overte/libraries/physics/src/ObjectMotionState.cpp
2014-12-30 13:15:57 -08:00

173 lines
5.5 KiB
C++

//
// ObjectMotionState.cpp
// libraries/physcis/src
//
// Created by Andrew Meadows 2014.11.05
// Copyright 2014 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
//
#ifdef USE_BULLET_PHYSICS
#include <math.h>
#include "BulletUtil.h"
#include "ObjectMotionState.h"
const float MIN_DENSITY = 200.0f;
const float DEFAULT_DENSITY = 1000.0f;
const float MAX_DENSITY = 20000.0f;
const float MIN_VOLUME = 0.001f;
const float DEFAULT_VOLUME = 1.0f;
const float MAX_VOLUME = 1000000.0f;
const float DEFAULT_FRICTION = 0.5f;
const float MAX_FRICTION = 10.0f;
const float DEFAULT_RESTITUTION = 0.0f;
// origin of physics simulation in world frame
glm::vec3 _worldOffset(0.0f);
// static
void ObjectMotionState::setWorldOffset(const glm::vec3& offset) {
_worldOffset = offset;
}
// static
const glm::vec3& ObjectMotionState::getWorldOffset() {
return _worldOffset;
}
ObjectMotionState::ObjectMotionState() :
_density(DEFAULT_DENSITY),
_volume(DEFAULT_VOLUME),
_friction(DEFAULT_FRICTION),
_restitution(DEFAULT_RESTITUTION),
_wasInWorld(false),
_motionType(MOTION_TYPE_STATIC),
_body(NULL),
_sentMoving(false),
_numNonMovingUpdates(0),
_outgoingPacketFlags(DIRTY_PHYSICS_FLAGS),
_sentFrame(0),
_sentPosition(0.0f),
_sentRotation(),
_sentVelocity(0.0f),
_sentAngularVelocity(0.0f),
_sentAcceleration(0.0f) {
}
ObjectMotionState::~ObjectMotionState() {
// NOTE: you MUST remove this MotionState from the world before you call the dtor.
assert(_body == NULL);
}
void ObjectMotionState::setDensity(float density) {
_density = btMax(btMin(fabsf(density), MAX_DENSITY), MIN_DENSITY);
}
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::setVolume(float volume) {
_volume = btMax(btMin(fabsf(volume), MAX_VOLUME), MIN_VOLUME);
}
void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
_body->setLinearVelocity(glmToBullet(velocity));
}
void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
_body->setAngularVelocity(glmToBullet(velocity));
}
void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
_body->setGravity(glmToBullet(gravity));
}
void ObjectMotionState::getVelocity(glm::vec3& velocityOut) const {
velocityOut = bulletToGLM(_body->getLinearVelocity());
}
void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const {
angularVelocityOut = bulletToGLM(_body->getAngularVelocity());
}
// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
// we alwasy resend packets for objects that have stopped moving up to some max limit.
const int MAX_NUM_NON_MOVING_UPDATES = 5;
bool ObjectMotionState::doesNotNeedToSendUpdate() const {
return !_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES;
}
const float FIXED_SUBSTEP = 1.0f / 60.0f;
bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const {
assert(_body);
float dt = (float)(simulationFrame - _sentFrame) * FIXED_SUBSTEP + subStepRemainder;
bool isActive = _body->isActive();
if (isActive) {
const float MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS = 10.0f;
if (dt > MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS) {
return true;
}
} else if (_sentMoving) {
if (!isActive) {
// this object just went inactive so send an update immediately
return true;
}
} else {
const float NON_MOVING_UPDATE_PERIOD = 1.0f;
if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
// at a faster rate than the MAX period above, and only send a limited number of them.
return true;
}
}
// 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 in done the simulation-frame, which is NOT necessarily the same as the world-frame
// due to _worldOffset.
// TODO: Andrew to reconcile Bullet and legacy damping coefficients.
// compute position error
glm::vec3 extrapolatedPosition = _sentPosition + dt * (_sentVelocity + (0.5f * dt) * _sentAcceleration);
btTransform worldTrans = _body->getWorldTransform();
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
float dx2 = glm::distance2(position, extrapolatedPosition);
const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
if (dx2 > MAX_POSITION_ERROR_SQUARED) {
return true;
}
// compute rotation error
float spin = glm::length(_sentAngularVelocity);
glm::quat extrapolatedRotation = _sentRotation;
const float MIN_SPIN = 1.0e-4f;
if (spin > MIN_SPIN) {
glm::vec3 axis = _sentAngularVelocity / spin;
extrapolatedRotation = glm::angleAxis(dt * spin, axis) * _sentRotation;
}
const float MIN_ROTATION_DOT = 0.98f;
glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
return (glm::dot(actualRotation, extrapolatedRotation) < MIN_ROTATION_DOT);
}
#endif // USE_BULLET_PHYSICS