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Merge pull request #4702 from AndrewMeadows/thermonuclear
PhysicsEngine cleanup in preparation for colliding avatars
This commit is contained in:
commit
e48552f243
19 changed files with 178 additions and 143 deletions
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@ -4425,7 +4425,6 @@ void Application::checkSkeleton() {
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_myAvatar->useBodyURL(DEFAULT_BODY_MODEL_URL, "Default");
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} else {
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_myAvatar->updateCharacterController();
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_physicsEngine.setCharacterController(_myAvatar->getCharacterController());
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}
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}
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@ -1058,3 +1058,20 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
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}
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// virtual
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void Avatar::rebuildSkeletonBody() {
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/* TODO: implement this and remove override from MyAvatar (when we have AvatarMotionStates working)
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if (_motionState) {
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// compute localAABox
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const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
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float radius = capsule.getRadius();
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float height = 2.0f * (capsule.getHalfHeight() + radius);
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glm::vec3 corner(-radius, -0.5f * height, -radius);
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corner += _skeletonModel.getBoundingShapeOffset();
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glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
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//_characterController.setLocalBoundingBox(corner, scale);
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_motionState->setBoundingBox(corner, scale);
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}
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*/
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}
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@ -162,6 +162,8 @@ public:
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// (otherwise floating point error will cause problems at large positions).
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void applyPositionDelta(const glm::vec3& delta);
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virtual void rebuildSkeletonBody();
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signals:
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void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
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@ -228,6 +230,8 @@ private:
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static int _jointConesID;
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int _voiceSphereID;
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//AvatarMotionState* _motionState = nullptr;
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};
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#endif // hifi_Avatar_h
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@ -59,7 +59,7 @@ private:
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AvatarSharedPointer newSharedAvatar();
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// virtual override
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// virtual overrides
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AvatarHash::iterator erase(const AvatarHash::iterator& iterator);
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QVector<AvatarSharedPointer> _avatarFades;
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@ -1079,7 +1079,7 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
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return Avatar::getPosition();
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}
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void MyAvatar::updateCharacterController() {
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void MyAvatar::rebuildSkeletonBody() {
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// compute localAABox
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const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
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float radius = capsule.getRadius();
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@ -138,7 +138,6 @@ public:
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virtual glm::vec3 getSkeletonPosition() const;
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void updateLocalAABox();
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DynamicCharacterController* getCharacterController() { return &_characterController; }
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void updateCharacterController();
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void clearJointAnimationPriorities();
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@ -192,6 +191,8 @@ public slots:
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void stopRecording();
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void saveRecording(QString filename);
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void loadLastRecording();
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virtual void rebuildSkeletonBody();
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signals:
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void transformChanged();
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@ -40,13 +40,14 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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_clampedFootPosition(0.0f),
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_headClipDistance(DEFAULT_NEAR_CLIP)
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{
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assert(_owningAvatar);
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}
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SkeletonModel::~SkeletonModel() {
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}
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void SkeletonModel::setJointStates(QVector<JointState> states) {
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Model::setJointStates(states);
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void SkeletonModel::initJointStates(QVector<JointState> states) {
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Model::initJointStates(states);
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// Determine the default eye position for avatar scale = 1.0
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int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
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@ -83,6 +84,7 @@ void SkeletonModel::setJointStates(QVector<JointState> states) {
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_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
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_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
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_owningAvatar->rebuildSkeletonBody();
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emit skeletonLoaded();
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}
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@ -28,7 +28,7 @@ public:
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SkeletonModel(Avatar* owningAvatar, QObject* parent = NULL);
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~SkeletonModel();
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void setJointStates(QVector<JointState> states);
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virtual void initJointStates(QVector<JointState> states);
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void simulate(float deltaTime, bool fullUpdate = true);
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@ -680,6 +680,17 @@ void EntityItem::setMass(float mass) {
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}
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}
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const float DEFAULT_ENTITY_RESTITUTION = 0.5f;
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const float DEFAULT_ENTITY_FRICTION = 0.5f;
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float EntityItem::getRestitution() const {
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return DEFAULT_ENTITY_RESTITUTION;
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}
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float EntityItem::getFriction() const {
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return DEFAULT_ENTITY_FRICTION;
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}
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void EntityItem::simulate(const quint64& now) {
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if (_lastSimulated == 0) {
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_lastSimulated = now;
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@ -840,11 +851,11 @@ glm::mat4 EntityItem::getWorldToEntityMatrix() const {
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return glm::inverse(getEntityToWorldMatrix());
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}
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glm::vec3 EntityItem::entityToWorld(const glm::vec3 point) const {
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glm::vec3 EntityItem::entityToWorld(const glm::vec3& point) const {
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return glm::vec3(getEntityToWorldMatrix() * glm::vec4(point, 1.0f));
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}
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glm::vec3 EntityItem::worldToEntity(const glm::vec3 point) const {
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glm::vec3 EntityItem::worldToEntity(const glm::vec3& point) const {
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return glm::vec3(getWorldToEntityMatrix() * glm::vec4(point, 1.0f));
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}
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@ -1164,7 +1175,7 @@ void EntityItem::updateVelocity(const glm::vec3& value) {
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void EntityItem::updateDamping(float value) {
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if (fabsf(_damping - value) > MIN_DAMPING_DELTA) {
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_damping = glm::clamp(value, 0.0f, 1.0f);
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_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
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_dirtyFlags |= EntityItem::DIRTY_MATERIAL;
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}
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}
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@ -1202,7 +1213,7 @@ void EntityItem::updateAngularVelocity(const glm::vec3& value) {
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void EntityItem::updateAngularDamping(float value) {
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if (fabsf(_angularDamping - value) > MIN_DAMPING_DELTA) {
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_angularDamping = glm::clamp(value, 0.0f, 1.0f);
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_dirtyFlags |= EntityItem::DIRTY_VELOCITY;
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_dirtyFlags |= EntityItem::DIRTY_MATERIAL;
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}
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}
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@ -55,7 +55,8 @@ public:
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DIRTY_SHAPE = 0x0020,
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DIRTY_LIFETIME = 0x0040,
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DIRTY_UPDATEABLE = 0x0080,
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DIRTY_PHYSICS_NO_WAKE = 0x0100 // we want to update values in physics engine without "waking" the object up
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DIRTY_MATERIAL = 0x00100,
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DIRTY_PHYSICS_NO_WAKE = 0x0200 // we want to update values in physics engine without "waking" the object up
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};
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DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
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@ -174,7 +175,7 @@ public:
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float getDensity() const { return _density; }
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const glm::vec3 getVelocity() const { return _velocity; } /// get velocity in meters
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const glm::vec3& getVelocity() const { return _velocity; } /// get velocity in meters
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void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in meters
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bool hasVelocity() const { return _velocity != ENTITY_ITEM_ZERO_VEC3; }
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@ -182,13 +183,16 @@ public:
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void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in meters
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bool hasGravity() const { return _gravity != ENTITY_ITEM_ZERO_VEC3; }
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const glm::vec3 getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
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const glm::vec3& getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
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void setAcceleration(const glm::vec3& value) { _acceleration = value; } /// acceleration in meters/second/second
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bool hasAcceleration() const { return _acceleration != ENTITY_ITEM_ZERO_VEC3; }
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float getDamping() const { return _damping; }
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void setDamping(float value) { _damping = value; }
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float getRestitution() const;
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float getFriction() const;
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// lifetime related properties.
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float getLifetime() const { return _lifetime; } /// get the lifetime in seconds for the entity
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void setLifetime(float value) { _lifetime = value; } /// set the lifetime in seconds for the entity
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@ -298,8 +302,8 @@ public:
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glm::mat4 getEntityToWorldMatrix() const;
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glm::mat4 getWorldToEntityMatrix() const;
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glm::vec3 worldToEntity(const glm::vec3 point) const;
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glm::vec3 entityToWorld(const glm::vec3 point) const;
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glm::vec3 worldToEntity(const glm::vec3& point) const;
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glm::vec3 entityToWorld(const glm::vec3& point) const;
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protected:
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@ -94,7 +94,7 @@ void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
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}
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}
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void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld,btScalar dt) {
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void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btVector3 actualVelocity = _rigidBody->getLinearVelocity();
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btScalar actualSpeed = actualVelocity.length();
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@ -315,10 +315,10 @@ void DynamicCharacterController::updateShapeIfNecessary() {
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float mass = 1.0f;
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btVector3 inertia(1.0f, 1.0f, 1.0f);
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_rigidBody = new btRigidBody(mass, NULL, _shape, inertia);
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_rigidBody->setSleepingThresholds (0.0f, 0.0f);
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_rigidBody->setAngularFactor (0.0f);
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_rigidBody->setSleepingThresholds(0.0f, 0.0f);
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_rigidBody->setAngularFactor(0.0f);
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_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
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glmToBullet(_avatarData->getPosition())));
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glmToBullet(_avatarData->getPosition())));
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if (_isHovering) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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@ -51,7 +51,7 @@ EntityMotionState::~EntityMotionState() {
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_entity = NULL;
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}
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MotionType EntityMotionState::computeMotionType() const {
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MotionType EntityMotionState::computeObjectMotionType() const {
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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@ -68,7 +68,7 @@ void EntityMotionState::stepKinematicSimulation(quint64 now) {
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// which is different from physical kinematic motion (inside getWorldTransform())
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// which steps in physics simulation time.
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_entity->simulate(now);
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// TODO: we can't use ObjectMotionState::measureAcceleration() here because the entity
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// TODO: we can't use measureBodyAcceleration() here because the entity
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// has no RigidBody and the timestep is a little bit out of sync with the physics simulation anyway.
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// Hence we must manually measure kinematic velocity and acceleration.
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}
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@ -101,7 +101,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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// This callback is invoked by the physics simulation at the end of each simulation step...
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// iff the corresponding RigidBody is DYNAMIC and has moved.
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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measureAcceleration();
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measureBodyAcceleration();
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
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@ -138,20 +138,20 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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#endif
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}
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void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
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void EntityMotionState::updateBodyEasy(uint32_t flags, uint32_t step) {
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if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY | EntityItem::DIRTY_PHYSICS_NO_WAKE)) {
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if (flags & EntityItem::DIRTY_POSITION) {
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_sentPosition = _entity->getPosition() - ObjectMotionState::getWorldOffset();
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_sentPosition = getObjectPosition() - ObjectMotionState::getWorldOffset();
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btTransform worldTrans;
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worldTrans.setOrigin(glmToBullet(_sentPosition));
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_sentRotation = _entity->getRotation();
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_sentRotation = getObjectRotation();
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worldTrans.setRotation(glmToBullet(_sentRotation));
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_body->setWorldTransform(worldTrans);
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}
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if (flags & EntityItem::DIRTY_VELOCITY) {
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updateObjectVelocities();
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updateBodyVelocities();
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}
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_sentStep = step;
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@ -160,54 +160,54 @@ void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
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}
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}
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// TODO: entity support for friction and restitution
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//_restitution = _entity->getRestitution();
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_body->setRestitution(_restitution);
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//_friction = _entity->getFriction();
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_body->setFriction(_friction);
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_linearDamping = _entity->getDamping();
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_angularDamping = _entity->getAngularDamping();
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_body->setDamping(_linearDamping, _angularDamping);
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if (flags & EntityItem::DIRTY_MATERIAL) {
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updateBodyMaterialProperties();
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}
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if (flags & EntityItem::DIRTY_MASS) {
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float mass = _entity->computeMass();
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ShapeInfo shapeInfo;
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_entity->computeShapeInfo(shapeInfo);
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float mass = computeObjectMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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_body->setMassProps(mass, inertia);
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_body->updateInertiaTensor();
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}
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};
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}
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void EntityMotionState::updateObjectVelocities() {
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void EntityMotionState::updateBodyMaterialProperties() {
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_body->setRestitution(getObjectRestitution());
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_body->setFriction(getObjectFriction());
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_body->setDamping(fabsf(btMin(getObjectLinearDamping(), 1.0f)), fabsf(btMin(getObjectAngularDamping(), 1.0f)));
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}
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void EntityMotionState::updateBodyVelocities() {
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if (_body) {
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_sentVelocity = _entity->getVelocity();
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setVelocity(_sentVelocity);
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_sentVelocity = getObjectLinearVelocity();
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setBodyVelocity(_sentVelocity);
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_sentAngularVelocity = _entity->getAngularVelocity();
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setAngularVelocity(_sentAngularVelocity);
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_sentAngularVelocity = getObjectAngularVelocity();
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setBodyAngularVelocity(_sentAngularVelocity);
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_sentGravity = _entity->getGravity();
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setGravity(_sentGravity);
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_sentGravity = getObjectGravity();
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setBodyGravity(_sentGravity);
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_body->setActivationState(ACTIVE_TAG);
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}
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}
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void EntityMotionState::computeShapeInfo(ShapeInfo& shapeInfo) {
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void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
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if (_entity->isReadyToComputeShape()) {
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_entity->computeShapeInfo(shapeInfo);
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}
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}
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float EntityMotionState::computeMass(const ShapeInfo& shapeInfo) const {
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float EntityMotionState::computeObjectMass(const ShapeInfo& shapeInfo) const {
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return _entity->computeMass();
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}
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationFrame) {
|
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bool baseResult = this->ObjectMotionState::shouldSendUpdate(simulationFrame);
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|
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if (!baseResult) {
|
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if (!ObjectMotionState::shouldSendUpdate(simulationFrame)) {
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return false;
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}
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||||
|
||||
|
|
|
@ -31,12 +31,11 @@ public:
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static void setOutgoingEntityList(QSet<EntityItem*>* list);
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static void enqueueOutgoingEntity(EntityItem* entity);
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|
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EntityMotionState() = delete; // prevent compiler from making default ctor
|
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EntityMotionState(EntityItem* item);
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virtual ~EntityMotionState();
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|
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/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
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virtual MotionType computeMotionType() const;
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virtual MotionType computeObjectMotionType() const;
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virtual void updateKinematicState(uint32_t substep);
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virtual void stepKinematicSimulation(quint64 now);
|
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|
@ -50,11 +49,12 @@ public:
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virtual void setWorldTransform(const btTransform& worldTrans);
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|
||||
// these relay incoming values to the RigidBody
|
||||
virtual void updateObjectEasy(uint32_t flags, uint32_t step);
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virtual void updateObjectVelocities();
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virtual void updateBodyEasy(uint32_t flags, uint32_t step);
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virtual void updateBodyMaterialProperties();
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virtual void updateBodyVelocities();
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virtual void computeShapeInfo(ShapeInfo& shapeInfo);
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virtual float computeMass(const ShapeInfo& shapeInfo) const;
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virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo);
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virtual float computeObjectMass(const ShapeInfo& shapeInfo) const;
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virtual bool shouldSendUpdate(uint32_t simulationFrame);
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virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
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|
@ -70,6 +70,17 @@ public:
|
|||
virtual void setShouldClaimSimulationOwnership(bool value) { _shouldClaimSimulationOwnership = value; }
|
||||
virtual bool getShouldClaimSimulationOwnership() { return _shouldClaimSimulationOwnership; }
|
||||
|
||||
virtual float getObjectRestitution() const { return _entity->getRestitution(); }
|
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virtual float getObjectFriction() const { return _entity->getFriction(); }
|
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virtual float getObjectLinearDamping() const { return _entity->getDamping(); }
|
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virtual float getObjectAngularDamping() const { return _entity->getAngularDamping(); }
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||||
|
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virtual const glm::vec3& getObjectPosition() const { return _entity->getPosition(); }
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||||
virtual const glm::quat& getObjectRotation() const { return _entity->getRotation(); }
|
||||
virtual const glm::vec3& getObjectLinearVelocity() const { return _entity->getVelocity(); }
|
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virtual const glm::vec3& getObjectAngularVelocity() const { return _entity->getAngularVelocity(); }
|
||||
virtual const glm::vec3& getObjectGravity() const { return _entity->getGravity(); }
|
||||
|
||||
protected:
|
||||
EntityItem* _entity;
|
||||
quint8 _accelerationNearlyGravityCount;
|
||||
|
|
|
@ -36,17 +36,13 @@ const glm::vec3& ObjectMotionState::getWorldOffset() {
|
|||
}
|
||||
|
||||
// static
|
||||
uint32_t _simulationStep = 0;
|
||||
void ObjectMotionState::setSimulationStep(uint32_t step) {
|
||||
assert(step > _simulationStep);
|
||||
_simulationStep = step;
|
||||
uint32_t _worldSimulationStep = 0;
|
||||
void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
|
||||
assert(step > _worldSimulationStep);
|
||||
_worldSimulationStep = step;
|
||||
}
|
||||
|
||||
ObjectMotionState::ObjectMotionState() :
|
||||
_friction(DEFAULT_FRICTION),
|
||||
_restitution(DEFAULT_RESTITUTION),
|
||||
_linearDamping(0.0f),
|
||||
_angularDamping(0.0f),
|
||||
_motionType(MOTION_TYPE_STATIC),
|
||||
_body(NULL),
|
||||
_sentMoving(false),
|
||||
|
@ -69,52 +65,36 @@ ObjectMotionState::~ObjectMotionState() {
|
|||
assert(_body == NULL);
|
||||
}
|
||||
|
||||
void ObjectMotionState::measureAcceleration() {
|
||||
void ObjectMotionState::measureBodyAcceleration() {
|
||||
// try to manually measure the true acceleration of the object
|
||||
uint32_t numSubsteps = _simulationStep - _lastSimulationStep;
|
||||
uint32_t numSubsteps = _worldSimulationStep - _lastSimulationStep;
|
||||
if (numSubsteps > 0) {
|
||||
float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
float invDt = 1.0f / dt;
|
||||
_lastSimulationStep = _simulationStep;
|
||||
_lastSimulationStep = _worldSimulationStep;
|
||||
|
||||
// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
|
||||
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
|
||||
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _linearDamping, dt) - _lastVelocity) * invDt;
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectMotionState::resetMeasuredAcceleration() {
|
||||
_lastSimulationStep = _simulationStep;
|
||||
void ObjectMotionState::resetMeasuredBodyAcceleration() {
|
||||
_lastSimulationStep = _worldSimulationStep;
|
||||
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
}
|
||||
|
||||
void ObjectMotionState::setFriction(float friction) {
|
||||
_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setRestitution(float restitution) {
|
||||
_restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setLinearDamping(float damping) {
|
||||
_linearDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setAngularDamping(float damping) {
|
||||
_angularDamping = btMax(btMin(fabsf(damping), 1.0f), 0.0f);
|
||||
}
|
||||
|
||||
void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
|
||||
void ObjectMotionState::setBodyVelocity(const glm::vec3& velocity) const {
|
||||
_body->setLinearVelocity(glmToBullet(velocity));
|
||||
}
|
||||
|
||||
void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
|
||||
void ObjectMotionState::setBodyAngularVelocity(const glm::vec3& velocity) const {
|
||||
_body->setAngularVelocity(glmToBullet(velocity));
|
||||
}
|
||||
|
||||
void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
|
||||
void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const {
|
||||
_body->setGravity(glmToBullet(gravity));
|
||||
}
|
||||
|
||||
|
@ -181,7 +161,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
// compute position error
|
||||
if (glm::length2(_sentVelocity) > 0.0f) {
|
||||
_sentVelocity += _sentAcceleration * dt;
|
||||
_sentVelocity *= powf(1.0f - _linearDamping, dt);
|
||||
_sentVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
_sentPosition += dt * _sentVelocity;
|
||||
}
|
||||
|
||||
|
@ -206,7 +186,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationStep) {
|
|||
|
||||
if (glm::length2(_sentAngularVelocity) > 0.0f) {
|
||||
// compute rotation error
|
||||
float attenuation = powf(1.0f - _angularDamping, dt);
|
||||
float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
|
||||
_sentAngularVelocity *= attenuation;
|
||||
|
||||
// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
|
||||
|
|
|
@ -36,7 +36,7 @@ enum MotionStateType {
|
|||
// and re-added to the physics engine and "easy" which just updates the body properties.
|
||||
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
|
||||
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY |
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP);
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP | EntityItem::DIRTY_MATERIAL);
|
||||
|
||||
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
|
||||
const uint32_t DIRTY_PHYSICS_FLAGS = HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS;
|
||||
|
@ -59,32 +59,30 @@ public:
|
|||
static void setWorldOffset(const glm::vec3& offset);
|
||||
static const glm::vec3& getWorldOffset();
|
||||
|
||||
static void setSimulationStep(uint32_t step);
|
||||
// The WorldSimulationStep is a cached copy of number of SubSteps of the simulation, used for local time measurements.
|
||||
static void setWorldSimulationStep(uint32_t step);
|
||||
|
||||
ObjectMotionState();
|
||||
~ObjectMotionState();
|
||||
|
||||
void measureAcceleration();
|
||||
void resetMeasuredAcceleration();
|
||||
void measureBodyAcceleration();
|
||||
void resetMeasuredBodyAcceleration();
|
||||
|
||||
// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
|
||||
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
virtual void updateObjectVelocities() = 0;
|
||||
virtual void updateBodyEasy(uint32_t flags, uint32_t frame) = 0;
|
||||
|
||||
virtual void updateBodyMaterialProperties() = 0;
|
||||
virtual void updateBodyVelocities() = 0;
|
||||
|
||||
MotionStateType getType() const { return _type; }
|
||||
virtual MotionType getMotionType() const { return _motionType; }
|
||||
|
||||
virtual void computeShapeInfo(ShapeInfo& info) = 0;
|
||||
virtual float computeMass(const ShapeInfo& shapeInfo) const = 0;
|
||||
virtual void computeObjectShapeInfo(ShapeInfo& info) = 0;
|
||||
virtual float computeObjectMass(const ShapeInfo& shapeInfo) const = 0;
|
||||
|
||||
void setFriction(float friction);
|
||||
void setRestitution(float restitution);
|
||||
void setLinearDamping(float damping);
|
||||
void setAngularDamping(float damping);
|
||||
|
||||
void setVelocity(const glm::vec3& velocity) const;
|
||||
void setAngularVelocity(const glm::vec3& velocity) const;
|
||||
void setGravity(const glm::vec3& gravity) const;
|
||||
void setBodyVelocity(const glm::vec3& velocity) const;
|
||||
void setBodyAngularVelocity(const glm::vec3& velocity) const;
|
||||
void setBodyGravity(const glm::vec3& gravity) const;
|
||||
|
||||
void getVelocity(glm::vec3& velocityOut) const;
|
||||
void getAngularVelocity(glm::vec3& angularVelocityOut) const;
|
||||
|
@ -97,7 +95,7 @@ public:
|
|||
virtual bool shouldSendUpdate(uint32_t simulationStep);
|
||||
virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) = 0;
|
||||
|
||||
virtual MotionType computeMotionType() const = 0;
|
||||
virtual MotionType computeObjectMotionType() const = 0;
|
||||
|
||||
virtual void updateKinematicState(uint32_t substep) = 0;
|
||||
|
||||
|
@ -117,18 +115,26 @@ public:
|
|||
virtual void setShouldClaimSimulationOwnership(bool value) { }
|
||||
virtual bool getShouldClaimSimulationOwnership() { return false; }
|
||||
|
||||
// These pure virtual methods must be implemented for each MotionState type
|
||||
// and make it possible to implement more complicated methods in this base class.
|
||||
|
||||
virtual float getObjectRestitution() const = 0;
|
||||
virtual float getObjectFriction() const = 0;
|
||||
virtual float getObjectLinearDamping() const = 0;
|
||||
virtual float getObjectAngularDamping() const = 0;
|
||||
|
||||
virtual const glm::vec3& getObjectPosition() const = 0;
|
||||
virtual const glm::quat& getObjectRotation() const = 0;
|
||||
virtual const glm::vec3& getObjectLinearVelocity() const = 0;
|
||||
virtual const glm::vec3& getObjectAngularVelocity() const = 0;
|
||||
virtual const glm::vec3& getObjectGravity() const = 0;
|
||||
|
||||
protected:
|
||||
void setRigidBody(btRigidBody* body);
|
||||
|
||||
MotionStateType _type = MOTION_STATE_TYPE_UNKNOWN;
|
||||
MotionStateType _type = MOTION_STATE_TYPE_UNKNOWN; // type of MotionState
|
||||
|
||||
// TODO: move these materials properties outside of ObjectMotionState
|
||||
float _friction;
|
||||
float _restitution;
|
||||
float _linearDamping;
|
||||
float _angularDamping;
|
||||
|
||||
MotionType _motionType;
|
||||
MotionType _motionType; // type of motion: KINEMATIC, DYNAMIC, or STATIC
|
||||
|
||||
btRigidBody* _body;
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "ShapeInfoUtil.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "ThreadSafeDynamicsWorld.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
static uint32_t _numSubsteps;
|
||||
|
||||
|
@ -172,9 +173,9 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
|
||||
// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
|
||||
// but it also handles all EASY changes
|
||||
bool success = updateObjectHard(body, motionState, flags);
|
||||
bool success = updateBodyHard(body, motionState, flags);
|
||||
if (!success) {
|
||||
// NOTE: since updateObjectHard() failed we know that motionState has been removed
|
||||
// NOTE: since updateBodyHard() failed we know that motionState has been removed
|
||||
// from simulation and body has been deleted. Depending on what else has changed
|
||||
// we might need to remove motionState altogether...
|
||||
if (flags & EntityItem::DIRTY_VELOCITY) {
|
||||
|
@ -194,10 +195,10 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
} else if (flags) {
|
||||
// an EASY update does NOT require that the body be pulled out of physics engine
|
||||
// hence the MotionState has all the knowledge and authority to perform the update.
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
motionState->updateBodyEasy(flags, _numSubsteps);
|
||||
}
|
||||
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
|
||||
motionState->resetMeasuredAcceleration();
|
||||
motionState->resetMeasuredBodyAcceleration();
|
||||
}
|
||||
} else {
|
||||
// the only way we should ever get here (motionState exists but no body) is when the object
|
||||
|
@ -207,7 +208,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
|
|||
// it is possible that the changes are such that the object can now be added to the physical simulation
|
||||
if (flags & EntityItem::DIRTY_SHAPE) {
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
|
||||
if (shape) {
|
||||
addObject(shapeInfo, shape, motionState);
|
||||
|
@ -341,7 +342,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
// lock on the tree before we re-lock ourselves.
|
||||
//
|
||||
// TODO: untangle these lock sequences.
|
||||
ObjectMotionState::setSimulationStep(_numSubsteps);
|
||||
ObjectMotionState::setWorldSimulationStep(_numSubsteps);
|
||||
_entityTree->lockForWrite();
|
||||
lock();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
|
@ -498,7 +499,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
float mass = 0.0f;
|
||||
btRigidBody* body = NULL;
|
||||
switch(motionState->computeMotionType()) {
|
||||
switch(motionState->computeObjectMotionType()) {
|
||||
case MOTION_TYPE_KINEMATIC: {
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
|
@ -511,13 +512,13 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
break;
|
||||
}
|
||||
case MOTION_TYPE_DYNAMIC: {
|
||||
mass = motionState->computeMass(shapeInfo);
|
||||
mass = motionState->computeObjectMass(shapeInfo);
|
||||
shape->calculateLocalInertia(mass, inertia);
|
||||
body = new btRigidBody(mass, motionState, shape, inertia);
|
||||
body->updateInertiaTensor();
|
||||
motionState->setRigidBody(body);
|
||||
motionState->setKinematic(false, _numSubsteps);
|
||||
motionState->updateObjectVelocities();
|
||||
motionState->updateBodyVelocities();
|
||||
// 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
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
|
@ -540,11 +541,10 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
|
|||
}
|
||||
}
|
||||
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
|
||||
body->setRestitution(motionState->_restitution);
|
||||
body->setFriction(motionState->_friction);
|
||||
body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
|
||||
motionState->updateBodyMaterialProperties();
|
||||
|
||||
_dynamicsWorld->addRigidBody(body);
|
||||
motionState->resetMeasuredAcceleration();
|
||||
motionState->resetMeasuredBodyAcceleration();
|
||||
}
|
||||
|
||||
void PhysicsEngine::bump(EntityItem* bumpEntity) {
|
||||
|
@ -608,8 +608,8 @@ void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {
|
|||
}
|
||||
|
||||
// private
|
||||
bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeMotionType();
|
||||
bool PhysicsEngine::updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
|
||||
MotionType newType = motionState->computeObjectMotionType();
|
||||
|
||||
// pull body out of physics engine
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
@ -621,7 +621,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
// get new shape
|
||||
btCollisionShape* oldShape = body->getCollisionShape();
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
|
||||
if (!newShape) {
|
||||
// FAIL! we are unable to support these changes!
|
||||
|
@ -640,7 +640,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
_shapeManager.releaseShape(oldShape);
|
||||
|
||||
// compute mass properties
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
float mass = motionState->computeObjectMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
|
@ -653,7 +653,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
}
|
||||
bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
|
||||
if (easyUpdate) {
|
||||
motionState->updateObjectEasy(flags, _numSubsteps);
|
||||
motionState->updateBodyEasy(flags, _numSubsteps);
|
||||
}
|
||||
|
||||
// update the motion parameters
|
||||
|
@ -675,8 +675,8 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
|
|||
if (! (flags & EntityItem::DIRTY_MASS)) {
|
||||
// always update mass properties when going dynamic (unless it's already been done above)
|
||||
ShapeInfo shapeInfo;
|
||||
motionState->computeShapeInfo(shapeInfo);
|
||||
float mass = motionState->computeMass(shapeInfo);
|
||||
motionState->computeObjectShapeInfo(shapeInfo);
|
||||
float mass = motionState->computeObjectMass(shapeInfo);
|
||||
btVector3 inertia(0.0f, 0.0f, 0.0f);
|
||||
body->getCollisionShape()->calculateLocalInertia(mass, inertia);
|
||||
body->setMassProps(mass, inertia);
|
||||
|
|
|
@ -39,8 +39,8 @@ public:
|
|||
ContactKey(void* a, void* b) : _a(a), _b(b) {}
|
||||
bool operator<(const ContactKey& other) const { return _a < other._a || (_a == other._a && _b < other._b); }
|
||||
bool operator==(const ContactKey& other) const { return _a == other._a && _b == other._b; }
|
||||
void* _a;
|
||||
void* _b;
|
||||
void* _a; // EntityMotionState pointer
|
||||
void* _b; // EntityMotionState pointer
|
||||
};
|
||||
|
||||
typedef std::map<ContactKey, ContactInfo> ContactMap;
|
||||
|
@ -100,7 +100,7 @@ private:
|
|||
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
|
||||
|
||||
// return 'true' of update was successful
|
||||
bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
bool updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
|
||||
|
||||
btClock _clock;
|
||||
|
|
|
@ -426,12 +426,12 @@ bool Model::updateGeometry() {
|
|||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
_meshGroupsKnown = false;
|
||||
setJointStates(newJointStates);
|
||||
initJointStates(newJointStates);
|
||||
needToRebuild = true;
|
||||
} else if (_jointStates.isEmpty()) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
if (fbxGeometry.joints.size() > 0) {
|
||||
setJointStates(createJointStates(fbxGeometry));
|
||||
initJointStates(createJointStates(fbxGeometry));
|
||||
needToRebuild = true;
|
||||
}
|
||||
} else if (!geometry->isLoaded()) {
|
||||
|
@ -469,7 +469,7 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
|
||||
// virtual
|
||||
void Model::setJointStates(QVector<JointState> states) {
|
||||
void Model::initJointStates(QVector<JointState> states) {
|
||||
_jointStates = states;
|
||||
initJointTransforms();
|
||||
|
||||
|
|
|
@ -244,7 +244,7 @@ protected:
|
|||
// returns 'true' if needs fullUpdate after geometry change
|
||||
bool updateGeometry();
|
||||
|
||||
virtual void setJointStates(QVector<JointState> states);
|
||||
virtual void initJointStates(QVector<JointState> states);
|
||||
|
||||
void setScaleInternal(const glm::vec3& scale);
|
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void scaleToFit();
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Reference in a new issue