overte/libraries/physics/src/EntityMotionState.cpp

817 lines
36 KiB
C++

//
// 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 "EntityMotionState.h"
#include <glm/gtx/norm.hpp>
#include <EntityItem.h>
#include <EntityItemProperties.h>
#include <EntityEditPacketSender.h>
#include <LogHandler.h>
#include <PhysicsCollisionGroups.h>
#include <Profile.h>
#include "BulletUtil.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
#include "PhysicsLogging.h"
const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer entity) :
ObjectMotionState(nullptr),
_entity(entity),
_serverPosition(0.0f),
_serverRotation(),
_serverVelocity(0.0f),
_serverAngularVelocity(0.0f),
_serverGravity(0.0f),
_serverAcceleration(0.0f),
_serverActionData(QByteArray()),
_lastVelocity(0.0f),
_measuredAcceleration(0.0f),
_nextBidExpiry(0),
_measuredDeltaTime(0.0f),
_lastMeasureStep(0),
_lastStep(0),
_loopsWithoutOwner(0),
_accelerationNearlyGravityCount(0),
_numInactiveUpdates(1)
{
// Why is _numInactiveUpdates initialied to 1?
// Because: when an entity is first created by a LOCAL operatioin its local simulation ownership is assumed,
// which causes it to be immediately placed on the 'owned' list, but in this case an "update" already just
// went out for the object's creation and there is no need to send another. By initializing _numInactiveUpdates
// to 1 here we trick remoteSimulationOutOfSync() to return "false" the first time through for this case.
_type = MOTIONSTATE_TYPE_ENTITY;
assert(_entity);
setMass(_entity->computeMass());
// we need the side-effects of EntityMotionState::setShape() so we call it explicitly here
// rather than pass the legit shape pointer to the ObjectMotionState ctor above.
setShape(shape);
if (_entity->isAvatarEntity() && _entity->getOwningAvatarID() != Physics::getSessionUUID()) {
// avatar entities are always thus, so we cache this fact in _ownershipState
_ownershipState = EntityMotionState::OwnershipState::Unownable;
}
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getDynamicData();
}
EntityMotionState::~EntityMotionState() {
if (_entity) {
assert(_entity->getPhysicsInfo() == this);
_entity->setPhysicsInfo(nullptr);
_entity.reset();
}
}
void EntityMotionState::updateServerPhysicsVariables() {
if (_ownershipState != EntityMotionState::OwnershipState::LocallyOwned) {
// only slam these values if we are NOT the simulation owner
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getDynamicData();
_lastStep = ObjectMotionState::getWorldSimulationStep();
}
}
void EntityMotionState::handleDeactivation() {
if (_entity->getDirtyFlags() & (Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES)) {
// Some non-physical event (script-call or network-packet) has modified the entity's transform and/or velocities
// at the last minute before deactivation --> the values stored in _server* and _body are stale.
// We assume the EntityMotionState is the last to know, so we copy from EntityItem and let things sort themselves out.
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getDynamicData();
_lastStep = ObjectMotionState::getWorldSimulationStep();
} else {
// copy _server data to entity
Transform localTransform = _entity->getLocalTransform();
localTransform.setTranslation(_serverPosition);
localTransform.setRotation(_serverRotation);
_entity->setLocalTransformAndVelocities(localTransform, ENTITY_ITEM_ZERO_VEC3, ENTITY_ITEM_ZERO_VEC3);
// and also to RigidBody
btTransform worldTrans;
worldTrans.setOrigin(glmToBullet(_entity->getWorldPosition()));
worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
_body->setWorldTransform(worldTrans);
// no need to update velocities... should already be zero
}
}
// virtual
void EntityMotionState::handleEasyChanges(uint32_t& flags) {
updateServerPhysicsVariables();
ObjectMotionState::handleEasyChanges(flags);
if (flags & Simulation::DIRTY_SIMULATOR_ID) {
if (_entity->getSimulatorID().isNull()) {
// simulation ownership has been removed
if (glm::length2(_entity->getWorldVelocity()) == 0.0f) {
// TODO: also check angularVelocity
// this object is coming to rest
flags &= ~Simulation::DIRTY_PHYSICS_ACTIVATION;
_body->setActivationState(WANTS_DEACTIVATION);
const float ACTIVATION_EXPIRY = 3.0f; // something larger than the 2.0 hard coded in Bullet
_body->setDeactivationTime(ACTIVATION_EXPIRY);
} else {
// disowned object is still moving --> start timer for ownership bid
// TODO? put a delay in here proportional to distance from object?
_bumpedPriority = glm::max(_bumpedPriority, VOLUNTEER_SIMULATION_PRIORITY);
_nextBidExpiry = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
}
_loopsWithoutOwner = 0;
_numInactiveUpdates = 0;
} else if (!isLocallyOwned()) {
// the entity is owned by someone else
_nextBidExpiry = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
_numInactiveUpdates = 0;
}
}
if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY) {
// The DIRTY_SIMULATOR_OWNERSHIP_PRIORITY bit means one of the following:
// (1) we own it but may need to change the priority OR...
// (2) we don't own it but should bid (because a local script has been changing physics properties)
// reset bid expiry so that we bid ASAP
_nextBidExpiry = 0;
}
if ((flags & Simulation::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
if (_body->isKinematicObject()) {
// only force activate kinematic bodies (dynamic shouldn't need force and
// active static bodies are special (see PhysicsEngine::_activeStaticBodies))
_body->activate(true);
_lastKinematicStep = ObjectMotionState::getWorldSimulationStep();
} else {
_body->activate();
}
}
}
PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
if (!_entity) {
return MOTION_TYPE_STATIC;
}
if (_entity->getLocked()) {
if (_entity->isMoving()) {
return MOTION_TYPE_KINEMATIC;
}
return MOTION_TYPE_STATIC;
}
if (_entity->getDynamic()) {
if (!_entity->getParentID().isNull()) {
// if something would have been dynamic but is a child of something else, force it to be kinematic, instead.
return MOTION_TYPE_KINEMATIC;
}
return MOTION_TYPE_DYNAMIC;
}
if (_entity->hasActions() ||
_entity->isMovingRelativeToParent() ||
_entity->hasAncestorOfType(NestableType::Avatar)) {
return MOTION_TYPE_KINEMATIC;
}
return MOTION_TYPE_STATIC;
}
bool EntityMotionState::isMoving() const {
return _entity && _entity->isMovingRelativeToParent();
}
// This callback is invoked by the physics simulation in two cases:
// (1) when the RigidBody is first added to the world
// (irregardless of PhysicsMotionType: 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 {
BT_PROFILE("getWorldTransform");
if (!_entity) {
return;
}
if (_motionType == MOTION_TYPE_KINEMATIC) {
BT_PROFILE("kinematicIntegration");
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
if (hasInternalKinematicChanges()) {
// ACTION_CAN_CONTROL_KINEMATIC_OBJECT_HACK: This kinematic body was moved by an Action
// and doesn't require transform update because the body is authoritative and its transform
// has already been copied out --> do no kinematic integration.
clearInternalKinematicChanges();
_lastKinematicStep = thisStep;
return;
}
// This is physical kinematic motion which steps strictly by the subframe count
// of the physics simulation and uses full gravity for acceleration.
_entity->setAcceleration(_entity->getGravity());
float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
_lastKinematicStep = thisStep;
_entity->stepKinematicMotion(dt);
// and set the acceleration-matches-gravity count high so that if we send an update
// it will use the correct acceleration for remote simulations
_accelerationNearlyGravityCount = (uint8_t)(-1);
}
worldTrans.setOrigin(glmToBullet(getObjectPosition()));
worldTrans.setRotation(glmToBullet(_entity->getWorldOrientation()));
}
// This callback is invoked by the physics simulation at the end of each simulation step...
// iff the corresponding RigidBody is DYNAMIC and ACTIVE.
void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
measureBodyAcceleration();
// If transform or velocities are flagged as dirty it means a network or scripted change
// occured between the beginning and end of the stepSimulation() and we DON'T want to apply
// these physics simulation results.
uint32_t flags = _entity->getDirtyFlags() & (Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES);
if (!flags) {
// flags are clear
_entity->setWorldTransform(bulletToGLM(worldTrans.getOrigin()), bulletToGLM(worldTrans.getRotation()));
_entity->setWorldVelocity(getBodyLinearVelocity());
_entity->setWorldAngularVelocity(getBodyAngularVelocity());
_entity->setLastSimulated(usecTimestampNow());
} else {
// only set properties NOT flagged
if (!(flags & Simulation::DIRTY_TRANSFORM)) {
_entity->setWorldTransform(bulletToGLM(worldTrans.getOrigin()), bulletToGLM(worldTrans.getRotation()));
}
if (!(flags & Simulation::DIRTY_LINEAR_VELOCITY)) {
_entity->setWorldVelocity(getBodyLinearVelocity());
}
if (!(flags & Simulation::DIRTY_ANGULAR_VELOCITY)) {
_entity->setWorldAngularVelocity(getBodyAngularVelocity());
}
if (flags != (Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES)) {
_entity->setLastSimulated(usecTimestampNow());
}
}
if (_entity->getSimulatorID().isNull()) {
_loopsWithoutOwner++;
if (_loopsWithoutOwner > LOOPS_FOR_SIMULATION_ORPHAN && usecTimestampNow() > _nextBidExpiry) {
_bumpedPriority = glm::max(_bumpedPriority, VOLUNTEER_SIMULATION_PRIORITY);
}
}
}
const uint8_t MAX_NUM_INACTIVE_UPDATES = 20;
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
// NOTE: this method is only ever called when the entity simulation is locally owned
DETAILED_PROFILE_RANGE(simulation_physics, "CheckOutOfSync");
// Since we own the simulation: make sure _bidPriority is not less than current owned priority
// because: a _bidPriority of zero indicates that we should drop ownership in the send.
// TODO: need to be able to detect when logic dictates we *decrease* priority
// WIP: print info whenever _bidPriority mismatches what is known to the entity
int numSteps = simulationStep - _lastStep;
float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
if (_numInactiveUpdates > 0) {
if (_numInactiveUpdates > MAX_NUM_INACTIVE_UPDATES) {
// clear local ownership (stop sending updates) and let the server clear itself
_entity->clearSimulationOwnership();
return false;
}
// we resend the inactive update with a growing delay: every INACTIVE_UPDATE_PERIOD * _numInactiveUpdates
// until it is removed from the owned list
// (which happens when we no longer own the simulation)
const float INACTIVE_UPDATE_PERIOD = 0.5f;
return (dt > INACTIVE_UPDATE_PERIOD * (float)_numInactiveUpdates);
}
if (!_body->isActive()) {
// object has gone inactive but our last send was moving --> send non-moving update immediately
return true;
}
if (usecTimestampNow() > _entity->getSimulationOwnershipExpiry()) {
// send update every so often else server will revoke our ownership
return true;
}
if (_body->isStaticOrKinematicObject()) {
return false;
}
_lastStep = simulationStep;
if (glm::length2(_serverVelocity) > 0.0f) {
// the entity-server doesn't know where avatars are, so it doesn't do simple extrapolation for children of
// avatars. We are trying to guess what values the entity server has, so we don't do it here, either. See
// related code in EntitySimulation::moveSimpleKinematics.
bool ancestryIsKnown;
_entity->getMaximumAACube(ancestryIsKnown);
bool hasAvatarAncestor = _entity->hasAncestorOfType(NestableType::Avatar);
if (ancestryIsKnown && !hasAvatarAncestor) {
_serverVelocity += _serverAcceleration * dt;
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
// NOTE: we ignore the second-order acceleration term when integrating
// the position forward because Bullet also does this.
_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
bool parentTransformSuccess;
Transform localToWorld = _entity->getParentTransform(parentTransformSuccess);
Transform worldToLocal;
if (parentTransformSuccess) {
localToWorld.evalInverse(worldToLocal);
}
btTransform worldTrans = _body->getWorldTransform();
glm::vec3 position = worldToLocal.transform(bulletToGLM(worldTrans.getOrigin()));
float dx2 = glm::distance2(position, _serverPosition);
const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // corresponds to 2mm
if (dx2 > MAX_POSITION_ERROR_SQUARED) {
// we don't mind larger position error when the object has high speed
// so we divide by speed and check again
float speed2 = glm::length2(_serverVelocity);
const float MIN_ERROR_RATIO_SQUARED = 0.0025f; // corresponds to 5% error in 1 second
const float MIN_SPEED_SQUARED = 1.0e-6f; // corresponds to 1mm/sec
if (speed2 < MIN_SPEED_SQUARED || dx2 / speed2 > MIN_ERROR_RATIO_SQUARED) {
return true;
}
}
if (glm::length2(_serverAngularVelocity) > 0.0f) {
// compute rotation error
//
// 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.
float attenuation = powf(1.0f - _body->getAngularDamping(), PHYSICS_ENGINE_FIXED_SUBSTEP);
_serverAngularVelocity *= attenuation;
glm::quat rotation = computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
for (int i = 1; i < numSteps; ++i) {
_serverAngularVelocity *= attenuation;
rotation = computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * rotation;
}
_serverRotation = glm::normalize(rotation * _serverRotation);
const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
glm::quat actualRotation = worldToLocal.getRotation() * bulletToGLM(worldTrans.getRotation());
return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT);
}
return false;
}
bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
// NOTE: this method is only ever called when the entity simulation is locally owned
DETAILED_PROFILE_RANGE(simulation_physics, "ShouldSend");
// 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.
// this case is prevented by setting _ownershipState to UNOWNABLE in EntityMotionState::ctor
assert(!(_entity->isAvatarEntity() && _entity->getOwningAvatarID() != Physics::getSessionUUID()));
if (_entity->getTransitingWithAvatar()) {
return false;
}
if (_entity->dynamicDataNeedsTransmit()) {
return true;
}
if (_entity->shouldSuppressLocationEdits()) {
// "shouldSuppressLocationEdits" really means: "the entity has a 'Hold' action therefore
// we don't need send an update unless the entity is not contained by its queryAACube"
return _entity->queryAACubeNeedsUpdate();
}
return remoteSimulationOutOfSync(simulationStep);
}
void EntityMotionState::updateSendVelocities() {
if (!_body->isActive()) {
if (!_body->isKinematicObject()) {
clearObjectVelocities();
}
if (_entity->getEntityHostType() == entity::HostType::AVATAR) {
// AvatarEntities only ever need to send one update (their updates are sent over a lossless protocol)
// so we set the count to the max to prevent resends
_numInactiveUpdates = MAX_NUM_INACTIVE_UPDATES;
} else {
++_numInactiveUpdates;
}
} else {
glm::vec3 gravity = _entity->getGravity();
// 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.
const uint8_t STEPS_TO_DECIDE_BALLISTIC = 4;
if (_accelerationNearlyGravityCount >= STEPS_TO_DECIDE_BALLISTIC) {
_entity->setAcceleration(gravity);
} else {
_entity->setAcceleration(Vectors::ZERO);
}
if (!_body->isStaticOrKinematicObject()) {
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
bool movingSlowlyLinear =
glm::length2(_entity->getWorldVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
bool movingSlowlyAngular = glm::length2(_entity->getWorldAngularVelocity()) <
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == Vectors::ZERO;
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
clearObjectVelocities();
}
}
_numInactiveUpdates = 0;
}
}
void EntityMotionState::sendBid(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Bid");
updateSendVelocities();
EntityItemProperties properties;
Transform localTransform;
glm::vec3 linearVelocity;
glm::vec3 angularVelocity;
_entity->getLocalTransformAndVelocities(localTransform, linearVelocity, angularVelocity);
properties.setPosition(localTransform.getTranslation());
properties.setRotation(localTransform.getRotation());
properties.setVelocity(linearVelocity);
properties.setAcceleration(_entity->getAcceleration());
properties.setAngularVelocity(angularVelocity);
// we don't own the simulation for this entity yet, but we're sending a bid for it
quint64 now = usecTimestampNow();
uint8_t finalBidPriority = computeFinalBidPriority();
_entity->prepareForSimulationOwnershipBid(properties, now, finalBidPriority);
EntityTreeElementPointer element = _entity->getElement();
EntityTreePointer tree = element ? element->getTree() : nullptr;
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
// NOTE: we don't descend to children for ownership bid. Instead, if we win ownership of the parent
// then in sendUpdate() we'll walk descendents and send updates for their QueryAACubes if necessary.
_lastStep = step;
_nextBidExpiry = now + USECS_BETWEEN_OWNERSHIP_BIDS;
// after sending a bid/update we clear _bumpedPriority
// which might get promoted again next frame (after local script or simulation interaction)
// or we might win the bid
_bumpedPriority = 0;
}
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Send");
assert(isLocallyOwned());
updateSendVelocities();
// remember _serverFoo data for local prediction of server state
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getDynamicData();
EntityItemProperties properties;
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->dynamicDataNeedsTransmit()) {
_entity->setDynamicDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (_entity->updateQueryAACube()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
properties.setQueryAACube(_entity->getQueryAACube());
}
// set the LastEdited of the properties but NOT the entity itself
quint64 now = usecTimestampNow();
properties.setLastEdited(now);
_entity->setSimulationOwnershipExpiry(now + MAX_OUTGOING_SIMULATION_UPDATE_PERIOD);
if (_numInactiveUpdates > 0 && _entity->getScriptSimulationPriority() == 0) {
// the entity is stopped and inactive so we tell the server we're clearing simulatorID
// but we remember we do still own it... and rely on the server to tell us we don't
properties.clearSimulationOwner();
_entity->setPendingOwnershipPriority(0);
} else {
uint8_t newPriority = computeFinalBidPriority();
_entity->clearScriptSimulationPriority();
// if we get here then we own the simulation and the object is NOT going inactive
// if newPriority is zero, then it must be outside of R1, which means we should really set it to YIELD
// which we achive by just setting it to the max of the two
newPriority = glm::max(newPriority, YIELD_SIMULATION_PRIORITY);
if (newPriority != _entity->getSimulationPriority() &&
!(newPriority == VOLUNTEER_SIMULATION_PRIORITY && _entity->getSimulationPriority() == RECRUIT_SIMULATION_PRIORITY)) {
// our desired priority has changed
if (newPriority == 0) {
// we should release ownership
properties.clearSimulationOwner();
} else {
// we just need to inform the entity-server
properties.setSimulationOwner(Physics::getSessionUUID(), newPriority);
}
_entity->setPendingOwnershipPriority(newPriority);
}
}
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
EntityTreeElementPointer element = _entity->getElement();
EntityTreePointer tree = element ? element->getTree() : nullptr;
properties.setEntityHostType(_entity->getEntityHostType());
properties.setOwningAvatarID(_entity->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
_entity->setLastBroadcast(now); // for debug/physics status icons
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
// if they've changed.
_entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
if (descendant->getNestableType() == NestableType::Entity) {
EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
if (descendant->updateQueryAACube()) {
EntityItemProperties newQueryCubeProperties;
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
newQueryCubeProperties.setLastEdited(properties.getLastEdited());
newQueryCubeProperties.setEntityHostType(entityDescendant->getEntityHostType());
newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree,
descendant->getID(), newQueryCubeProperties);
entityDescendant->setLastBroadcast(now); // for debug/physics status icons
}
}
});
_lastStep = step;
// after sending a bid/update we clear _bumpedPriority
// which might get promoted again next frame (after local script or simulation interaction)
// or we might win the bid
_bumpedPriority = 0;
}
uint32_t EntityMotionState::getIncomingDirtyFlags() const {
uint32_t dirtyFlags = 0;
if (_body && _entity) {
dirtyFlags = _entity->getDirtyFlags();
if (dirtyFlags & Simulation::DIRTY_SIMULATOR_ID) {
// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
if ((bool)(entityCollisionMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(entityCollisionMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
// bits are asymmetric --> flag for reinsertion in physics simulation
dirtyFlags |= Simulation::DIRTY_COLLISION_GROUP;
}
}
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
int bodyFlags = _body->getCollisionFlags();
bool isMoving = _entity->isMovingRelativeToParent();
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) // ||
// TODO -- there is opportunity for an optimization here, but this currently causes
// excessive re-insertion of the rigid body.
// (bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)
) {
dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
}
return dirtyFlags;
}
void EntityMotionState::clearIncomingDirtyFlags(uint32_t mask) {
if (_body && _entity) {
_entity->clearDirtyFlags(mask);
}
}
// virtual
uint8_t EntityMotionState::getSimulationPriority() const {
return _entity->getSimulationPriority();
}
void EntityMotionState::slaveBidPriority() {
_bumpedPriority = glm::max(_bumpedPriority, _entity->getSimulationPriority());
}
// virtual
QUuid EntityMotionState::getSimulatorID() const {
return _entity->getSimulatorID();
}
void EntityMotionState::bump(uint8_t priority) {
assert(priority != 0);
_bumpedPriority = glm::max(_bumpedPriority, --priority);
}
void EntityMotionState::resetMeasuredBodyAcceleration() {
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
if (_body) {
_lastVelocity = getBodyLinearVelocityGTSigma();
} else {
_lastVelocity = Vectors::ZERO;
}
_measuredAcceleration = Vectors::ZERO;
}
void EntityMotionState::measureBodyAcceleration() {
DETAILED_PROFILE_RANGE(simulation_physics, "MeasureAccel");
// 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 (D): v1 = (v0 + a * dt) * (1 - D)^dt
// hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt
glm::vec3 velocity = getBodyLinearVelocityGTSigma();
const float MIN_DAMPING_FACTOR = 0.01f;
float invDampingAttenuationFactor = 1.0f / glm::max(powf(1.0f - _body->getLinearDamping(), dt), MIN_DAMPING_FACTOR);
_measuredAcceleration = (velocity * invDampingAttenuationFactor - _lastVelocity) * invDt;
_lastVelocity = velocity;
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) {
// we fall in here when _lastMeasureStep is old: the body has just become active
_loopsWithoutOwner = 0;
_lastStep = ObjectMotionState::getWorldSimulationStep();
_numInactiveUpdates = 0;
}
glm::vec3 gravity = _entity->getGravity();
float gravityLength = glm::length(gravity);
float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
// acceleration measured during the most recent simulation step was close to gravity.
if (_accelerationNearlyGravityCount < (uint8_t)(-2)) {
++_accelerationNearlyGravityCount;
}
} else {
// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
_accelerationNearlyGravityCount = 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;
}
bool EntityMotionState::shouldBeInPhysicsSimulation() const {
return _region < workload::Region::R3 && _entity->shouldBePhysical();
}
// virtual
void EntityMotionState::setMotionType(PhysicsMotionType motionType) {
ObjectMotionState::setMotionType(motionType);
resetMeasuredBodyAcceleration();
}
// virtual
QString EntityMotionState::getName() const {
return _entity->getName();
}
// virtual
void EntityMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
_entity->computeCollisionGroupAndFinalMask(group, mask);
}
bool EntityMotionState::shouldSendBid() const {
// NOTE: this method is only ever called when the entity's simulation is NOT locally owned
return _body->isActive()
&& (_region == workload::Region::R1)
&& _ownershipState != EntityMotionState::OwnershipState::Unownable
&& glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) >= _entity->getSimulationPriority()
&& !_entity->getLocked()
&& (!_body->isStaticOrKinematicObject() || _entity->stillHasMyGrab());
}
void EntityMotionState::setRigidBody(btRigidBody* body) {
ObjectMotionState::setRigidBody(body);
if (_body) {
_entity->markSpecialFlags(Simulation::SPECIAL_FLAG_IN_PHYSICS_SIMULATION);
} else {
_entity->clearSpecialFlags(Simulation::SPECIAL_FLAG_IN_PHYSICS_SIMULATION);
}
}
uint8_t EntityMotionState::computeFinalBidPriority() const {
return (_region == workload::Region::R1) ?
glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) : 0;
}
bool EntityMotionState::isLocallyOwned() const {
return _entity->getSimulatorID() == Physics::getSessionUUID();
}
bool EntityMotionState::isLocallyOwnedOrShouldBe() const {
// this method could also be called "shouldGenerateCollisionEventForLocalScripts()"
// because that is the only reason it's used
if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
return true;
} else {
return computeFinalBidPriority() > glm::max(VOLUNTEER_SIMULATION_PRIORITY, _entity->getSimulationPriority());
}
}
void EntityMotionState::setRegion(uint8_t region) {
_region = region;
}
void EntityMotionState::initForBid() {
assert(_ownershipState != EntityMotionState::OwnershipState::Unownable);
_ownershipState = EntityMotionState::OwnershipState::PendingBid;
}
void EntityMotionState::initForOwned() {
assert(_ownershipState != EntityMotionState::OwnershipState::Unownable);
_ownershipState = EntityMotionState::OwnershipState::LocallyOwned;
}
void EntityMotionState::clearObjectVelocities() const {
// If transform or velocities are flagged as dirty it means a network or scripted change
// occured between the beginning and end of the stepSimulation() and we DON'T want to apply
// these physics simulation results.
uint32_t flags = _entity->getDirtyFlags() & (Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES);
if (!flags) {
_entity->setWorldVelocity(glm::vec3(0.0f));
_entity->setWorldAngularVelocity(glm::vec3(0.0f));
} else {
if (!(flags & Simulation::DIRTY_LINEAR_VELOCITY)) {
_entity->setWorldVelocity(glm::vec3(0.0f));
}
if (!(flags & Simulation::DIRTY_ANGULAR_VELOCITY)) {
_entity->setWorldAngularVelocity(glm::vec3(0.0f));
}
}
_entity->setAcceleration(glm::vec3(0.0f));
}
void EntityMotionState::saveKinematicState(btScalar timeStep) {
_body->saveKinematicState(timeStep);
// This is a WORKAROUND for a quirk in Bullet: due to floating point error slow spinning kinematic objects will
// have a measured angular velocity of zero. This probably isn't a bug that the Bullet team is interested in
// fixing since there is one very simple workaround: use double-precision math for the physics simulation.
// We're not ready migrate to double-precision yet so we explicitly work around it by slamming the RigidBody's
// angular velocity with the value in the entity.
_body->setAngularVelocity(glmToBullet(_entity->getWorldAngularVelocity()));
}