本文整理汇总了C++中EntityItemProperties::setAngularVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemProperties::setAngularVelocity方法的具体用法?C++ EntityItemProperties::setAngularVelocity怎么用?C++ EntityItemProperties::setAngularVelocity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类EntityItemProperties
的用法示例。
在下文中一共展示了EntityItemProperties::setAngularVelocity方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: sendBid
void EntityMotionState::sendBid(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Bid");
assert(entityTreeIsLocked());
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;
}
示例2: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
assert(_entity);
assert(entityTreeIsLocked());
bool active = _body->isActive();
if (!active) {
// make sure all derivatives are zero
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
_entity->setAcceleration(zero);
_sentInactive = true;
} else {
float gravityLength = glm::length(_entity->getGravity());
float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
// acceleration measured during the most recent simulation step was close to gravity.
if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
// only increment this if we haven't reached the threshold yet. this is to avoid
// overflowing the counter.
incrementAccelerationNearlyGravityCount();
}
} else {
// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
resetAccelerationNearlyGravityCount();
}
// if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
// the entity server's estimates include gravity.
if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
_entity->setAcceleration(_entity->getGravity());
} else {
_entity->setAcceleration(glm::vec3(0.0f));
}
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
bool movingSlowlyLinear =
glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == glm::vec3(0.0f);
if (movingSlowly) {
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
// other simulating observers to deactivate their own copies
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
}
_sentInactive = false;
}
// remember properties for local server prediction
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
_serverAcceleration = _entity->getAcceleration();
_serverAngularVelocity = _entity->getAngularVelocity();
_serverActionData = _entity->getActionData();
EntityItemProperties properties;
// explicitly set the properties that changed so that they will be packed
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->actionDataNeedsTransmit()) {
_entity->setActionDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
// 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);
#ifdef WANT_DEBUG
quint64 lastSimulated = _entity->getLastSimulated();
qCDebug(physics) << "EntityMotionState::sendUpdate()";
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
<< "---------------------------------------------";
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
#endif //def WANT_DEBUG
if (sessionID == _entity->getSimulatorID()) {
// we think we own the simulation
if (!active) {
// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
// but we remember that we do still own it... and rely on the server to tell us that we don't
properties.clearSimulationOwner();
_outgoingPriority = NO_PRORITY;
//.........这里部分代码省略.........
示例3: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Send");
assert(entityTreeIsLocked());
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;
}
示例4: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) {
if (!_entity->isKnownID()) {
return; // never update entities that are unknown
}
if (_outgoingPacketFlags) {
EntityItemProperties properties = _entity->getProperties();
if (_outgoingPacketFlags & EntityItem::DIRTY_POSITION) {
btTransform worldTrans = _body->getWorldTransform();
_sentPosition = bulletToGLM(worldTrans.getOrigin());
properties.setPosition(_sentPosition + ObjectMotionState::getWorldOffset());
_sentRotation = bulletToGLM(worldTrans.getRotation());
properties.setRotation(_sentRotation);
}
if (_outgoingPacketFlags & EntityItem::DIRTY_VELOCITY) {
if (_body->isActive()) {
_sentVelocity = bulletToGLM(_body->getLinearVelocity());
_sentAngularVelocity = bulletToGLM(_body->getAngularVelocity());
// if the speeds are very small we zero them out
const float MINIMUM_EXTRAPOLATION_SPEED_SQUARED = 1.0e-4f; // 1cm/sec
bool zeroSpeed = (glm::length2(_sentVelocity) < MINIMUM_EXTRAPOLATION_SPEED_SQUARED);
if (zeroSpeed) {
_sentVelocity = glm::vec3(0.0f);
}
const float MINIMUM_EXTRAPOLATION_SPIN_SQUARED = 0.004f; // ~0.01 rotation/sec
bool zeroSpin = glm::length2(_sentAngularVelocity) < MINIMUM_EXTRAPOLATION_SPIN_SQUARED;
if (zeroSpin) {
_sentAngularVelocity = glm::vec3(0.0f);
}
_sentMoving = ! (zeroSpeed && zeroSpin);
} else {
_sentVelocity = _sentAngularVelocity = glm::vec3(0.0f);
_sentMoving = false;
}
properties.setVelocity(_sentVelocity);
_sentAcceleration = bulletToGLM(_body->getGravity());
properties.setGravity(_sentAcceleration);
// DANGER! EntityItem stores angularVelocity in degrees/sec!!!
properties.setAngularVelocity(glm::degrees(_sentAngularVelocity));
}
// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.
if (_sentMoving) {
_numNonMovingUpdates = 0;
} else {
_numNonMovingUpdates++;
}
if (_numNonMovingUpdates <= 1) {
// we only update lastEdited when we're sending new physics data
// (i.e. NOT when we just simulate the positions forward, nore when we resend non-moving data)
// NOTE: Andrew & Brad to discuss. Let's make sure we're using lastEdited, lastSimulated, and lastUpdated correctly
quint64 lastSimulated = _entity->getLastSimulated();
_entity->setLastEdited(lastSimulated);
properties.setLastEdited(lastSimulated);
} else {
properties.setLastEdited(_entity->getLastEdited());
}
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
entityPacketSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, id, properties);
// The outgoing flags only itemized WHAT to send, not WHETHER to send, hence we always set them
// to the full set. These flags may be momentarily cleared by incoming external changes.
_outgoingPacketFlags = DIRTY_PHYSICS_FLAGS;
_sentFrame = frame;
}
}
示例5: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
assert(_entity);
assert(_entity->isKnownID());
bool active = _body->isActive();
if (!active) {
// make sure all derivatives are zero
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
_entity->setAcceleration(zero);
_sentActive = false;
} else {
float gravityLength = glm::length(_entity->getGravity());
float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
// acceleration measured during the most recent simulation step was close to gravity.
if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
// only increment this if we haven't reached the threshold yet. this is to avoid
// overflowing the counter.
incrementAccelerationNearlyGravityCount();
}
} else {
// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
resetAccelerationNearlyGravityCount();
}
// if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
// the entity server's estimates include gravity.
if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
_entity->setAcceleration(_entity->getGravity());
} else {
_entity->setAcceleration(glm::vec3(0.0f));
}
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
bool movingSlowly = glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD)
&& glm::length2(_entity->getAngularVelocity()) < (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD)
&& _entity->getAcceleration() == glm::vec3(0.0f);
if (movingSlowly) {
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
// other simulating observers to deactivate their own copies
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
}
_sentActive = true;
}
// remember properties for local server prediction
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
_serverAcceleration = _entity->getAcceleration();
_serverAngularVelocity = _entity->getAngularVelocity();
EntityItemProperties properties = _entity->getProperties();
// explicitly set the properties that changed so that they will be packed
properties.setPosition(_serverPosition);
properties.setRotation(_serverRotation);
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
// we only update lastEdited when we're sending new physics data
quint64 lastSimulated = _entity->getLastSimulated();
_entity->setLastEdited(lastSimulated);
properties.setLastEdited(lastSimulated);
#ifdef WANT_DEBUG
quint64 now = usecTimestampNow();
qCDebug(physics) << "EntityMotionState::sendUpdate()";
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
<< "---------------------------------------------";
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
#endif //def WANT_DEBUG
if (sessionID == _entity->getSimulatorID()) {
// we think we own the simulation
if (!active) {
// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
// but we remember that we do still own it... and rely on the server to tell us that we don't
properties.setSimulatorID(QUuid());
} else {
// explicitly set the property's simulatorID so that it is flagged as changed and will be packed
properties.setSimulatorID(sessionID);
}
} else {
// we don't own the simulation for this entity yet, but we're sending a bid for it
properties.setSimulatorID(sessionID);
}
if (EntityItem::getSendPhysicsUpdates()) {
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
#ifdef WANT_DEBUG
qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
//.........这里部分代码省略.........
示例6: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
assert(_entity);
assert(entityTreeIsLocked());
if (!_body->isActive()) {
// make sure all derivatives are zero
_entity->setVelocity(Vectors::ZERO);
_entity->setAngularVelocity(Vectors::ZERO);
_entity->setAcceleration(Vectors::ZERO);
_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->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
(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
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
}
}
_numInactiveUpdates = 0;
}
// remember properties for local server prediction
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getActionData();
EntityItemProperties properties;
// explicitly set the properties that changed so that they will be packed
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->actionDataNeedsTransmit()) {
_entity->setActionDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
// 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);
#ifdef WANT_DEBUG
quint64 lastSimulated = _entity->getLastSimulated();
qCDebug(physics) << "EntityMotionState::sendUpdate()";
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
<< "---------------------------------------------";
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
#endif //def WANT_DEBUG
if (_numInactiveUpdates > 0) {
// we own the simulation but the entity has stopped 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();
_outgoingPriority = 0;
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
// we don't own the simulation for this entity yet, but we're sending a bid for it
quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
// copy _outgoingPriority into pendingPriority...
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
// ...then reset _outgoingPriority in preparation for the next frame
_outgoingPriority = 0;
} else if (_outgoingPriority != _entity->getSimulationPriority()) {
// we own the simulation but our desired priority has changed
if (_outgoingPriority == 0) {
//.........这里部分代码省略.........