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Merge pull request #7058 from hyperlogic/tony/moving-platform-bugfixes
SpatiallyNestable: bug fixes for kinematic entities
This commit is contained in:
commit
db06674f7e
4 changed files with 46 additions and 29 deletions
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@ -885,83 +885,93 @@ void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
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return;
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}
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if (hasAngularVelocity()) {
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glm::vec3 angularVelocity = getAngularVelocity();
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if (hasLocalAngularVelocity()) {
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glm::vec3 localAngularVelocity = getLocalAngularVelocity();
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// angular damping
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if (_angularDamping > 0.0f) {
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angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
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localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
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#ifdef WANT_DEBUG
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qCDebug(entities) << " angularDamping :" << _angularDamping;
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qCDebug(entities) << " newAngularVelocity:" << angularVelocity;
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qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
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#endif
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}
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float angularSpeed = glm::length(angularVelocity);
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float angularSpeed = glm::length(localAngularVelocity);
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const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
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if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
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if (setFlags && angularSpeed > 0.0f) {
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_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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}
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angularVelocity = ENTITY_ITEM_ZERO_VEC3;
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localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
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} else {
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// for improved agreement with the way Bullet integrates rotations we use an approximation
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// and break the integration into bullet-sized substeps
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glm::quat rotation = getRotation();
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float dt = timeElapsed;
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while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
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glm::quat dQ = computeBulletRotationStep(angularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
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glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
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rotation = glm::normalize(dQ * rotation);
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dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
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}
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// NOTE: this final partial substep can drift away from a real Bullet simulation however
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// it only becomes significant for rapidly rotating objects
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// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
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glm::quat dQ = computeBulletRotationStep(angularVelocity, dt);
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glm::quat dQ = computeBulletRotationStep(localAngularVelocity, dt);
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rotation = glm::normalize(dQ * rotation);
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setRotation(rotation);
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}
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setAngularVelocity(angularVelocity);
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setLocalAngularVelocity(localAngularVelocity);
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}
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if (hasVelocity()) {
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if (hasLocalVelocity()) {
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// acceleration is in the global frame, so transform it into the local frame.
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// TODO: Move this into SpatiallyNestable.
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bool success;
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Transform transform = getParentTransform(success);
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glm::vec3 localAcceleration(glm::vec3::_null);
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if (success) {
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localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
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} else {
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localAcceleration = getAcceleration();
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}
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// linear damping
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glm::vec3 velocity = getVelocity();
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glm::vec3 localVelocity = getLocalVelocity();
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if (_damping > 0.0f) {
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velocity *= powf(1.0f - _damping, timeElapsed);
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localVelocity *= powf(1.0f - _damping, timeElapsed);
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#ifdef WANT_DEBUG
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qCDebug(entities) << " damping:" << _damping;
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qCDebug(entities) << " velocity AFTER dampingResistance:" << velocity;
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qCDebug(entities) << " glm::length(velocity):" << glm::length(velocity);
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qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
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qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
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#endif
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}
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// integrate position forward
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glm::vec3 position = getPosition();
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glm::vec3 newPosition = position + (velocity * timeElapsed);
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glm::vec3 localPosition = getLocalPosition();
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glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed;
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#ifdef WANT_DEBUG
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qCDebug(entities) << " EntityItem::simulate()....";
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qCDebug(entities) << " timeElapsed:" << timeElapsed;
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qCDebug(entities) << " old AACube:" << getMaximumAACube();
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qCDebug(entities) << " old position:" << position;
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qCDebug(entities) << " old velocity:" << velocity;
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qCDebug(entities) << " old position:" << localPosition;
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qCDebug(entities) << " old velocity:" << localVelocity;
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qCDebug(entities) << " old getAABox:" << getAABox();
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qCDebug(entities) << " newPosition:" << newPosition;
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qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newPosition, position);
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qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newLocalPosition, localPosition);
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#endif
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position = newPosition;
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localPosition = newLocalPosition;
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// apply effective acceleration, which will be the same as gravity if the Entity isn't at rest.
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if (hasAcceleration()) {
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velocity += getAcceleration() * timeElapsed;
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}
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localVelocity += localAcceleration * timeElapsed;
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float speed = glm::length(velocity);
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float speed = glm::length(localVelocity);
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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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@ -969,8 +979,8 @@ void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
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_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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}
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} else {
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setPosition(position);
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setVelocity(velocity);
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setLocalPosition(localPosition);
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setLocalVelocity(localVelocity);
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}
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#ifdef WANT_DEBUG
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@ -986,6 +996,10 @@ bool EntityItem::isMoving() const {
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return hasVelocity() || hasAngularVelocity();
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}
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bool EntityItem::isMovingRelativeToParent() const {
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return hasLocalVelocity() || hasLocalAngularVelocity();
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}
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EntityTreePointer EntityItem::getTree() const {
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EntityTreeElementPointer containingElement = getElement();
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EntityTreePointer tree = containingElement ? containingElement->getTree() : nullptr;
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@ -194,6 +194,7 @@ public:
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float getDensity() const { return _density; }
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bool hasVelocity() const { return getVelocity() != ENTITY_ITEM_ZERO_VEC3; }
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bool hasLocalVelocity() const { return getLocalVelocity() != ENTITY_ITEM_ZERO_VEC3; }
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const glm::vec3& getGravity() const { return _gravity; } /// get gravity in meters
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void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in meters
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@ -254,6 +255,7 @@ public:
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{ _registrationPoint = glm::clamp(value, 0.0f, 1.0f); requiresRecalcBoxes(); }
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bool hasAngularVelocity() const { return getAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; }
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bool hasLocalAngularVelocity() const { return getLocalAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; }
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float getAngularDamping() const { return _angularDamping; }
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void setAngularDamping(float value) { _angularDamping = value; }
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@ -339,6 +341,7 @@ public:
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void clearDirtyFlags(uint32_t mask = 0xffffffff) { _dirtyFlags &= ~mask; }
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bool isMoving() const;
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bool isMovingRelativeToParent() const;
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bool isSimulated() const { return _simulated; }
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@ -254,7 +254,7 @@ void EntitySimulation::moveSimpleKinematics(const quint64& now) {
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SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
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while (itemItr != _simpleKinematicEntities.end()) {
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EntityItemPointer entity = *itemItr;
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if (entity->isMoving() && !entity->getPhysicsInfo()) {
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if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
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entity->simulate(now);
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_entitiesToSort.insert(entity);
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++itemItr;
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@ -416,7 +416,7 @@ void SpatiallyNestable::setVelocity(const glm::vec3& velocity, bool& success) {
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Transform parentTransform = getParentTransform(success);
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_velocityLock.withWriteLock([&] {
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// TODO: take parent angularVelocity into account.
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_velocity = glm::inverse(parentTransform.getRotation()) * velocity - parentVelocity;
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_velocity = glm::inverse(parentTransform.getRotation()) * (velocity - parentVelocity);
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});
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}
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@ -460,7 +460,7 @@ void SpatiallyNestable::setAngularVelocity(const glm::vec3& angularVelocity, boo
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glm::vec3 parentAngularVelocity = getParentAngularVelocity(success);
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Transform parentTransform = getParentTransform(success);
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_angularVelocityLock.withWriteLock([&] {
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_angularVelocity = glm::inverse(parentTransform.getRotation()) * angularVelocity - parentAngularVelocity;
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_angularVelocity = glm::inverse(parentTransform.getRotation()) * (angularVelocity - parentAngularVelocity);
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});
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}
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