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533 lines
20 KiB
C++
533 lines
20 KiB
C++
//
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// EntityMotionState.cpp
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2014.11.06
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <EntityItem.h>
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#include <EntityEditPacketSender.h>
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#include <PhysicsCollisionGroups.h>
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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#include "PhysicsEngine.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
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ObjectMotionState(shape),
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_entity(entity),
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_sentActive(false),
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_numNonMovingUpdates(0),
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_lastStep(0),
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_serverPosition(0.0f),
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_serverRotation(),
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_serverVelocity(0.0f),
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_serverAngularVelocity(0.0f),
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_serverGravity(0.0f),
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_serverAcceleration(0.0f),
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_accelerationNearlyGravityCount(0),
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_candidateForOwnership(false),
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_loopsSinceOwnershipBid(0),
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_loopsWithoutOwner(0)
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity != nullptr);
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setMass(_entity->computeMass());
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}
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EntityMotionState::~EntityMotionState() {
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// be sure to clear _entity before calling the destructor
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assert(!_entity);
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}
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void EntityMotionState::updateServerPhysicsVariables() {
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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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_serverAcceleration = _entity->getAcceleration();
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}
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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updateServerPhysicsVariables();
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
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_loopsWithoutOwner = 0;
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_candidateForOwnership = 0;
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if (_entity->getSimulatorID().isNull()
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&& !_entity->isMoving()
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&& _body->isActive()) {
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// remove the ACTIVATION flag because this object is coming to rest
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// according to a remote simulation and we don't want to wake it up again
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flags &= ~EntityItem::DIRTY_PHYSICS_ACTIVATION;
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_body->setActivationState(WANTS_DEACTIVATION);
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} else {
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid& sessionID = nodeList->getSessionUUID();
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if (_entity->getSimulatorID() != sessionID) {
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_loopsSinceOwnershipBid = 0;
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}
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}
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}
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if ((flags & EntityItem::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
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_body->activate();
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}
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}
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// virtual
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void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
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updateServerPhysicsVariables();
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ObjectMotionState::handleHardAndEasyChanges(flags, engine);
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}
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void EntityMotionState::clearObjectBackPointer() {
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ObjectMotionState::clearObjectBackPointer();
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_entity = nullptr;
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}
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MotionType EntityMotionState::computeObjectMotionType() const {
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if (!_entity) {
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return MOTION_TYPE_STATIC;
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}
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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return _entity->isMoving() ? MOTION_TYPE_KINEMATIC : MOTION_TYPE_STATIC;
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}
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bool EntityMotionState::isMoving() const {
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return _entity && _entity->isMoving();
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}
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// This callback is invoked by the physics simulation in two cases:
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// (1) when the RigidBody is first added to the world
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// (irregardless of MotionType: STATIC, DYNAMIC, or KINEMATIC)
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// (2) at the beginning of each simulation step for KINEMATIC RigidBody's --
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// it is an opportunity for outside code to update the object's simulation position
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void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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if (!_entity) {
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return;
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}
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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// This is physical kinematic motion which steps strictly by the subframe count
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// of the physics simulation.
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uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
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float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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_entity->simulateKinematicMotion(dt);
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// bypass const-ness so we can remember the step
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const_cast<EntityMotionState*>(this)->_lastKinematicStep = thisStep;
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}
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worldTrans.setOrigin(glmToBullet(getObjectPosition()));
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worldTrans.setRotation(glmToBullet(_entity->getRotation()));
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}
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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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if (!_entity) {
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return;
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}
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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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_entity->setVelocity(getBodyLinearVelocity());
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_entity->setAngularVelocity(getBodyAngularVelocity());
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_entity->setLastSimulated(usecTimestampNow());
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if (_entity->getSimulatorID().isNull()) {
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_loopsWithoutOwner++;
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const uint32_t OWNERSHIP_BID_DELAY = 50;
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if (_loopsWithoutOwner > OWNERSHIP_BID_DELAY) {
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//qDebug() << "Warning -- claiming something I saw moving." << getName();
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_candidateForOwnership = true;
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}
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} else {
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_loopsWithoutOwner = 0;
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}
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#ifdef WANT_DEBUG
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quint64 now = usecTimestampNow();
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qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
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qCDebug(physics) << " last edited:" << _entity->getLastEdited() << formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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#endif
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}
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// virtual and protected
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btCollisionShape* EntityMotionState::computeNewShape() {
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if (_entity) {
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ShapeInfo shapeInfo;
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_entity->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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return nullptr;
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}
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bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
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if (!_body || !_entity) {
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return false;
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}
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return _candidateForOwnership || sessionID == _entity->getSimulatorID();
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}
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bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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assert(_body);
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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 = bulletToGLM(_body->getLinearVelocity());
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_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
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_lastStep = simulationStep;
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_sentActive = false;
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return false;
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}
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#ifdef WANT_DEBUG
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glm::vec3 wasPosition = _serverPosition;
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glm::quat wasRotation = _serverRotation;
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glm::vec3 wasAngularVelocity = _serverAngularVelocity;
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#endif
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int numSteps = simulationStep - _lastStep;
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float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
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const float INACTIVE_UPDATE_PERIOD = 0.5f;
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if (!_sentActive) {
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// we resend the inactive update every INACTIVE_UPDATE_PERIOD
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// until it is removed from the outgoing updates
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// (which happens when we don't own the simulation and it isn't touching our simulation)
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return (dt > INACTIVE_UPDATE_PERIOD);
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}
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bool isActive = _body->isActive();
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if (!isActive) {
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// object has gone inactive but our last send was moving --> send non-moving update immediately
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return true;
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}
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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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_serverPosition += dt * _serverVelocity;
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}
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// Else we measure the error between current and extrapolated transform (according to expected behavior
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// of remote EntitySimulation) and return true if the error is significant.
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// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
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// due to _worldOffset.
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// TODO: compensate for _worldOffset offset here
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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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float dx2 = glm::distance2(position, _serverPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters
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if (dx2 > MAX_POSITION_ERROR_SQUARED) {
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#ifdef WANT_DEBUG
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qCDebug(physics) << ".... (dx2 > MAX_POSITION_ERROR_SQUARED) ....";
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qCDebug(physics) << "wasPosition:" << wasPosition;
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qCDebug(physics) << "bullet position:" << position;
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qCDebug(physics) << "_serverPosition:" << _serverPosition;
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qCDebug(physics) << "dx2:" << dx2;
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#endif
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return true;
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}
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if (glm::length2(_serverAngularVelocity) > 0.0f) {
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// compute rotation error
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float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
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_serverAngularVelocity *= attenuation;
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// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
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// we must integrate with the same algorithm and timestep in order achieve similar results.
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for (int i = 0; i < numSteps; ++i) {
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_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
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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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#ifdef WANT_DEBUG
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if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
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qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
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qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
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qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
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qCDebug(physics) << "length wasAngularVelocity:" << glm::length(wasAngularVelocity);
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qCDebug(physics) << "length _serverAngularVelocity:" << glm::length(_serverAngularVelocity);
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qCDebug(physics) << "wasRotation:" << wasRotation;
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qCDebug(physics) << "bullet actualRotation:" << actualRotation;
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qCDebug(physics) << "_serverRotation:" << _serverRotation;
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}
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#endif
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return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT);
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}
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bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) {
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// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
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// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
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assert(_entity);
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assert(_body);
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if (!remoteSimulationOutOfSync(simulationStep)) {
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_candidateForOwnership = false;
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return false;
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}
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if (_entity->getSimulatorID() == sessionID) {
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// we own the simulation
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_candidateForOwnership = false;
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return true;
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}
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const uint32_t FRAMES_BETWEEN_OWNERSHIP_CLAIMS = 30;
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if (_candidateForOwnership) {
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_candidateForOwnership = false;
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++_loopsSinceOwnershipBid;
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if (_loopsSinceOwnershipBid > FRAMES_BETWEEN_OWNERSHIP_CLAIMS) {
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// we don't own the simulation, but it's time to bid for it
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_loopsSinceOwnershipBid = 0;
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return true;
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}
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}
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_candidateForOwnership = false;
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return false;
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}
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
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assert(_entity);
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bool active = _body->isActive();
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if (!active) {
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// make sure all derivatives are zero
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glm::vec3 zero(0.0f);
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_entity->setVelocity(zero);
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_entity->setAngularVelocity(zero);
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_entity->setAcceleration(zero);
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_sentActive = false;
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} else {
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float gravityLength = glm::length(_entity->getGravity());
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float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
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if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
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// acceleration measured during the most recent simulation step was close to gravity.
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if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
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// only increment this if we haven't reached the threshold yet. this is to avoid
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// overflowing the counter.
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incrementAccelerationNearlyGravityCount();
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}
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} else {
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// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
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resetAccelerationNearlyGravityCount();
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}
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// if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
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// the entity server's estimates include gravity.
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if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
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_entity->setAcceleration(_entity->getGravity());
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} else {
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_entity->setAcceleration(glm::vec3(0.0f));
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}
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
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bool movingSlowly = glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD)
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&& glm::length2(_entity->getAngularVelocity()) < (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD)
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&& _entity->getAcceleration() == glm::vec3(0.0f);
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if (movingSlowly) {
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// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
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// other simulating observers to deactivate their own copies
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glm::vec3 zero(0.0f);
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_entity->setVelocity(zero);
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_entity->setAngularVelocity(zero);
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}
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_sentActive = true;
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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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_serverAcceleration = _entity->getAcceleration();
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_serverAngularVelocity = _entity->getAngularVelocity();
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EntityItemProperties properties = _entity->getProperties();
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// explicitly set the properties that changed so that they will be packed
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properties.setPosition(_serverPosition);
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properties.setRotation(_serverRotation);
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properties.setVelocity(_serverVelocity);
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properties.setAcceleration(_serverAcceleration);
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properties.setAngularVelocity(_serverAngularVelocity);
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// set the LastEdited of the properties but NOT the entity itself
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quint64 now = usecTimestampNow();
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properties.setLastEdited(now);
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#ifdef WANT_DEBUG
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quint64 lastSimulated = _entity->getLastSimulated();
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qCDebug(physics) << "EntityMotionState::sendUpdate()";
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qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
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<< "---------------------------------------------";
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qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
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#endif //def WANT_DEBUG
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if (sessionID == _entity->getSimulatorID()) {
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// we think we own the simulation
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if (!active) {
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// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
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// but we remember that we do still own it... and rely on the server to tell us that we don't
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properties.setSimulatorID(QUuid());
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} else {
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// explicitly set the property's simulatorID so that it is flagged as changed and will be packed
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properties.setSimulatorID(sessionID);
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}
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} else {
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// we don't own the simulation for this entity yet, but we're sending a bid for it
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properties.setSimulatorID(sessionID);
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}
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if (EntityItem::getSendPhysicsUpdates()) {
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EntityItemID id(_entity->getID());
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EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
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#ifdef WANT_DEBUG
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qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
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#endif
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entityPacketSender->queueEditEntityMessage(PacketTypeEntityEdit, id, properties);
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_entity->setLastBroadcast(usecTimestampNow());
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} else {
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#ifdef WANT_DEBUG
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qCDebug(physics) << "EntityMotionState::sendUpdate()... NOT sending update as requested.";
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#endif
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}
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_lastStep = step;
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}
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uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
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uint32_t dirtyFlags = 0;
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if (_body && _entity) {
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dirtyFlags = _entity->getDirtyFlags();
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_entity->clearDirtyFlags();
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// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
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int bodyFlags = _body->getCollisionFlags();
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bool isMoving = _entity->isMoving();
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if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
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(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
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dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
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}
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}
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return dirtyFlags;
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}
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// virtual
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QUuid EntityMotionState::getSimulatorID() const {
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if (_entity) {
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return _entity->getSimulatorID();
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}
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return QUuid();
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}
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// virtual
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void EntityMotionState::bump() {
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_candidateForOwnership = true;
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}
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void EntityMotionState::resetMeasuredBodyAcceleration() {
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_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
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if (_body) {
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_lastVelocity = bulletToGLM(_body->getLinearVelocity());
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} else {
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_lastVelocity = glm::vec3(0.0f);
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}
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_measuredAcceleration = glm::vec3(0.0f);
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}
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void EntityMotionState::measureBodyAcceleration() {
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// try to manually measure the true acceleration of the object
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uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
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uint32_t numSubsteps = thisStep - _lastMeasureStep;
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if (numSubsteps > 0) {
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float dt = ((float)numSubsteps * PHYSICS_ENGINE_FIXED_SUBSTEP);
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float invDt = 1.0f / dt;
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_lastMeasureStep = thisStep;
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_measuredDeltaTime = dt;
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// Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt
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// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
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glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
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_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
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_lastVelocity = velocity;
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if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS && !_candidateForOwnership) {
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_loopsSinceOwnershipBid = 0;
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_loopsWithoutOwner = 0;
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}
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}
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}
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glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
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// This is the dampened change in linear velocity, as calculated in measureBodyAcceleration: dv = a * dt
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// It is generally only meaningful during the lifespan of collision. In particular, it is not meaningful
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// when the entity first starts moving via direct user action.
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return _measuredAcceleration * _measuredDeltaTime;
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}
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// virtual
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void EntityMotionState::setMotionType(MotionType motionType) {
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ObjectMotionState::setMotionType(motionType);
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resetMeasuredBodyAcceleration();
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}
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|
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// virtual
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QString EntityMotionState::getName() {
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if (_entity) {
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return _entity->getName();
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}
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return "";
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}
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// virtual
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int16_t EntityMotionState::computeCollisionGroup() {
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switch (computeObjectMotionType()){
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case MOTION_TYPE_STATIC:
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return COLLISION_GROUP_STATIC;
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case MOTION_TYPE_KINEMATIC:
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return COLLISION_GROUP_KINEMATIC;
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default:
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break;
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}
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return COLLISION_GROUP_DEFAULT;
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}
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