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https://github.com/overte-org/overte.git
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add support for non-physical kinematic movement
This commit is contained in:
parent
1b7074e52a
commit
d173afaa70
7 changed files with 176 additions and 61 deletions
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@ -520,7 +520,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
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recalculateCollisionShape();
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if (overwriteLocalData && (getDirtyFlags() & EntityItem::DIRTY_POSITION)) {
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if (overwriteLocalData && (getDirtyFlags() & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY))) {
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_lastSimulated = now;
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}
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}
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@ -770,6 +770,9 @@ void EntityItem::simulateSimpleKinematicMotion(float timeElapsed) {
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float angularSpeed = glm::length(_angularVelocity);
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const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.1f; //
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if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
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if (angularSpeed > 0.0f) {
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_dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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}
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setAngularVelocity(ENTITY_ITEM_ZERO_VEC3);
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} else {
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// NOTE: angularSpeed is currently in degrees/sec!!!
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@ -799,10 +802,18 @@ void EntityItem::simulateSimpleKinematicMotion(float timeElapsed) {
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// "ground" plane of the domain, but for now it's what we've got
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velocity += getGravity() * timeElapsed;
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}
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// NOTE: the simulation should NOT set any DirtyFlags on this entity
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setPosition(position); // this will automatically recalculate our collision shape
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setVelocity(velocity);
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float speed = glm::length(velocity);
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const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f; // 1mm/sec
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if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
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setVelocity(ENTITY_ITEM_ZERO_VEC3);
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if (speed > 0.0f) {
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_dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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}
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} else {
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setPosition(position); // this will automatically recalculate our collision shape
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setVelocity(velocity);
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}
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}
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}
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@ -886,7 +897,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
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if (_created != UNKNOWN_CREATED_TIME) {
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setLastEdited(now);
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}
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if (getDirtyFlags() & EntityItem::DIRTY_POSITION) {
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if (getDirtyFlags() & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
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_lastSimulated = now;
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}
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}
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@ -14,7 +14,7 @@
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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#include "SimpleEntityKinematicController.h"
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#include "PhysicsEngine.h"
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QSet<EntityItem*>* _outgoingEntityList;
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@ -41,8 +41,6 @@ EntityMotionState::~EntityMotionState() {
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assert(_entity);
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_entity->setPhysicsInfo(NULL);
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_entity = NULL;
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delete _kinematicController;
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_kinematicController = NULL;
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}
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MotionType EntityMotionState::computeMotionType() const {
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@ -52,13 +50,15 @@ MotionType EntityMotionState::computeMotionType() const {
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return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
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}
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void EntityMotionState::addKinematicController() {
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if (!_kinematicController) {
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_kinematicController = new SimpleEntityKinematicController(_entity);
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_kinematicController->start();
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} else {
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_kinematicController->start();
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}
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void EntityMotionState::updateKinematicState(uint32_t substep) {
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setKinematic(_entity->isMoving(), substep);
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}
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void EntityMotionState::stepKinematicSimulation(uint32_t substep) {
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assert(_isKinematic);
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float dt = (substep - _lastKinematicSubstep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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_entity->simulateSimpleKinematicMotion(dt);
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_lastKinematicSubstep = substep;
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}
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// This callback is invoked by the physics simulation in two cases:
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@ -67,8 +67,11 @@ void EntityMotionState::addKinematicController() {
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// (2) at the beginning of each simulation frame for KINEMATIC RigidBody's --
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// it is an opportunity for outside code to update the object's simulation position
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void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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if (_kinematicController && _kinematicController->isRunning()) {
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_kinematicController->stepForward();
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if (_isKinematic) {
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uint32_t substep = PhysicsEngine::getNumSubsteps();
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// remove const-ness so we can actually update this instance
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EntityMotionState* thisMotion = const_cast<EntityMotionState*>(this);
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thisMotion->stepKinematicSimulation(substep);
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}
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worldTrans.setOrigin(glmToBullet(_entity->getPositionInMeters() - ObjectMotionState::getWorldOffset()));
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worldTrans.setRotation(glmToBullet(_entity->getRotation()));
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@ -229,12 +232,14 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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uint32_t EntityMotionState::getIncomingDirtyFlags() const {
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uint32_t dirtyFlags = _entity->getDirtyFlags();
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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int bodyFlags = _body->getCollisionFlags();
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bool isMoving = _entity->isMoving();
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
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(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
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dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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if (_body) {
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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int bodyFlags = _body->getCollisionFlags();
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bool isMoving = _entity->isMoving();
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
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(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
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dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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}
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}
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return dirtyFlags;
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}
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@ -14,7 +14,6 @@
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#include <AACube.h>
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#include "KinematicController.h"
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#include "ObjectMotionState.h"
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class EntityItem;
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@ -39,8 +38,8 @@ public:
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/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
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MotionType computeMotionType() const;
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// virtual override for ObjectMotionState
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void addKinematicController();
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void updateKinematicState(uint32_t substep);
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void stepKinematicSimulation(uint32_t substep);
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// this relays incoming position/rotation to the RigidBody
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void getWorldTransform(btTransform& worldTrans) const;
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@ -12,7 +12,6 @@
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#include <math.h>
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#include "BulletUtil.h"
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#include "KinematicController.h"
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#include "ObjectMotionState.h"
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#include "PhysicsEngine.h"
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@ -56,10 +55,6 @@ ObjectMotionState::ObjectMotionState() :
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ObjectMotionState::~ObjectMotionState() {
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// NOTE: you MUST remove this MotionState from the world before you call the dtor.
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assert(_body == NULL);
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if (_kinematicController) {
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delete _kinematicController;
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_kinematicController = NULL;
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}
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}
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void ObjectMotionState::setFriction(float friction) {
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@ -108,6 +103,15 @@ bool ObjectMotionState::doesNotNeedToSendUpdate() const {
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bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) {
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assert(_body);
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// if we've never checked before, our _sentFrame will be 0, and we need to initialize our state
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if (_sentFrame == 0) {
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_sentPosition = bulletToGLM(_body->getWorldTransform().getOrigin());
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_sentVelocity = bulletToGLM(_body->getLinearVelocity());
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_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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_sentFrame = simulationFrame;
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return false;
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}
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float dt = (float)(simulationFrame - _sentFrame) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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_sentFrame = simulationFrame;
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bool isActive = _body->isActive();
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@ -164,13 +168,6 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) {
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return (fabsf(glm::dot(actualRotation, _sentRotation)) < MIN_ROTATION_DOT);
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}
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void ObjectMotionState::removeKinematicController() {
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if (_kinematicController) {
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delete _kinematicController;
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_kinematicController = NULL;
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}
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}
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void ObjectMotionState::setRigidBody(btRigidBody* body) {
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// give the body a (void*) back-pointer to this ObjectMotionState
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if (_body != body) {
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@ -183,3 +180,8 @@ void ObjectMotionState::setRigidBody(btRigidBody* body) {
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}
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}
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}
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void ObjectMotionState::setKinematic(bool kinematic, uint32_t substep) {
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_isKinematic = kinematic;
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_lastKinematicSubstep = substep;
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}
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@ -46,7 +46,6 @@ const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = EntityItem::DIRTY_POSITION | Entit
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class OctreeEditPacketSender;
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class KinematicController;
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class ObjectMotionState : public btMotionState {
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public:
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@ -93,11 +92,15 @@ public:
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virtual MotionType computeMotionType() const = 0;
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virtual void addKinematicController() = 0;
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virtual void removeKinematicController();
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virtual void updateKinematicState(uint32_t substep) = 0;
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btRigidBody* getRigidBody() const { return _body; }
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bool isKinematic() const { return _isKinematic; }
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void setKinematic(bool kinematic, uint32_t substep);
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virtual void stepKinematicSimulation(uint32_t substep) = 0;
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friend class PhysicsEngine;
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protected:
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void setRigidBody(btRigidBody* body);
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@ -114,6 +117,9 @@ protected:
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btRigidBody* _body;
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bool _isKinematic = false;
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uint32_t _lastKinematicSubstep = 0;
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bool _sentMoving; // true if last update was moving
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int _numNonMovingUpdates; // RELIABLE_SEND_HACK for "not so reliable" resends of packets for non-moving objects
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@ -124,8 +130,6 @@ protected:
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glm::vec3 _sentVelocity;
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glm::vec3 _sentAngularVelocity; // radians per second
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glm::vec3 _sentAcceleration;
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KinematicController* _kinematicController = NULL;
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};
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#endif // hifi_ObjectMotionState_h
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@ -62,7 +62,13 @@ void PhysicsEngine::addEntityInternal(EntityItem* entity) {
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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addObject(shapeInfo, shape, motionState);
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} else {
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} else if (entity->isMoving()) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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motionState->setKinematic(true, _numSubsteps);
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_nonPhysicalKinematicObjects.insert(motionState);
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// We failed to add the entity to the simulation. Probably because we couldn't create a shape for it.
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//qDebug() << "failed to add entity " << entity->getEntityItemID() << " to physics engine";
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}
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@ -74,10 +80,16 @@ void PhysicsEngine::removeEntityInternal(EntityItem* entity) {
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(physicsInfo);
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removeObject(motionState);
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if (motionState->getRigidBody()) {
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removeObject(motionState);
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} else {
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// only need to hunt in this list when there is no RigidBody
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_nonPhysicalKinematicObjects.remove(motionState);
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}
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_entityMotionStates.remove(motionState);
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_incomingChanges.remove(motionState);
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_outgoingPackets.remove(motionState);
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// NOTE: EntityMotionState dtor will remove its backpointer from EntityItem
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delete motionState;
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}
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}
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@ -117,6 +129,7 @@ void PhysicsEngine::clearEntitiesInternal() {
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delete (*stateItr);
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}
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_entityMotionStates.clear();
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_nonPhysicalKinematicObjects.clear();
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_incomingChanges.clear();
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_outgoingPackets.clear();
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}
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@ -127,19 +140,75 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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QSet<ObjectMotionState*>::iterator stateItr = _incomingChanges.begin();
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while (stateItr != _incomingChanges.end()) {
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ObjectMotionState* motionState = *stateItr;
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++stateItr;
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uint32_t flags = motionState->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
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bool removeMotionState = false;
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btRigidBody* body = motionState->getRigidBody();
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if (body) {
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if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
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// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
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// but it also handles all EASY changes
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updateObjectHard(body, motionState, flags);
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bool success = updateObjectHard(body, motionState, flags);
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if (!success) {
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// NOTE: since updateObjectHard() failed we know that motionState has been removed
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// from simulation and body has been deleted. Depending on what else has changed
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// we might need to remove motionState altogether...
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if (flags & EntityItem::DIRTY_VELOCITY) {
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motionState->updateKinematicState(_numSubsteps);
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if (motionState->isKinematic()) {
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// all is NOT lost, we still need to move this object around kinematically
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_nonPhysicalKinematicObjects.insert(motionState);
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} else {
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// no need to keep motionState around
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removeMotionState = true;
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}
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} else {
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// no need to keep motionState around
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removeMotionState = true;
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}
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}
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} else if (flags) {
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// an EASY update does NOT require that the body be pulled out of physics engine
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// hence the MotionState has all the knowledge and authority to perform the update.
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motionState->updateObjectEasy(flags, _numSubsteps);
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}
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} else {
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// the only way we should ever get here (motionState exists but no body) is when the object
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// is undergoing non-physical kinematic motion.
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assert(_nonPhysicalKinematicObjects.contains(motionState));
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// it is possible that the changes are such that the object can now be added to the physical simulation
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if (flags & EntityItem::DIRTY_SHAPE) {
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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addObject(shapeInfo, shape, motionState);
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_nonPhysicalKinematicObjects.remove(motionState);
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} else if (flags & EntityItem::DIRTY_VELOCITY) {
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// although we couldn't add the object to the simulation, might need to update kinematic motion...
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motionState->updateKinematicState(_numSubsteps);
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if (!motionState->isKinematic()) {
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_nonPhysicalKinematicObjects.remove(motionState);
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removeMotionState = true;
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}
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}
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} else if (flags & EntityItem::DIRTY_VELOCITY) {
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// although we still can't add to physics simulation, might need to update kinematic motion...
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motionState->updateKinematicState(_numSubsteps);
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if (!motionState->isKinematic()) {
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_nonPhysicalKinematicObjects.remove(motionState);
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removeMotionState = true;
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}
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}
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}
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if (removeMotionState) {
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// if we get here then there is no need to keep this motionState around (no physics or kinematics)
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_outgoingPackets.remove(motionState);
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// NOTE: motionState will clean up its own backpointers in the Object
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delete motionState;
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continue;
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}
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// NOTE: the grand order of operations is:
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@ -152,7 +221,6 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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// outgoing changes at this point.
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motionState->clearOutgoingPacketFlags(flags); // clear outgoing flags that were trumped
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motionState->clearIncomingDirtyFlags(flags); // clear incoming flags that were processed
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++stateItr;
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}
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_incomingChanges.clear();
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}
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@ -229,6 +297,7 @@ void PhysicsEngine::stepSimulation() {
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// This is step (2).
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int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
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_numSubsteps += (uint32_t)numSubsteps;
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stepNonPhysicalKinematics();
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unlock();
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// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
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@ -248,6 +317,18 @@ void PhysicsEngine::stepSimulation() {
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computeCollisionEvents();
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}
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// TODO: need to update non-physical kinematic objects
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void PhysicsEngine::stepNonPhysicalKinematics() {
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QSet<ObjectMotionState*>::iterator stateItr = _nonPhysicalKinematicObjects.begin();
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while (stateItr != _nonPhysicalKinematicObjects.end()) {
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ObjectMotionState* motionState = *stateItr;
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motionState->stepKinematicSimulation(_numSubsteps);
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++stateItr;
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}
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}
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// TODO?: need to occasionally scan for stopped non-physical kinematics objects
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void PhysicsEngine::computeCollisionEvents() {
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// update all contacts
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int numManifolds = _collisionDispatcher->getNumManifolds();
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@ -322,7 +403,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
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body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->setRigidBody(body);
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motionState->addKinematicController();
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motionState->setKinematic(true, _numSubsteps);
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const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
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const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
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body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
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@ -334,6 +415,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->updateInertiaTensor();
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motionState->setRigidBody(body);
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motionState->setKinematic(false, _numSubsteps);
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||||
motionState->updateObjectVelocities();
|
||||
// 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
|
||||
|
@ -348,6 +430,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -358,7 +441,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
||||
void PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
||||
assert(motionState);
|
||||
btRigidBody* body = motionState->getRigidBody();
|
||||
if (body) {
|
||||
|
@ -369,16 +452,14 @@ bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
|
|||
_shapeManager.releaseShape(shapeInfo);
|
||||
delete body;
|
||||
motionState->setRigidBody(NULL);
|
||||
motionState->removeKinematicController();
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
|
||||
removeContacts(motionState);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// private
|
||||
void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeMotionType();
|
||||
|
||||
// pull body out of physics engine
|
||||
|
@ -393,7 +474,16 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
|
||||
if (newShape != oldShape) {
|
||||
if (!newShape) {
|
||||
// FAIL! we are unable to support these changes!
|
||||
_shapeManager.releaseShape(oldShape);
|
||||
|
||||
delete body;
|
||||
motionState->setRigidBody(NULL);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
removeContacts(motionState);
|
||||
return false;
|
||||
} else 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);
|
||||
|
@ -426,7 +516,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
|
||||
body->setMassProps(0.0f, btVector3(0.0f, 0.0f, 0.0f));
|
||||
body->updateInertiaTensor();
|
||||
motionState->addKinematicController();
|
||||
motionState->setKinematic(true, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
|
@ -443,7 +533,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
body->updateInertiaTensor();
|
||||
}
|
||||
body->forceActivationState(ACTIVE_TAG);
|
||||
motionState->removeKinematicController();
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
|
@ -458,7 +548,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
|
||||
body->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
body->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
motionState->removeKinematicController();
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -467,4 +557,5 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
_dynamicsWorld->addRigidBody(body);
|
||||
|
||||
body->activate();
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -67,6 +67,7 @@ public:
|
|||
virtual void init(EntityEditPacketSender* packetSender);
|
||||
|
||||
void stepSimulation();
|
||||
void stepNonPhysicalKinematics();
|
||||
|
||||
void computeCollisionEvents();
|
||||
|
||||
|
@ -81,15 +82,16 @@ public:
|
|||
void addObject(const ShapeInfo& shapeInfo, btCollisionShape* shape, ObjectMotionState* motionState);
|
||||
|
||||
/// \param motionState pointer to Object's MotionState
|
||||
/// \return true if Object removed
|
||||
bool removeObject(ObjectMotionState* motionState);
|
||||
void removeObject(ObjectMotionState* motionState);
|
||||
|
||||
/// process queue of changed from external sources
|
||||
void relayIncomingChangesToSimulation();
|
||||
|
||||
private:
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
void updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
|
||||
// return 'true' of update was successful
|
||||
bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
|
||||
btClock _clock;
|
||||
|
@ -104,6 +106,7 @@ private:
|
|||
|
||||
// EntitySimulation stuff
|
||||
QSet<EntityMotionState*> _entityMotionStates; // all entities that we track
|
||||
QSet<ObjectMotionState*> _nonPhysicalKinematicObjects; // not in physics simulation, but still need kinematic simulation
|
||||
QSet<ObjectMotionState*> _incomingChanges; // entities with pending physics changes by script or packet
|
||||
QSet<ObjectMotionState*> _outgoingPackets; // MotionStates with pending changes that need to be sent over wire
|
||||
|
||||
|
|
Loading…
Reference in a new issue