Merge pull request #5288 from AndrewMeadows/arsenic

fix ObjectActionOffset logic
This commit is contained in:
Philip Rosedale 2015-07-09 12:22:23 -07:00
commit c4911dbbd4
4 changed files with 76 additions and 48 deletions

View file

@ -248,7 +248,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
btTransform xform = _body->getWorldTransform();
_serverPosition = bulletToGLM(xform.getOrigin());
_serverRotation = bulletToGLM(xform.getRotation());
_serverVelocity = bulletToGLM(_body->getLinearVelocity());
_serverVelocity = getBodyLinearVelocity();
_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
_lastStep = simulationStep;
_serverActionData = _entity->getActionData();
@ -536,7 +536,7 @@ void EntityMotionState::bump(quint8 priority) {
void EntityMotionState::resetMeasuredBodyAcceleration() {
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
if (_body) {
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
_lastVelocity = getBodyLinearVelocity();
} else {
_lastVelocity = glm::vec3(0.0f);
}
@ -555,7 +555,7 @@ void EntityMotionState::measureBodyAcceleration() {
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
glm::vec3 velocity = getBodyLinearVelocity();
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
_lastVelocity = velocity;
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) {

View file

@ -16,7 +16,11 @@
const uint16_t ObjectActionOffset::offsetVersion = 1;
ObjectActionOffset::ObjectActionOffset(const QUuid& id, EntityItemPointer ownerEntity) :
ObjectAction(ACTION_TYPE_OFFSET, id, ownerEntity) {
ObjectAction(ACTION_TYPE_OFFSET, id, ownerEntity),
_pointToOffsetFrom(0.0f),
_linearDistance(0.0f),
_linearTimeScale(FLT_MAX),
_positionalTargetSet(false) {
#if WANT_DEBUG
qDebug() << "ObjectActionOffset::ObjectActionOffset";
#endif
@ -44,6 +48,7 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
unlock();
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
@ -52,21 +57,32 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
return;
}
if (_positionalTargetSet) {
glm::vec3 offset = _pointToOffsetFrom - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
float offsetError = _linearDistance - offsetLength;
// if (glm::abs(offsetError) > IGNORE_POSITION_DELTA) {
if (glm::abs(offsetError) > 0.0f) {
float offsetErrorAbs = glm::abs(offsetError);
float offsetErrorDirection = - offsetError / offsetErrorAbs;
glm::vec3 previousVelocity = bulletToGLM(rigidBody->getLinearVelocity());
glm::vec3 velocityAdjustment = glm::normalize(offset) * offsetErrorDirection * offsetErrorAbs / _linearTimeScale;
rigidBody->setLinearVelocity(glmToBullet(previousVelocity + velocityAdjustment));
// rigidBody->setLinearVelocity(glmToBullet(velocityAdjustment));
const float MAX_LINEAR_TIMESCALE = 600.0f; // 10 minutes is a long time
if (_positionalTargetSet && _linearTimeScale < MAX_LINEAR_TIMESCALE) {
if (_needsActivation) {
rigidBody->activate();
_needsActivation = false;
}
glm::vec3 objectPosition = bulletToGLM(rigidBody->getCenterOfMassPosition());
glm::vec3 springAxis = objectPosition - _pointToOffsetFrom; // from anchor to object
float distance = glm::length(springAxis);
if (distance > FLT_EPSILON) {
springAxis /= distance; // normalize springAxis
// compute (critically damped) target velocity of spring relaxation
glm::vec3 offset = (distance - _linearDistance) * springAxis;
glm::vec3 targetVelocity = (-1.0f / _linearTimeScale) * offset;
// compute current velocity and its parallel component
glm::vec3 currentVelocity = bulletToGLM(rigidBody->getLinearVelocity());
glm::vec3 parallelVelocity = glm::dot(currentVelocity, springAxis) * springAxis;
// we blend the parallel component with the spring's target velocity to get the new velocity
float blend = deltaTimeStep / _linearTimeScale;
if (blend > 1.0f) {
blend = 1.0f;
}
rigidBody->setLinearVelocity(glmToBullet(currentVelocity + blend * (targetVelocity - parallelVelocity)));
}
}
@ -75,45 +91,45 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
bool pOk0 = true;
bool ok = true;
glm::vec3 pointToOffsetFrom =
EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", pOk0, true);
EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", ok, true);
if (!ok) {
return false;
}
bool pOk1 = true;
ok = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", pOk1, false);
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", ok, false);
if (ok) {
if (linearTimeScale <= 0.0f) {
qDebug() << "offset action -- linearTimeScale must be greater than zero.";
return false;
}
} else {
linearTimeScale = 0.1f;
}
bool pOk2 = true;
ok = true;
float linearDistance =
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", pOk2, false);
if (!pOk0) {
return false;
}
if (pOk1 && linearTimeScale <= 0.0f) {
qDebug() << "offset action -- linearTimeScale must be greater than zero.";
return false;
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", ok, false);
if (!ok) {
linearDistance = 0.0f;
}
lockForWrite();
_pointToOffsetFrom = pointToOffsetFrom;
_positionalTargetSet = true;
if (pOk1) {
// only change stuff if something actually changed
if (_pointToOffsetFrom != pointToOffsetFrom
|| _linearTimeScale != linearTimeScale
|| _linearDistance != linearDistance) {
lockForWrite();
_pointToOffsetFrom = pointToOffsetFrom;
_linearTimeScale = linearTimeScale;
} else {
_linearTimeScale = 0.1f;
}
if (pOk2) {
_linearDistance = linearDistance;
} else {
_linearDistance = 1.0f;
_positionalTargetSet = true;
_active = true;
_needsActivation = true;
unlock();
}
_active = true;
unlock();
return true;
}

View file

@ -36,6 +36,7 @@ public:
float _linearDistance;
float _linearTimeScale;
bool _positionalTargetSet;
bool _needsActivation = true;
};
#endif // hifi_ObjectActionOffset_h

View file

@ -80,8 +80,19 @@ void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
}
glm::vec3 ObjectMotionState::getBodyLinearVelocity() const {
return bulletToGLM(_body->getLinearVelocity());
// returns the body's velocity unless it is moving too slow in which case returns zero
btVector3 velocity = _body->getLinearVelocity();
// NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates
// to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving
// just under this velocity threshold would trigger an update about V/dX times per second.
const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec
if (velocity.length2() < MIN_LINEAR_SPEED_SQUARED) {
velocity *= 0.0f;
}
return bulletToGLM(velocity);
}
glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const {
return glm::vec3(0.0f); // Subclasses override where meaningful.
}