// // EntityMotionState.cpp // libraries/entities/src // // Created by Andrew Meadows on 2014.11.06 // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include "BulletUtil.h" #include "EntityMotionState.h" #include "PhysicsEngine.h" #include "PhysicsHelpers.h" #include "PhysicsLogging.h" static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f; static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4; EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) : ObjectMotionState(shape), _entity(entity), _sentActive(false), _numNonMovingUpdates(0), _lastStep(0), _serverPosition(0.0f), _serverRotation(), _serverVelocity(0.0f), _serverAngularVelocity(0.0f), _serverGravity(0.0f), _serverAcceleration(0.0f), _accelerationNearlyGravityCount(0), _candidateForOwnership(false), _loopsSinceOwnershipBid(0), _loopsWithoutOwner(0) { _type = MOTIONSTATE_TYPE_ENTITY; assert(_entity != nullptr); setMass(_entity->computeMass()); } EntityMotionState::~EntityMotionState() { // be sure to clear _entity before calling the destructor assert(!_entity); } void EntityMotionState::updateServerPhysicsVariables() { _serverPosition = _entity->getPosition(); _serverRotation = _entity->getRotation(); _serverVelocity = _entity->getVelocity(); _serverAngularVelocity = _entity->getAngularVelocity(); _serverAcceleration = _entity->getAcceleration(); } // virtual void EntityMotionState::handleEasyChanges(uint32_t flags) { updateServerPhysicsVariables(); ObjectMotionState::handleEasyChanges(flags); if (flags & EntityItem::DIRTY_SIMULATOR_ID) { _loopsWithoutOwner = 0; _candidateForOwnership = 0; if (_entity->getSimulatorID().isNull() && !_entity->isMoving() && _body->isActive()) { // remove the ACTIVATION flag because this object is coming to rest // according to a remote simulation and we don't want to wake it up again flags &= ~EntityItem::DIRTY_PHYSICS_ACTIVATION; _body->setActivationState(WANTS_DEACTIVATION); } else { auto nodeList = DependencyManager::get(); const QUuid& sessionID = nodeList->getSessionUUID(); if (_entity->getSimulatorID() != sessionID) { _loopsSinceOwnershipBid = 0; } } } if ((flags & EntityItem::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) { _body->activate(); } } // virtual void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) { updateServerPhysicsVariables(); ObjectMotionState::handleHardAndEasyChanges(flags, engine); } void EntityMotionState::clearObjectBackPointer() { ObjectMotionState::clearObjectBackPointer(); _entity = nullptr; } MotionType EntityMotionState::computeObjectMotionType() const { if (!_entity) { return MOTION_TYPE_STATIC; } if (_entity->getCollisionsWillMove()) { return MOTION_TYPE_DYNAMIC; } return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC; } bool EntityMotionState::isMoving() const { return _entity && _entity->isMoving(); } // This callback is invoked by the physics simulation in two cases: // (1) when the RigidBody is first added to the world // (irregardless of MotionType: STATIC, DYNAMIC, or KINEMATIC) // (2) at the beginning of each simulation step for KINEMATIC RigidBody's -- // it is an opportunity for outside code to update the object's simulation position void EntityMotionState::getWorldTransform(btTransform& worldTrans) const { if (!_entity) { return; } if (_motionType == MOTION_TYPE_KINEMATIC) { // This is physical kinematic motion which steps strictly by the subframe count // of the physics simulation. uint32_t thisStep = ObjectMotionState::getWorldSimulationStep(); float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP; _entity->simulateKinematicMotion(dt); // bypass const-ness so we can remember the step const_cast(this)->_lastKinematicStep = thisStep; } worldTrans.setOrigin(glmToBullet(getObjectPosition())); worldTrans.setRotation(glmToBullet(_entity->getRotation())); } // This callback is invoked by the physics simulation at the end of each simulation step... // iff the corresponding RigidBody is DYNAMIC and has moved. void EntityMotionState::setWorldTransform(const btTransform& worldTrans) { if (!_entity) { return; } measureBodyAcceleration(); _entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset()); _entity->setRotation(bulletToGLM(worldTrans.getRotation())); _entity->setVelocity(getBodyLinearVelocity()); _entity->setAngularVelocity(getBodyAngularVelocity()); _entity->setLastSimulated(usecTimestampNow()); if (_entity->getSimulatorID().isNull()) { _loopsWithoutOwner++; const uint32_t OWNERSHIP_BID_DELAY = 50; if (_loopsWithoutOwner > OWNERSHIP_BID_DELAY) { //qDebug() << "Warning -- claiming something I saw moving." << getName(); _candidateForOwnership = true; } } else { _loopsWithoutOwner = 0; } #ifdef WANT_DEBUG quint64 now = usecTimestampNow(); qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID(); qCDebug(physics) << " last edited:" << _entity->getLastEdited() << formatUsecTime(now - _entity->getLastEdited()) << "ago"; qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago"; qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago"; #endif } // virtual and protected btCollisionShape* EntityMotionState::computeNewShape() { if (_entity) { ShapeInfo shapeInfo; _entity->computeShapeInfo(shapeInfo); return getShapeManager()->getShape(shapeInfo); } return nullptr; } bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const { if (!_body || !_entity) { return false; } return _candidateForOwnership || sessionID == _entity->getSimulatorID(); } bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) { assert(_body); // if we've never checked before, our _lastStep will be 0, and we need to initialize our state if (_lastStep == 0) { btTransform xform = _body->getWorldTransform(); _serverPosition = bulletToGLM(xform.getOrigin()); _serverRotation = bulletToGLM(xform.getRotation()); _serverVelocity = bulletToGLM(_body->getLinearVelocity()); _serverAngularVelocity = bulletToGLM(_body->getAngularVelocity()); _lastStep = simulationStep; _sentActive = false; return false; } #ifdef WANT_DEBUG glm::vec3 wasPosition = _serverPosition; glm::quat wasRotation = _serverRotation; glm::vec3 wasAngularVelocity = _serverAngularVelocity; #endif int numSteps = simulationStep - _lastStep; float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP; const float INACTIVE_UPDATE_PERIOD = 0.5f; if (!_sentActive) { // we resend the inactive update every INACTIVE_UPDATE_PERIOD // until it is removed from the outgoing updates // (which happens when we don't own the simulation and it isn't touching our simulation) return (dt > INACTIVE_UPDATE_PERIOD); } bool isActive = _body->isActive(); if (!isActive) { // object has gone inactive but our last send was moving --> send non-moving update immediately return true; } _lastStep = simulationStep; if (glm::length2(_serverVelocity) > 0.0f) { _serverVelocity += _serverAcceleration * dt; _serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt); _serverPosition += dt * _serverVelocity; } // Else we measure the error between current and extrapolated transform (according to expected behavior // of remote EntitySimulation) and return true if the error is significant. // NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame // due to _worldOffset. // TODO: compensate for _worldOffset offset here // compute position error btTransform worldTrans = _body->getWorldTransform(); glm::vec3 position = bulletToGLM(worldTrans.getOrigin()); float dx2 = glm::distance2(position, _serverPosition); const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters if (dx2 > MAX_POSITION_ERROR_SQUARED) { #ifdef WANT_DEBUG qCDebug(physics) << ".... (dx2 > MAX_POSITION_ERROR_SQUARED) ...."; qCDebug(physics) << "wasPosition:" << wasPosition; qCDebug(physics) << "bullet position:" << position; qCDebug(physics) << "_serverPosition:" << _serverPosition; qCDebug(physics) << "dx2:" << dx2; #endif return true; } if (glm::length2(_serverAngularVelocity) > 0.0f) { // compute rotation error float attenuation = powf(1.0f - _body->getAngularDamping(), dt); _serverAngularVelocity *= attenuation; // Bullet caps the effective rotation velocity inside its rotation integration step, therefore // we must integrate with the same algorithm and timestep in order achieve similar results. for (int i = 0; i < numSteps; ++i) { _serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation); } } const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation glm::quat actualRotation = bulletToGLM(worldTrans.getRotation()); #ifdef WANT_DEBUG if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) { qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ...."; qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity; qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity; qCDebug(physics) << "length wasAngularVelocity:" << glm::length(wasAngularVelocity); qCDebug(physics) << "length _serverAngularVelocity:" << glm::length(_serverAngularVelocity); qCDebug(physics) << "wasRotation:" << wasRotation; qCDebug(physics) << "bullet actualRotation:" << actualRotation; qCDebug(physics) << "_serverRotation:" << _serverRotation; } #endif return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT); } bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) { // NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called // after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL. assert(_entity); assert(_body); if (!remoteSimulationOutOfSync(simulationStep)) { _candidateForOwnership = false; return false; } if (_entity->getSimulatorID() == sessionID) { // we own the simulation _candidateForOwnership = false; return true; } const uint32_t FRAMES_BETWEEN_OWNERSHIP_CLAIMS = 30; if (_candidateForOwnership) { _candidateForOwnership = false; ++_loopsSinceOwnershipBid; if (_loopsSinceOwnershipBid > FRAMES_BETWEEN_OWNERSHIP_CLAIMS) { // we don't own the simulation, but it's time to bid for it _loopsSinceOwnershipBid = 0; return true; } } _candidateForOwnership = false; return false; } void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) { assert(_entity); bool active = _body->isActive(); if (!active) { // make sure all derivatives are zero glm::vec3 zero(0.0f); _entity->setVelocity(zero); _entity->setAngularVelocity(zero); _entity->setAcceleration(zero); _sentActive = false; } else { float gravityLength = glm::length(_entity->getGravity()); float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength); if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) { // acceleration measured during the most recent simulation step was close to gravity. if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) { // only increment this if we haven't reached the threshold yet. this is to avoid // overflowing the counter. incrementAccelerationNearlyGravityCount(); } } else { // acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter resetAccelerationNearlyGravityCount(); } // if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let // the entity server's estimates include gravity. if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) { _entity->setAcceleration(_entity->getGravity()); } else { _entity->setAcceleration(glm::vec3(0.0f)); } const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec bool movingSlowly = glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD) && glm::length2(_entity->getAngularVelocity()) < (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD) && _entity->getAcceleration() == glm::vec3(0.0f); if (movingSlowly) { // velocities might not be zero, but we'll fake them as such, which will hopefully help convince // other simulating observers to deactivate their own copies glm::vec3 zero(0.0f); _entity->setVelocity(zero); _entity->setAngularVelocity(zero); } _sentActive = true; } // remember properties for local server prediction _serverPosition = _entity->getPosition(); _serverRotation = _entity->getRotation(); _serverVelocity = _entity->getVelocity(); _serverAcceleration = _entity->getAcceleration(); _serverAngularVelocity = _entity->getAngularVelocity(); EntityItemProperties properties = _entity->getProperties(); // explicitly set the properties that changed so that they will be packed properties.setPosition(_serverPosition); properties.setRotation(_serverRotation); properties.setVelocity(_serverVelocity); properties.setAcceleration(_serverAcceleration); properties.setAngularVelocity(_serverAngularVelocity); // set the LastEdited of the properties but NOT the entity itself quint64 now = usecTimestampNow(); properties.setLastEdited(now); #ifdef WANT_DEBUG quint64 lastSimulated = _entity->getLastSimulated(); qCDebug(physics) << "EntityMotionState::sendUpdate()"; qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID() << "---------------------------------------------"; qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now); #endif //def WANT_DEBUG if (sessionID == _entity->getSimulatorID()) { // we think we own the simulation if (!active) { // we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID // but we remember that we do still own it... and rely on the server to tell us that we don't properties.setSimulatorID(QUuid()); } else { // explicitly set the property's simulatorID so that it is flagged as changed and will be packed properties.setSimulatorID(sessionID); } } else { // we don't own the simulation for this entity yet, but we're sending a bid for it properties.setSimulatorID(sessionID); } if (EntityItem::getSendPhysicsUpdates()) { EntityItemID id(_entity->getID()); EntityEditPacketSender* entityPacketSender = static_cast(packetSender); #ifdef WANT_DEBUG qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()..."; #endif entityPacketSender->queueEditEntityMessage(PacketTypeEntityEdit, id, properties); _entity->setLastBroadcast(usecTimestampNow()); } else { #ifdef WANT_DEBUG qCDebug(physics) << "EntityMotionState::sendUpdate()... NOT sending update as requested."; #endif } _lastStep = step; } uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() { uint32_t dirtyFlags = 0; if (_body && _entity) { dirtyFlags = _entity->getDirtyFlags(); _entity->clearDirtyFlags(); // we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings int bodyFlags = _body->getCollisionFlags(); bool isMoving = _entity->isMoving(); if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) || (bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) { dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE; } } return dirtyFlags; } // virtual QUuid EntityMotionState::getSimulatorID() const { if (_entity) { return _entity->getSimulatorID(); } return QUuid(); } // virtual void EntityMotionState::bump() { _candidateForOwnership = true; } void EntityMotionState::resetMeasuredBodyAcceleration() { _lastMeasureStep = ObjectMotionState::getWorldSimulationStep(); if (_body) { _lastVelocity = bulletToGLM(_body->getLinearVelocity()); } else { _lastVelocity = glm::vec3(0.0f); } _measuredAcceleration = glm::vec3(0.0f); } void EntityMotionState::measureBodyAcceleration() { // try to manually measure the true acceleration of the object uint32_t thisStep = ObjectMotionState::getWorldSimulationStep(); uint32_t numSubsteps = thisStep - _lastMeasureStep; if (numSubsteps > 0) { float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP); float invDt = 1.0f / dt; _lastMeasureStep = thisStep; _measuredDeltaTime = dt; // 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 - _body->getLinearDamping(), dt) - _lastVelocity) * invDt; _lastVelocity = velocity; if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS && !_candidateForOwnership) { _loopsSinceOwnershipBid = 0; _loopsWithoutOwner = 0; } } } glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const { // This is the dampened change in linear velocity, as calculated in measureBodyAcceleration: dv = a * dt // It is generally only meaningful during the lifespan of collision. In particular, it is not meaningful // when the entity first starts moving via direct user action. return _measuredAcceleration * _measuredDeltaTime; } // virtual void EntityMotionState::setMotionType(MotionType motionType) { ObjectMotionState::setMotionType(motionType); resetMeasuredBodyAcceleration(); } // virtual QString EntityMotionState::getName() { if (_entity) { return _entity->getName(); } return ""; } // virtual int16_t EntityMotionState::computeCollisionGroup() { switch (computeObjectMotionType()){ case MOTION_TYPE_STATIC: return COLLISION_GROUP_STATIC; case MOTION_TYPE_KINEMATIC: return COLLISION_GROUP_KINEMATIC; default: break; } return COLLISION_GROUP_DEFAULT; }