use density instead of mass

This commit is contained in:
Andrew Meadows 2015-01-14 15:47:44 -08:00
parent 03b8badd81
commit ccc50dd94f
5 changed files with 41 additions and 24 deletions

View file

@ -103,7 +103,7 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
requestedProperties += PROP_POSITION;
requestedProperties += PROP_DIMENSIONS; // NOTE: PROP_RADIUS obsolete
requestedProperties += PROP_ROTATION;
requestedProperties += PROP_MASS;
requestedProperties += PROP_DENSITY;
requestedProperties += PROP_VELOCITY;
requestedProperties += PROP_GRAVITY;
requestedProperties += PROP_DAMPING;
@ -219,7 +219,7 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
}
APPEND_ENTITY_PROPERTY(PROP_ROTATION, appendValue, getRotation());
APPEND_ENTITY_PROPERTY(PROP_MASS, appendValue, computeMass());
APPEND_ENTITY_PROPERTY(PROP_DENSITY, appendValue, getDensity());
APPEND_ENTITY_PROPERTY(PROP_VELOCITY, appendValue, getVelocity());
APPEND_ENTITY_PROPERTY(PROP_GRAVITY, appendValue, getGravity());
APPEND_ENTITY_PROPERTY(PROP_DAMPING, appendValue, getDamping());
@ -495,7 +495,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
}
READ_ENTITY_PROPERTY_QUAT_SETTER(PROP_ROTATION, updateRotation);
READ_ENTITY_PROPERTY_SETTER(PROP_MASS, float, updateMass);
READ_ENTITY_PROPERTY_SETTER(PROP_DENSITY, float, updateDensity);
READ_ENTITY_PROPERTY_SETTER(PROP_VELOCITY, glm::vec3, updateVelocity);
READ_ENTITY_PROPERTY_SETTER(PROP_GRAVITY, glm::vec3, updateGravity);
READ_ENTITY_PROPERTY(PROP_DAMPING, float, _damping);
@ -560,9 +560,18 @@ float EntityItem::computeMass() const {
return ((_density * (_volumeMultiplier * _dimensions.x)) * _dimensions.y) * _dimensions.z;
}
const float ENTITY_ITEM_EPSILON_VELOCITY_LENGTH = 0.001f / (float)TREE_SCALE;
const float MAX_DENSITY = 10000.0f; // kg/m^3 density of silver
const float MIN_DENSITY = 100.0f; // kg/m^3 density of styrofoam
void EntityItem::setDensity(float density) {
_density = glm::max(glm::min(density, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
}
void EntityItem::updateDensity(float density) {
const float MIN_DENSITY_CHANGE_FACTOR = 0.001f; // 0.1 percent
float newDensity = glm::max(glm::min(density, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
if (fabsf(_density - newDensity) / _density > MIN_DENSITY_CHANGE_FACTOR) {
_density = newDensity;
_dirtyFlags |= EntityItem::DIRTY_MASS;
}
}
void EntityItem::setMass(float mass) {
// Setting the mass actually changes the _density (at fixed volume), however
@ -578,12 +587,14 @@ void EntityItem::setMass(float mass) {
const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
if (volume < 1.0e-6f) {
// avoid divide by zero
_density = glm::min(mass / MIN_VOLUME, MAX_DENSITY);
_density = glm::min(mass / MIN_VOLUME, ENTITY_ITEM_MAX_DENSITY);
} else {
_density = glm::max(glm::min(mass / volume, MAX_DENSITY), MIN_DENSITY);
_density = glm::max(glm::min(mass / volume, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
}
}
const float ENTITY_ITEM_EPSILON_VELOCITY_LENGTH = 0.001f / (float)TREE_SCALE;
// TODO: we probably want to change this to make "down" be the direction of the entity's gravity vector
// for now, this is always true DOWN even if entity has non-down gravity.
// TODO: the old code had "&& _velocity.y >= -EPSILON && _velocity.y <= EPSILON" --- what was I thinking?
@ -798,7 +809,7 @@ EntityItemProperties EntityItem::getProperties() const {
COPY_ENTITY_PROPERTY_TO_PROPERTIES(position, getPositionInMeters);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(dimensions, getDimensionsInMeters); // NOTE: radius is obsolete
COPY_ENTITY_PROPERTY_TO_PROPERTIES(rotation, getRotation);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(mass, computeMass);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(density, getDensity);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(velocity, getVelocityInMeters);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(gravity, getGravityInMeters);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(damping, getDamping);
@ -826,7 +837,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePositionInMeters); // this will call recalculate collision shape if needed
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensionsInMeters); // NOTE: radius is obsolete
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(mass, updateMass);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravityInMeters);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(damping, updateDamping);
@ -1026,7 +1037,6 @@ void EntityItem::recalculateCollisionShape() {
const float MIN_POSITION_DELTA = 0.0001f;
const float MIN_ALIGNMENT_DOT = 0.9999f;
const float MIN_MASS_DELTA = 0.001f;
const float MIN_VELOCITY_DELTA = 0.01f;
const float MIN_DAMPING_DELTA = 0.001f;
const float MIN_GRAVITY_DELTA = 0.001f;
@ -1089,9 +1099,9 @@ void EntityItem::updateMass(float mass) {
const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
if (volume < 1.0e-6f) {
// avoid divide by zero
newDensity = glm::min(mass / MIN_VOLUME, MAX_DENSITY);
newDensity = glm::min(mass / MIN_VOLUME, ENTITY_ITEM_MAX_DENSITY);
} else {
newDensity = glm::max(glm::min(mass / volume, MAX_DENSITY), MIN_DENSITY);
newDensity = glm::max(glm::min(mass / volume, ENTITY_ITEM_MAX_DENSITY), ENTITY_ITEM_MIN_DENSITY);
}
const float MIN_DENSITY_CHANGE_FACTOR = 0.001f; // 0.1 percent

View file

@ -171,9 +171,12 @@ public:
float getLocalRenderAlpha() const { return _localRenderAlpha; }
void setLocalRenderAlpha(float localRenderAlpha) { _localRenderAlpha = localRenderAlpha; }
void setDensity(float density);
float computeMass() const;
void setMass(float mass);
float getDensity() const { return _density; }
const glm::vec3& getVelocity() const { return _velocity; } /// velocity in domain scale units (0.0-1.0) per second
glm::vec3 getVelocityInMeters() const { return _velocity * (float) TREE_SCALE; } /// get velocity in meters
void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in domain scale units (0.0-1.0) per second
@ -260,6 +263,7 @@ public:
void updateDimensions(const glm::vec3& value);
void updateDimensionsInMeters(const glm::vec3& value);
void updateRotation(const glm::quat& rotation);
void updateDensity(float value);
void updateMass(float value);
void updateVelocity(const glm::vec3& value);
void updateVelocityInMeters(const glm::vec3& value);
@ -303,7 +307,7 @@ protected:
glm::quat _rotation;
float _glowLevel;
float _localRenderAlpha;
float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg
float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg/m^3
// NOTE: _volumeMultiplier is used to compute volume:
// volume = _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z = m^3
// DANGER: due to the size of TREE_SCALE the _volumeMultiplier is always a large number, and therefore

View file

@ -30,7 +30,7 @@ EntityItemProperties::EntityItemProperties() :
CONSTRUCT_PROPERTY(position, 0),
CONSTRUCT_PROPERTY(dimensions, ENTITY_ITEM_DEFAULT_DIMENSIONS),
CONSTRUCT_PROPERTY(rotation, ENTITY_ITEM_DEFAULT_ROTATION),
CONSTRUCT_PROPERTY(mass, ENTITY_ITEM_DEFAULT_MASS),
CONSTRUCT_PROPERTY(density, ENTITY_ITEM_DEFAULT_DENSITY),
CONSTRUCT_PROPERTY(velocity, ENTITY_ITEM_DEFAULT_VELOCITY),
CONSTRUCT_PROPERTY(gravity, ENTITY_ITEM_DEFAULT_GRAVITY),
CONSTRUCT_PROPERTY(damping, ENTITY_ITEM_DEFAULT_DAMPING),
@ -175,7 +175,7 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
CHECK_PROPERTY_CHANGE(PROP_DIMENSIONS, dimensions);
CHECK_PROPERTY_CHANGE(PROP_POSITION, position);
CHECK_PROPERTY_CHANGE(PROP_ROTATION, rotation);
CHECK_PROPERTY_CHANGE(PROP_MASS, mass);
CHECK_PROPERTY_CHANGE(PROP_DENSITY, density);
CHECK_PROPERTY_CHANGE(PROP_VELOCITY, velocity);
CHECK_PROPERTY_CHANGE(PROP_GRAVITY, gravity);
CHECK_PROPERTY_CHANGE(PROP_DAMPING, damping);
@ -232,7 +232,7 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine) cons
COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(velocity);
COPY_PROPERTY_TO_QSCRIPTVALUE_VEC3(gravity);
COPY_PROPERTY_TO_QSCRIPTVALUE(damping);
COPY_PROPERTY_TO_QSCRIPTVALUE(mass);
COPY_PROPERTY_TO_QSCRIPTVALUE(density);
COPY_PROPERTY_TO_QSCRIPTVALUE(lifetime);
COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(age, getAge()); // gettable, but not settable
COPY_PROPERTY_TO_QSCRIPTVALUE_GETTER(ageAsText, formatSecondsElapsed(getAge())); // gettable, but not settable
@ -310,7 +310,7 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object) {
COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(position, setPosition);
COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(dimensions, setDimensions);
COPY_PROPERTY_FROM_QSCRIPTVALUE_QUAT(rotation, setRotation);
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(mass, setMass);
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(density, setDensity);
COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(velocity, setVelocity);
COPY_PROPERTY_FROM_QSCRIPTVALUE_VEC3(gravity, setGravity);
COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(damping, setDamping);
@ -479,7 +479,7 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
APPEND_ENTITY_PROPERTY(PROP_POSITION, appendPosition, properties.getPosition());
APPEND_ENTITY_PROPERTY(PROP_DIMENSIONS, appendValue, properties.getDimensions()); // NOTE: PROP_RADIUS obsolete
APPEND_ENTITY_PROPERTY(PROP_ROTATION, appendValue, properties.getRotation());
APPEND_ENTITY_PROPERTY(PROP_MASS, appendValue, properties.getMass());
APPEND_ENTITY_PROPERTY(PROP_DENSITY, appendValue, properties.getDensity());
APPEND_ENTITY_PROPERTY(PROP_VELOCITY, appendValue, properties.getVelocity());
APPEND_ENTITY_PROPERTY(PROP_GRAVITY, appendValue, properties.getGravity());
APPEND_ENTITY_PROPERTY(PROP_DAMPING, appendValue, properties.getDamping());
@ -700,7 +700,7 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_POSITION, glm::vec3, setPosition);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DIMENSIONS, glm::vec3, setDimensions); // NOTE: PROP_RADIUS obsolete
READ_ENTITY_PROPERTY_QUAT_TO_PROPERTIES(PROP_ROTATION, setRotation);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_MASS, float, setMass);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DENSITY, float, setDensity);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VELOCITY, glm::vec3, setVelocity);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_GRAVITY, glm::vec3, setGravity);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DAMPING, float, setDamping);
@ -781,7 +781,7 @@ void EntityItemProperties::markAllChanged() {
_positionChanged = true;
_dimensionsChanged = true;
_rotationChanged = true;
_massChanged = true;
_densityChanged = true;
_velocityChanged = true;
_gravityChanged = true;
_dampingChanged = true;

View file

@ -42,7 +42,7 @@ enum EntityPropertyList {
PROP_RADIUS, // NOTE: PROP_RADIUS is obsolete and only included in old format streams
PROP_DIMENSIONS = PROP_RADIUS,
PROP_ROTATION,
PROP_MASS,
PROP_DENSITY,
PROP_VELOCITY,
PROP_GRAVITY,
PROP_DAMPING,
@ -145,7 +145,7 @@ public:
DEFINE_PROPERTY_REF_WITH_SETTER(PROP_POSITION, Position, position, glm::vec3);
DEFINE_PROPERTY_REF(PROP_DIMENSIONS, Dimensions, dimensions, glm::vec3);
DEFINE_PROPERTY_REF(PROP_ROTATION, Rotation, rotation, glm::quat);
DEFINE_PROPERTY(PROP_MASS, Mass, mass, float);
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);

View file

@ -38,8 +38,11 @@ const float ENTITY_ITEM_DEFAULT_LIFETIME = ENTITY_ITEM_IMMORTAL_LIFETIME;
const glm::quat ENTITY_ITEM_DEFAULT_ROTATION;
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_DENSITY = 1000.0f; // density of water
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;