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173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
//
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// ObjectMotionState.cpp
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.11.05
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// Copyright 2014 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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#ifdef USE_BULLET_PHYSICS
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#include <math.h>
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#include "BulletUtil.h"
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#include "ObjectMotionState.h"
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const float MIN_DENSITY = 200.0f;
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const float DEFAULT_DENSITY = 1000.0f;
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const float MAX_DENSITY = 20000.0f;
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const float MIN_VOLUME = 0.001f;
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const float DEFAULT_VOLUME = 1.0f;
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const float MAX_VOLUME = 1000000.0f;
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const float DEFAULT_FRICTION = 0.5f;
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const float MAX_FRICTION = 10.0f;
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const float DEFAULT_RESTITUTION = 0.0f;
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// origin of physics simulation in world frame
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glm::vec3 _worldOffset(0.0f);
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// static
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void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
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_worldOffset = offset;
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}
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// static
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const glm::vec3& ObjectMotionState::getWorldOffset() {
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return _worldOffset;
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}
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ObjectMotionState::ObjectMotionState() :
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_density(DEFAULT_DENSITY),
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_volume(DEFAULT_VOLUME),
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_friction(DEFAULT_FRICTION),
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_restitution(DEFAULT_RESTITUTION),
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_wasInWorld(false),
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_motionType(MOTION_TYPE_STATIC),
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_body(NULL),
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_sentMoving(false),
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_numNonMovingUpdates(0),
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_outgoingPacketFlags(DIRTY_PHYSICS_FLAGS),
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_sentFrame(0),
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_sentPosition(0.0f),
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_sentRotation(),
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_sentVelocity(0.0f),
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_sentAngularVelocity(0.0f),
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_sentAcceleration(0.0f) {
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}
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ObjectMotionState::~ObjectMotionState() {
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// NOTE: you MUST remove this MotionState from the world before you call the dtor.
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assert(_body == NULL);
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}
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void ObjectMotionState::setDensity(float density) {
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_density = btMax(btMin(fabsf(density), MAX_DENSITY), MIN_DENSITY);
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}
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void ObjectMotionState::setFriction(float friction) {
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_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
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}
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void ObjectMotionState::setRestitution(float restitution) {
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_restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f);
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}
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void ObjectMotionState::setVolume(float volume) {
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_volume = btMax(btMin(fabsf(volume), MAX_VOLUME), MIN_VOLUME);
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}
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void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
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_body->setLinearVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
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_body->setAngularVelocity(glmToBullet(velocity));
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}
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void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
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_body->setGravity(glmToBullet(gravity));
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}
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void ObjectMotionState::getVelocity(glm::vec3& velocityOut) const {
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velocityOut = bulletToGLM(_body->getLinearVelocity());
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}
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void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const {
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angularVelocityOut = bulletToGLM(_body->getAngularVelocity());
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}
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// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
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// we alwasy resend packets for objects that have stopped moving up to some max limit.
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const int MAX_NUM_NON_MOVING_UPDATES = 5;
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bool ObjectMotionState::doesNotNeedToSendUpdate() const {
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return !_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES;
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}
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const float FIXED_SUBSTEP = 1.0f / 60.0f;
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bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const {
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assert(_body);
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float dt = (float)(simulationFrame - _sentFrame) * FIXED_SUBSTEP + subStepRemainder;
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bool isActive = _body->isActive();
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if (isActive) {
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const float MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS = 10.0f;
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if (dt > MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS) {
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return true;
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}
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} else if (_sentMoving) {
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if (!isActive) {
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// this object just went inactive so send an update immediately
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return true;
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}
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} else {
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const float NON_MOVING_UPDATE_PERIOD = 1.0f;
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if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
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// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
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// at a faster rate than the MAX period above, and only send a limited number of them.
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return true;
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}
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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 in done 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: Andrew to reconcile Bullet and legacy damping coefficients.
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// compute position error
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glm::vec3 extrapolatedPosition = _sentPosition + dt * (_sentVelocity + (0.5f * dt) * _sentAcceleration);
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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, extrapolatedPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
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if (dx2 > MAX_POSITION_ERROR_SQUARED) {
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return true;
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}
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// compute rotation error
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float spin = glm::length(_sentAngularVelocity);
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glm::quat extrapolatedRotation = _sentRotation;
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const float MIN_SPIN = 1.0e-4f;
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if (spin > MIN_SPIN) {
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glm::vec3 axis = _sentAngularVelocity / spin;
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extrapolatedRotation = glm::angleAxis(dt * spin, axis) * _sentRotation;
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}
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const float MIN_ROTATION_DOT = 0.98f;
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glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
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return (glm::dot(actualRotation, extrapolatedRotation) < MIN_ROTATION_DOT);
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}
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#endif // USE_BULLET_PHYSICS
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