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https://github.com/overte-org/overte.git
synced 2025-04-20 14:03:55 +02:00
EntityMotionState now uses parent-relative position and rotation and velocity when deciding if it needs to send an edit packet to the entity-server
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parent
5650ef9d52
commit
e1ae2a193f
4 changed files with 110 additions and 27 deletions
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@ -85,10 +85,10 @@ void EntityMotionState::updateServerPhysicsVariables() {
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return;
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}
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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_serverAngularVelocity = _entity->getAngularVelocity();
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Transform localTransform;
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_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
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_serverPosition = localTransform.getTranslation();
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_serverRotation = localTransform.getRotation();
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_serverAcceleration = _entity->getAcceleration();
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_serverActionData = _entity->getActionData();
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}
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@ -274,11 +274,11 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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// if we've never checked before, our _lastStep will be 0, and we need to initialize our state
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if (_lastStep == 0) {
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btTransform xform = _body->getWorldTransform();
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_serverPosition = bulletToGLM(xform.getOrigin());
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_serverRotation = bulletToGLM(xform.getRotation());
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_serverVelocity = getBodyLinearVelocityGTSigma();
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_serverPosition = _entity->worldPositionToParent(bulletToGLM(xform.getOrigin()));
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_serverRotation = _entity->worldRotationToParent(bulletToGLM(xform.getRotation()));
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_serverVelocity = _entity->worldVelocityToParent(getBodyLinearVelocityGTSigma());
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_serverAcceleration = Vectors::ZERO;
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_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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_serverAngularVelocity = _entity->worldVelocityToParent(bulletToGLM(_body->getAngularVelocity()));
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_lastStep = simulationStep;
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_serverActionData = _entity->getActionData();
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_numInactiveUpdates = 1;
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@ -315,9 +315,6 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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_lastStep = simulationStep;
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if (glm::length2(_serverVelocity) > 0.0f) {
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_serverVelocity += _serverAcceleration * dt;
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_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
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// the entity-server doesn't know where avatars are, so it doesn't do simple extrapolation for children of
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// avatars. We are trying to guess what values the entity server has, so we don't do it here, either. See
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// related code in EntitySimulation::moveSimpleKinematics.
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@ -326,6 +323,9 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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bool hasAvatarAncestor = _entity->hasAncestorOfType(NestableType::Avatar);
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if (ancestryIsKnown && !hasAvatarAncestor) {
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_serverVelocity += _serverAcceleration * dt;
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_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
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// NOTE: we ignore the second-order acceleration term when integrating
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// the position forward because Bullet also does this.
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_serverPosition += dt * _serverVelocity;
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@ -351,7 +351,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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// compute position error
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btTransform worldTrans = _body->getWorldTransform();
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glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
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glm::vec3 position = _entity->worldPositionToParent(bulletToGLM(worldTrans.getOrigin()));
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float dx2 = glm::distance2(position, _serverPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // corresponds to 2mm
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@ -386,7 +386,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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}
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}
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const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
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glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
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glm::quat actualRotation = _entity->worldRotationToParent(bulletToGLM(worldTrans.getRotation()));
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#ifdef WANT_DEBUG
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if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
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@ -491,11 +491,11 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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}
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// remember properties for local server prediction
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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Transform localTransform;
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_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
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_serverPosition = localTransform.getTranslation();
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_serverRotation = localTransform.getRotation();
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_serverAcceleration = _entity->getAcceleration();
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_serverAngularVelocity = _entity->getAngularVelocity();
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_serverActionData = _entity->getActionData();
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EntityItemProperties properties;
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@ -600,7 +600,7 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
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if (_body && _entity) {
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dirtyFlags = _entity->getDirtyFlags();
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if (dirtyFlags | Simulation::DIRTY_SIMULATOR_ID) {
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if (dirtyFlags & Simulation::DIRTY_SIMULATOR_ID) {
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// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
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// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
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uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
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@ -613,8 +613,9 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
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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->isMovingRelativeToParent();
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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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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) // ||
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// (bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)
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) {
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dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
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}
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}
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@ -75,6 +75,7 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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motionState->setMotionType(motionType);
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switch(motionType) {
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case MOTION_TYPE_KINEMATIC: {
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qDebug() << " --> KINEMATIC";
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if (!body) {
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btCollisionShape* shape = motionState->getShape();
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assert(shape);
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@ -91,6 +92,8 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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qDebug() << " --> DYNAMIC";
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mass = motionState->getMass();
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btCollisionShape* shape = motionState->getShape();
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assert(shape);
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@ -117,6 +120,8 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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}
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case MOTION_TYPE_STATIC:
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default: {
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qDebug() << " --> STATIC";
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if (!body) {
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assert(motionState->getShape());
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body = new btRigidBody(mass, motionState, motionState->getShape(), inertia);
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@ -174,6 +174,66 @@ glm::vec3 SpatiallyNestable::worldToLocal(const glm::vec3& position,
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return result.getTranslation();
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}
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glm::vec3 SpatiallyNestable::worldPositionToParent(const glm::vec3& position) {
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bool success;
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glm::vec3 result = SpatiallyNestable::worldToLocal(position, getParentID(), getParentJointIndex(), success);
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if (!success) {
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qDebug() << "Warning -- worldToLocal failed" << getID();
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}
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return result;
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}
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glm::vec3 SpatiallyNestable::worldVelocityToLocal(const glm::vec3& velocity, // can be linear or angular
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const QUuid& parentID, int parentJointIndex,
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bool& success) {
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Transform result;
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QSharedPointer<SpatialParentFinder> parentFinder = DependencyManager::get<SpatialParentFinder>();
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if (!parentFinder) {
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success = false;
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return glm::vec3();
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}
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Transform parentTransform;
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auto parentWP = parentFinder->find(parentID, success);
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if (!success) {
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return glm::vec3();
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}
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auto parent = parentWP.lock();
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if (!parentID.isNull() && !parent) {
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success = false;
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return glm::vec3();
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}
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if (parent) {
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parentTransform = parent->getTransform(parentJointIndex, success);
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if (!success) {
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return glm::vec3();
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}
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parentTransform.setScale(1.0f); // TODO: scale
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}
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success = true;
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parentTransform.setTranslation(glm::vec3(0.0f));
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Transform velocityTransform;
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velocityTransform.setTranslation(velocity);
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Transform myWorldTransform;
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Transform::mult(myWorldTransform, parentTransform, velocityTransform);
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myWorldTransform.setTranslation(velocity);
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Transform::inverseMult(result, parentTransform, myWorldTransform);
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return result.getTranslation();
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}
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glm::vec3 SpatiallyNestable::worldVelocityToParent(const glm::vec3& velocity) {
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bool success;
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glm::vec3 result = SpatiallyNestable::worldVelocityToLocal(velocity, getParentID(), getParentJointIndex(), success);
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if (!success) {
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qDebug() << "Warning -- worldVelocityToLocal failed" << getID();
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}
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return result;
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}
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glm::quat SpatiallyNestable::worldToLocal(const glm::quat& orientation,
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const QUuid& parentID, int parentJointIndex,
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bool& success) {
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@ -214,6 +274,15 @@ glm::quat SpatiallyNestable::worldToLocal(const glm::quat& orientation,
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return result.getRotation();
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}
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glm::quat SpatiallyNestable::worldRotationToParent(const glm::quat& orientation) {
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bool success;
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glm::quat result = SpatiallyNestable::worldToLocal(orientation, getParentID(), getParentJointIndex(), success);
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if (!success) {
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qDebug() << "Warning -- worldToLocal failed" << getID();
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}
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return result;
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}
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glm::vec3 SpatiallyNestable::localToWorld(const glm::vec3& position,
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const QUuid& parentID, int parentJointIndex,
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bool& success) {
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@ -46,11 +46,17 @@ public:
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virtual void setParentJointIndex(quint16 parentJointIndex);
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static glm::vec3 worldToLocal(const glm::vec3& position, const QUuid& parentID, int parentJointIndex, bool& success);
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static glm::vec3 worldVelocityToLocal(const glm::vec3& position, const QUuid& parentID,
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int parentJointIndex, bool& success);
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static glm::quat worldToLocal(const glm::quat& orientation, const QUuid& parentID, int parentJointIndex, bool& success);
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static glm::vec3 localToWorld(const glm::vec3& position, const QUuid& parentID, int parentJointIndex, bool& success);
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static glm::quat localToWorld(const glm::quat& orientation, const QUuid& parentID, int parentJointIndex, bool& success);
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glm::vec3 worldPositionToParent(const glm::vec3& position);
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glm::vec3 worldVelocityToParent(const glm::vec3& velocity);
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glm::quat worldRotationToParent(const glm::quat& orientation);
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// world frame
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virtual const Transform getTransform(bool& success, int depth = 0) const;
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virtual void setTransform(const Transform& transform, bool& success);
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@ -144,6 +150,15 @@ public:
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bool hasAncestorOfType(NestableType nestableType);
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void getLocalTransformAndVelocities(Transform& localTransform,
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glm::vec3& localVelocity,
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glm::vec3& localAngularVelocity) const;
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void setLocalTransformAndVelocities(
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const Transform& localTransform,
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const glm::vec3& localVelocity,
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const glm::vec3& localAngularVelocity);
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protected:
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const NestableType _nestableType; // EntityItem or an AvatarData
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QUuid _id;
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@ -151,13 +166,6 @@ protected:
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quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
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SpatiallyNestablePointer getParentPointer(bool& success) const;
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void getLocalTransformAndVelocities(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
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void setLocalTransformAndVelocities(
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const Transform& localTransform,
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const glm::vec3& localVelocity,
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const glm::vec3& localAngularVelocity);
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mutable SpatiallyNestableWeakPointer _parent;
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virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;
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