本文整理汇总了C++中ObjectMotionState类的典型用法代码示例。如果您正苦于以下问题:C++ ObjectMotionState类的具体用法?C++ ObjectMotionState怎么用?C++ ObjectMotionState使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ObjectMotionState类的15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: BT_PROFILE
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection");
const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (motionStateB &&
((motionStateA && motionStateA->getSimulatorID() == _sessionID && !objectA->isStaticObject()) ||
(objectA == characterObject))) {
// NOTE: we might own the simulation of a kinematic object (A)
// but we don't claim ownership of kinematic objects (B) based on collisions here.
if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) {
quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateB->bump(priority);
}
} else if (motionStateA &&
((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) ||
(objectB == characterObject))) {
// SIMILARLY: we might own the simulation of a kinematic object (B)
// but we don't claim ownership of kinematic objects (A) based on collisions here.
if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) {
quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateA->bump(priority);
}
}
}
示例2: withReadLock
// Note: The "type" property is set in EntityItem::getActionArguments().
QVariantMap ObjectDynamic::getArguments() {
QVariantMap arguments;
withReadLock([&]{
if (_expires == 0) {
arguments["ttl"] = 0.0f;
} else {
quint64 now = usecTimestampNow();
arguments["ttl"] = (float)(_expires - now) / (float)USECS_PER_SECOND;
}
arguments["tag"] = _tag;
EntityItemPointer entity = _ownerEntity.lock();
if (entity) {
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
if (motionState) {
arguments["::active"] = motionState->isActive();
arguments["::motion-type"] = motionTypeToString(motionState->getMotionType());
} else {
arguments["::no-motion-state"] = true;
}
}
arguments["isMine"] = isMine();
});
return arguments;
}
示例3: Q_ASSERT
void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args) {
if (args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP) {
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(entity->getTransformToCenter()); // we want to include the scale as well
auto nodeList = DependencyManager::get<NodeList>();
const QUuid& myNodeID = nodeList->getSessionUUID();
bool highlightSimulationOwnership = (entity->getSimulatorID() == myNodeID);
if (highlightSimulationOwnership) {
glm::vec4 greenColor(0.0f, 1.0f, 0.2f, 1.0f);
renderBoundingBox(entity, args, 0.08f, greenColor);
}
quint64 now = usecTimestampNow();
if (now - entity->getLastEditedFromRemote() < 0.1f * USECS_PER_SECOND) {
glm::vec4 redColor(1.0f, 0.0f, 0.0f, 1.0f);
renderBoundingBox(entity, args, 0.16f, redColor);
}
if (now - entity->getLastBroadcast() < 0.2f * USECS_PER_SECOND) {
glm::vec4 yellowColor(1.0f, 1.0f, 0.2f, 1.0f);
renderBoundingBox(entity, args, 0.24f, yellowColor);
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
if (motionState && motionState->isActive()) {
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
renderBoundingBox(entity, args, 0.32f, blueColor);
}
}
}
示例4: assert
void PhysicsEngine::bump(ObjectMotionState* motionState) {
// Find all objects that touch the object corresponding to motionState and flag the other objects
// for simulation ownership by the local simulation.
assert(motionState);
btCollisionObject* object = motionState->getRigidBody();
int numManifolds = _collisionDispatcher->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
if (contactManifold->getNumContacts() > 0) {
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
if (objectB == object) {
if (!objectA->isStaticOrKinematicObject()) {
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
if (motionStateA) {
motionStateA->bump(VOLUNTEER_SIMULATION_PRIORITY);
objectA->setActivationState(ACTIVE_TAG);
}
}
} else if (objectA == object) {
if (!objectB->isStaticOrKinematicObject()) {
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (motionStateB) {
motionStateB->bump(VOLUNTEER_SIMULATION_PRIORITY);
objectB->setActivationState(ACTIVE_TAG);
}
}
}
}
}
}
示例5: forceBodyNonStatic
void ObjectDynamic::forceBodyNonStatic() {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
if (motionState && motionState->getMotionType() == MOTION_TYPE_STATIC) {
ownerEntity->flagForMotionStateChange();
}
}
示例6: getRigidBody
btRigidBody* ObjectAction::getRigidBody() {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return nullptr;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
return nullptr;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
return motionState->getRigidBody();
}
示例7: while
CollisionEvents& PhysicsEngine::getCollisionEvents() {
const uint32_t CONTINUE_EVENT_FILTER_FREQUENCY = 10;
_collisionEvents.clear();
// scan known contacts and trigger events
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
ContactInfo& contact = contactItr->second;
ContactEventType type = contact.computeType(_numContactFrames);
if(type != CONTACT_EVENT_TYPE_CONTINUE || _numSubsteps % CONTINUE_EVENT_FILTER_FREQUENCY == 0) {
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(contactItr->first._a);
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(contactItr->first._b);
glm::vec3 velocityChange = (motionStateA ? motionStateA->getObjectLinearVelocityChange() : glm::vec3(0.0f)) +
(motionStateB ? motionStateB->getObjectLinearVelocityChange() : glm::vec3(0.0f));
if (motionStateA && motionStateA->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idA = motionStateA->getObjectID();
QUuid idB;
if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
idB = motionStateB->getObjectID();
}
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset;
glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
_collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange));
} else if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idB = motionStateB->getObjectID();
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset;
// NOTE: we're flipping the order of A and B (so that the first objectID is never NULL)
// hence we must negate the penetration.
glm::vec3 penetration = - bulletToGLM(contact.distance * contact.normalWorldOnB);
_collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration, velocityChange));
}
}
if (type == CONTACT_EVENT_TYPE_END) {
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
} else {
++contactItr;
}
}
return _collisionEvents;
}
示例8: withTryReadLock
void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
withTryReadLock([&] {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
qDebug() << "ObjectActionOffset::updateActionWorker no rigidBody";
return;
}
const float MAX_LINEAR_TIMESCALE = 600.0f; // 10 minutes is a long time
if (_positionalTargetSet && _linearTimeScale < MAX_LINEAR_TIMESCALE) {
glm::vec3 objectPosition = bulletToGLM(rigidBody->getCenterOfMassPosition());
glm::vec3 springAxis = objectPosition - _pointToOffsetFrom; // from anchor to object
float distance = glm::length(springAxis);
if (distance > FLT_EPSILON) {
springAxis /= distance; // normalize springAxis
// compute (critically damped) target velocity of spring relaxation
glm::vec3 offset = (distance - _linearDistance) * springAxis;
glm::vec3 targetVelocity = (-1.0f / _linearTimeScale) * offset;
// compute current velocity and its parallel component
glm::vec3 currentVelocity = bulletToGLM(rigidBody->getLinearVelocity());
glm::vec3 parallelVelocity = glm::dot(currentVelocity, springAxis) * springAxis;
// we blend the parallel component with the spring's target velocity to get the new velocity
float blend = deltaTimeStep / _linearTimeScale;
if (blend > 1.0f) {
blend = 1.0f;
}
rigidBody->setLinearVelocity(glmToBullet(currentVelocity + blend * (targetVelocity - parallelVelocity)));
}
}
});
}
示例9: getEntityByID
btRigidBody* ObjectDynamic::getOtherRigidBody(EntityItemID otherEntityID) {
EntityItemPointer otherEntity = getEntityByID(otherEntityID);
if (!otherEntity) {
return nullptr;
}
void* otherPhysicsInfo = otherEntity->getPhysicsInfo();
if (!otherPhysicsInfo) {
return nullptr;
}
ObjectMotionState* otherMotionState = static_cast<ObjectMotionState*>(otherPhysicsInfo);
if (!otherMotionState) {
return nullptr;
}
return otherMotionState->getRigidBody();
}
示例10: lock
void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates, const QUuid& sessionID) {
QMutexLocker lock(&_mutex);
// walk the motionStates looking for those that correspond to entities
for (auto stateItr : motionStates) {
ObjectMotionState* state = &(*stateItr);
if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
EntityItemPointer entity = entityState->getEntity();
assert(entity.get());
if (entityState->isCandidateForOwnership(sessionID)) {
_outgoingChanges.insert(entityState);
}
_entitiesToSort.insert(entity);
}
}
uint32_t numSubsteps = _physicsEngine->getNumSubsteps();
if (_lastStepSendPackets != numSubsteps) {
_lastStepSendPackets = numSubsteps;
if (sessionID.isNull()) {
// usually don't get here, but if so --> nothing to do
_outgoingChanges.clear();
return;
}
// look for entities to prune or update
QSet<EntityMotionState*>::iterator stateItr = _outgoingChanges.begin();
while (stateItr != _outgoingChanges.end()) {
EntityMotionState* state = *stateItr;
if (!state->isCandidateForOwnership(sessionID)) {
// prune
stateItr = _outgoingChanges.erase(stateItr);
} else if (state->shouldSendUpdate(numSubsteps, sessionID)) {
// update
state->sendUpdate(_entityPacketSender, sessionID, numSubsteps);
++stateItr;
} else {
++stateItr;
}
}
}
}
示例11: qDebug
void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
return;
}
withWriteLock([&] {
if (_kinematicSetVelocity) {
if (_previousSet) {
glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
}
}
btTransform worldTrans = rigidBody->getWorldTransform();
worldTrans.setOrigin(glmToBullet(_positionalTarget));
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
motionState->dirtyInternalKinematicChanges();
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;
_previousSet = true;
});
activateBody();
}
示例12: BT_PROFILE
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection");
if (_sessionID.isNull()) {
return;
}
const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;
ObjectMotionState* a = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* b = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (b && ((a && a->getSimulatorID() == _sessionID && !objectA->isStaticObject()) || (objectA == characterObject))) {
// NOTE: we might own the simulation of a kinematic object (A)
// but we don't claim ownership of kinematic objects (B) based on collisions here.
if (!objectB->isStaticOrKinematicObject()) {
b->bump();
}
} else if (a && ((b && b->getSimulatorID() == _sessionID && !objectB->isStaticObject()) || (objectB == characterObject))) {
// SIMILARLY: we might own the simulation of a kinematic object (B)
// but we don't claim ownership of kinematic objects (A) based on collisions here.
if (!objectA->isStaticOrKinematicObject()) {
a->bump();
}
}
}
示例13: withReadLock
void ObjectActionTravelOriented::updateActionWorker(btScalar deltaTimeStep) {
withReadLock([&] {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
qCDebug(physics) << "ObjectActionTravelOriented::updateActionWorker no rigidBody";
return;
}
const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
if (_angularTimeScale > MAX_TIMESCALE) {
return;
}
// find normalized velocity
glm::vec3 velocity = bulletToGLM(rigidBody->getLinearVelocity());
float speed = glm::length(velocity);
const float TRAVEL_ORIENTED_TOO_SLOW = 0.001f; // meters / second
if (speed < TRAVEL_ORIENTED_TOO_SLOW) {
return;
}
glm::vec3 direction = glm::normalize(velocity);
// find current angle of "forward"
btQuaternion bodyRotation = rigidBody->getOrientation();
glm::quat orientation = bulletToGLM(bodyRotation);
glm::vec3 forwardInWorldFrame = glm::normalize(orientation * _forward);
// find the rotation that would line up direction and forward
glm::quat neededRotation = glm::rotation(forwardInWorldFrame, direction);
glm::quat rotationalTarget = neededRotation * orientation;
btVector3 targetAngularVelocity(0.0f, 0.0f, 0.0f);
auto alignmentDot = bodyRotation.dot(glmToBullet(rotationalTarget));
const float ALMOST_ONE = 0.99999f;
if (glm::abs(alignmentDot) < ALMOST_ONE) {
btQuaternion target = glmToBullet(rotationalTarget);
if (alignmentDot < 0.0f) {
target = -target;
}
// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
//
// Q1 = dQ * Q0
//
// solving for dQ gives:
//
// dQ = Q1 * Q0^
btQuaternion deltaQ = target * bodyRotation.inverse();
float speed = deltaQ.getAngle() / _angularTimeScale;
targetAngularVelocity = speed * deltaQ.getAxis();
if (speed > rigidBody->getAngularSleepingThreshold()) {
rigidBody->activate();
}
}
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setAngularVelocity(targetAngularVelocity);
});
}
示例14: qDebug
void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
if (!tryLockForRead()) {
// don't risk hanging the thread running the physics simulation
qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
return;
}
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
unlock();
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
unlock();
qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
return;
}
const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
if (_linearTimeScale < MAX_TIMESCALE) {
btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget);
float offsetLength = offset.length();
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setLinearVelocity((- speed / offsetLength) * offset);
}
if (_angularTimeScale < MAX_TIMESCALE) {
btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
btQuaternion bodyRotation = rigidBody->getOrientation();
auto alignmentDot = bodyRotation.dot(glmToBullet(_rotationalTarget));
const float ALMOST_ONE = 0.99999f;
if (glm::abs(alignmentDot) < ALMOST_ONE) {
btQuaternion target = glmToBullet(_rotationalTarget);
if (alignmentDot < 0.0f) {
target = -target;
}
// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
//
// Q1 = dQ * Q0
//
// solving for dQ gives:
//
// dQ = Q1 * Q0^
btQuaternion deltaQ = target * bodyRotation.inverse();
float angle = deltaQ.getAngle();
const float MIN_ANGLE = 1.0e-4f;
if (angle > MIN_ANGLE) {
targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis();
}
}
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setAngularVelocity(targetVelocity);
}
unlock();
}
示例15: qDebug
void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
return;
}
if (ownerEntity->getParentID() != QUuid()) {
// if the held entity has been given a parent, stop acting on it.
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
return;
}
withWriteLock([&]{
if (_previousSet &&
_positionalTarget != _previousPositionalTarget) { // don't average in a zero velocity if we get the same data
glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
_measuredLinearVelocitiesIndex = 0;
}
}
glm::vec3 measuredLinearVelocity;
for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
// there is a bit of lag between when someone releases the trigger and when the software reacts to
// the release. we calculate the velocity from previous frames but we don't include several
// of the most recent.
//
// if _measuredLinearVelocitiesIndex is
// 0 -- ignore i of 3 4 5
// 1 -- ignore i of 4 5 0
// 2 -- ignore i of 5 0 1
// 3 -- ignore i of 0 1 2
// 4 -- ignore i of 1 2 3
// 5 -- ignore i of 2 3 4
// This code is now disabled, but I'm leaving it commented-out because I suspect it will come back.
// if ((i + 1) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
// (i + 2) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
// (i + 3) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex) {
// continue;
// }
measuredLinearVelocity += _measuredLinearVelocities[i];
}
measuredLinearVelocity /= (float)(AvatarActionHold::velocitySmoothFrames
// - 3 // 3 because of the 3 we skipped, above
);
if (_kinematicSetVelocity) {
rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
}
btTransform worldTrans = rigidBody->getWorldTransform();
worldTrans.setOrigin(glmToBullet(_positionalTarget));
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
motionState->dirtyInternalKinematicChanges();
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;
_previousDeltaTimeStep = deltaTimeStep;
_previousSet = true;
});
forceBodyNonStatic();
activateBody(true);
}