Merge pull request #2 from AndrewMeadows/grab-fixes

flag kinematic objs when changed in stepSimulation()
This commit is contained in:
Seth Alves 2015-10-30 14:59:16 -07:00
commit c38a252b12
7 changed files with 62 additions and 30 deletions

View file

@ -119,8 +119,7 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
ownerEntity->setPosition(_positionalTarget);
ownerEntity->setRotation(_rotationalTarget);
motionState->dirtyInternalKinematicChanges();
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;

View file

@ -16,7 +16,6 @@
ObjectAction::ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) :
btActionInterface(),
EntityActionInterface(type, id),
_active(false),
_ownerEntity(ownerEntity) {
}

View file

@ -50,6 +50,8 @@ public:
virtual quint64 getExpires() { return _expires; }
protected:
quint64 localTimeToServerTime(quint64 timeValue) const;
quint64 serverTimeToLocalTime(quint64 timeValue) const;
virtual btRigidBody* getRigidBody();
virtual glm::vec3 getPosition();
@ -62,14 +64,10 @@ protected:
virtual void setAngularVelocity(glm::vec3 angularVelocity);
virtual void activateBody();
bool _active;
EntityItemWeakPointer _ownerEntity;
quint64 _expires; // in seconds since epoch
QString _tag;
quint64 localTimeToServerTime(quint64 timeValue) const;
quint64 serverTimeToLocalTime(quint64 timeValue) const;
quint64 _expires { 0 }; // in seconds since epoch
bool _active { false };
private:
int getEntityServerClockSkew() const;

View file

@ -20,17 +20,17 @@
// origin of physics simulation in world-frame
glm::vec3 _worldOffset(0.0f);
// static
// static
void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
_worldOffset = offset;
}
// static
// static
const glm::vec3& ObjectMotionState::getWorldOffset() {
return _worldOffset;
}
// static
// static
uint32_t worldSimulationStep = 0;
void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
assert(step > worldSimulationStep);
@ -41,7 +41,7 @@ uint32_t ObjectMotionState::getWorldSimulationStep() {
return worldSimulationStep;
}
// static
// static
ShapeManager* shapeManager = nullptr;
void ObjectMotionState::setShapeManager(ShapeManager* manager) {
assert(manager);
@ -85,7 +85,7 @@ glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
glm::vec3 ObjectMotionState::getBodyLinearVelocityGTSigma() const {
// 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
// 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

View file

@ -44,12 +44,12 @@ enum MotionStateType {
MOTIONSTATE_TYPE_AVATAR
};
// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
// and re-added to the physics engine and "easy" which just updates the body properties.
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE |
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE |
Simulation::DIRTY_COLLISION_GROUP);
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES |
Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_SIMULATOR_ID | Simulation::DIRTY_SIMULATOR_OWNERSHIP);
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
@ -66,7 +66,7 @@ class PhysicsEngine;
class ObjectMotionState : public btMotionState {
public:
// These poroperties of the PhysicsEngine are "global" within the context of all ObjectMotionStates
// (assuming just one PhysicsEngine). They are cached as statics for fast calculations in the
// (assuming just one PhysicsEngine). They are cached as statics for fast calculations in the
// ObjectMotionState context.
static void setWorldOffset(const glm::vec3& offset);
static const glm::vec3& getWorldOffset();
@ -121,7 +121,7 @@ public:
virtual float getObjectFriction() const = 0;
virtual float getObjectLinearDamping() const = 0;
virtual float getObjectAngularDamping() const = 0;
virtual glm::vec3 getObjectPosition() const = 0;
virtual glm::quat getObjectRotation() const = 0;
virtual glm::vec3 getObjectLinearVelocity() const = 0;
@ -140,6 +140,11 @@ public:
bool isActive() const { return _body ? _body->isActive() : false; }
bool hasInternalKinematicChanges() const { return _hasInternalKinematicChanges; }
void dirtyInternalKinematicChanges() { _hasInternalKinematicChanges = true; }
void clearInternalKinematicChanges() { _hasInternalKinematicChanges = false; }
friend class PhysicsEngine;
protected:
@ -160,6 +165,7 @@ protected:
float _mass;
uint32_t _lastKinematicStep;
bool _hasInternalKinematicChanges { false };
};
typedef QSet<ObjectMotionState*> SetOfMotionStates;

View file

@ -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()) {
return;
} else {
objectMotionState->clearInternalKinematicChanges();
}
}
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()));
}
}
}
}
}
}
}

View file

@ -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;
};