
|
|||
return subSteps;
|
||||
}
|
||||
|
||||
// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
|
||||
void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
|
||||
btAssert(body);
|
||||
if (body->getMotionState() && !body->isStaticObject()) {
|
||||
//we need to call the update at least once, even for sleeping objects
|
||||
//otherwise the 'graphics' transform never updates properly
|
||||
///@todo: add 'dirty' flag
|
||||
//if (body->getActivationState() != ISLAND_SLEEPING)
|
||||
{
|
||||
if (body->isKinematicObject()) {
|
||||
ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
|
||||
if (objectMotionState->hasInternalKinematicChanges()) {
|
||||
objectMotionState->clearInternalKinematicChanges();
|
||||
body->getMotionState()->setWorldTransform(body->getWorldTransform());
|
||||
}
|
||||
return;
|
||||
}
|
||||
btTransform interpolatedTransform;
|
||||
btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),
|
||||
body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),
|
||||
(m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),
|
||||
interpolatedTransform);
|
||||
body->getMotionState()->setWorldTransform(interpolatedTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
|
||||
_changedMotionStates.clear();
|
||||
BT_PROFILE("synchronizeMotionStates");
|
||||
|
@ -97,22 +124,22 @@ void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
|
|||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body) {
|
||||
if (body->getMotionState()) {
|
||||
synchronizeSingleMotionState(body);
|
||||
synchronizeMotionState(body);
|
||||
_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
} else {
|
||||
//iterate over all active rigid bodies
|
||||
for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
|
||||
btRigidBody* body = m_nonStaticRigidBodies[i];
|
||||
if (body->isActive()) {
|
||||
if (body->getMotionState()) {
|
||||
synchronizeSingleMotionState(body);
|
||||
synchronizeMotionState(body);
|
||||
_changedMotionStates.push_back(static_cast<ObjectMotionState*>(body->getMotionState()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
*
|
||||
* This software is provided 'as-is', without any express or implied warranty.
|
||||
* In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it freely,
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it freely,
|
||||
* subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
|
@ -43,13 +43,16 @@ public:
|
|||
void synchronizeMotionStates();
|
||||
|
||||
// btDiscreteDynamicsWorld::m_localTime is the portion of real-time that has not yet been simulated
|
||||
// but is used for MotionState::setWorldTransform() extrapolation (a feature that Bullet uses to provide
|
||||
// but is used for MotionState::setWorldTransform() extrapolation (a feature that Bullet uses to provide
|
||||
// smoother rendering of objects when the physics simulation loop is ansynchronous to the render loop).
|
||||
float getLocalTimeAccumulation() const { return m_localTime; }
|
||||
|
||||
VectorOfMotionStates& getChangedMotionStates() { return _changedMotionStates; }
|
||||
|
||||
private:
|
||||
// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
|
||||
void synchronizeMotionState(btRigidBody* body);
|
||||
|
||||
VectorOfMotionStates _changedMotionStates;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue