//// ObjectActionSpring.cpp// libraries/physics/src//// Created by Seth Alves 2015-6-5// Copyright 2015 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 "QVariantGLM.h" #include "ObjectActionSpring.h" const uint16_t ObjectActionSpring::springVersion = 1; ObjectActionSpring::ObjectActionSpring(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : ObjectAction(type, id, ownerEntity) { #if WANT_DEBUG qDebug() << "ObjectActionSpring::ObjectActionSpring"; #endif} ObjectActionSpring::~ObjectActionSpring() { #if WANT_DEBUG qDebug() << "ObjectActionSpring::~ObjectActionSpring"; #endif} 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; } // handle the linear part if (_positionalTargetSet) { // check for NaN if (_positionalTarget.x != _positionalTarget.x || _positionalTarget.y != _positionalTarget.y || _positionalTarget.z != _positionalTarget.z) { qDebug() << "ObjectActionSpring::updateActionWorker -- target position includes NaN"; unlock(); lockForWrite(); _active = false; unlock(); return; } glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition()); float offsetLength = glm::length(offset); float speed = offsetLength / _linearTimeScale; if (offsetLength > IGNORE_POSITION_DELTA) { glm::vec3 newVelocity = glm::normalize(offset) * speed; rigidBody->setLinearVelocity(glmToBullet(newVelocity)); rigidBody->activate(); } else { rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f))); } } // handle rotation if (_rotationalTargetSet) { if (_rotationalTarget.x != _rotationalTarget.x || _rotationalTarget.y != _rotationalTarget.y || _rotationalTarget.z != _rotationalTarget.z || _rotationalTarget.w != _rotationalTarget.w) { qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN"; unlock(); lockForWrite(); _active = false; unlock(); return; } glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation()); // if qZero and qOne are too close to each other, we can get NaN for angle. auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget); const float almostOne = 0.99999f; if (glm::abs(alignmentDot) < almostOne) { glm::quat target = _rotationalTarget; if (alignmentDot < 0) { target = -target; } glm::quat qZeroInverse = glm::inverse(bodyRotation); glm::quat deltaQ = target * qZeroInverse; glm::vec3 axis = glm::axis(deltaQ); float angle = glm::angle(deltaQ); assert(!isNaN(angle)); glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis); rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity)); rigidBody->activate(); } else { rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f))); } } unlock();} bool ObjectActionSpring::updateArguments(QVariantMap arguments) { // targets are required, spring-constants are optional bool ptOk = true; glm::vec3 positionalTarget = EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false); bool pscOk = true; float linearTimeScale = EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false); if (ptOk && pscOk && linearTimeScale <= 0.0f) { qDebug() << "spring action -- linearTimeScale must be greater than zero."; return false; } bool rtOk = true; glm::quat rotationalTarget = EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false); bool rscOk = true; float angularTimeScale = EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false); if (!ptOk && !rtOk) { qDebug() << "spring action requires at least one of targetPosition or targetRotation argument"; return false; } lockForWrite(); _positionalTargetSet = _rotationalTargetSet = false; if (ptOk) { _positionalTarget = positionalTarget; _positionalTargetSet = true; if (pscOk) { _linearTimeScale = linearTimeScale; } else { _linearTimeScale = 0.1f; } } if (rtOk) { _rotationalTarget = rotationalTarget; _rotationalTargetSet = true; if (rscOk) { _angularTimeScale = angularTimeScale; } else { _angularTimeScale = 0.1f; } } _active = true; unlock(); return true;} QVariantMap ObjectActionSpring::getArguments() { QVariantMap arguments; lockForRead(); if (_positionalTargetSet) { arguments["linearTimeScale"] = _linearTimeScale; arguments["targetPosition"] = glmToQMap(_positionalTarget); } if (_rotationalTargetSet) { arguments["targetRotation"] = glmToQMap(_rotationalTarget); arguments["angularTimeScale"] = _angularTimeScale; } unlock(); return arguments;} QByteArray ObjectActionSpring::serialize() { QByteArray ba; QDataStream dataStream(&ba, QIODevice::WriteOnly); dataStream << getType(); dataStream << getID(); dataStream << ObjectActionSpring::springVersion; dataStream << _positionalTarget; dataStream << _linearTimeScale; dataStream << _positionalTargetSet; dataStream << _rotationalTarget; dataStream << _angularTimeScale; dataStream << _rotationalTargetSet; return ba;} void ObjectActionSpring::deserialize(QByteArray serializedArguments) { QDataStream dataStream(serializedArguments); EntityActionType type; QUuid id; uint16_t serializationVersion; dataStream >> type; assert(type == getType()); dataStream >> id; assert(id == getID()); dataStream >> serializationVersion; if (serializationVersion != ObjectActionSpring::springVersion) { return; } dataStream >> _positionalTarget; dataStream >> _linearTimeScale; dataStream >> _positionalTargetSet; dataStream >> _rotationalTarget; dataStream >> _angularTimeScale; dataStream >> _rotationalTargetSet; _active = true;}
//
// ObjectActionSpring.cpp
// libraries/physics/src
//
// Created by Seth Alves 2015-6-5
// Copyright 2015 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 "QVariantGLM.h"
#include "ObjectActionSpring.h"
const uint16_t ObjectActionSpring::springVersion = 1;
ObjectActionSpring::ObjectActionSpring(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) :
ObjectAction(type, id, ownerEntity) {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::ObjectActionSpring";
#endif
}
ObjectActionSpring::~ObjectActionSpring() {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::~ObjectActionSpring";
#endif
}
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;
}
// handle the linear part
if (_positionalTargetSet) {
// check for NaN
if (_positionalTarget.x != _positionalTarget.x ||
_positionalTarget.y != _positionalTarget.y ||
_positionalTarget.z != _positionalTarget.z) {
qDebug() << "ObjectActionSpring::updateActionWorker -- target position includes NaN";
unlock();
lockForWrite();
_active = false;
unlock();
return;
}
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
float speed = offsetLength / _linearTimeScale;
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
// handle rotation
if (_rotationalTargetSet) {
if (_rotationalTarget.x != _rotationalTarget.x ||
_rotationalTarget.y != _rotationalTarget.y ||
_rotationalTarget.z != _rotationalTarget.z ||
_rotationalTarget.w != _rotationalTarget.w) {
qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN";
unlock();
lockForWrite();
_active = false;
unlock();
return;
}
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
// if qZero and qOne are too close to each other, we can get NaN for angle.
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
const float almostOne = 0.99999f;
if (glm::abs(alignmentDot) < almostOne) {
glm::quat target = _rotationalTarget;
if (alignmentDot < 0) {
target = -target;
}
glm::quat qZeroInverse = glm::inverse(bodyRotation);
glm::quat deltaQ = target * qZeroInverse;
glm::vec3 axis = glm::axis(deltaQ);
float angle = glm::angle(deltaQ);
assert(!isNaN(angle));
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
rigidBody->activate();
} else {
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
unlock();
}
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
// targets are required, spring-constants are optional
bool ptOk = true;
glm::vec3 positionalTarget =
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
bool pscOk = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
return false;
}
bool rtOk = true;
glm::quat rotationalTarget =
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
bool rscOk = true;
float angularTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
if (!ptOk && !rtOk) {
qDebug() << "spring action requires at least one of targetPosition or targetRotation argument";
return false;
}
lockForWrite();
_positionalTargetSet = _rotationalTargetSet = false;
if (ptOk) {
_positionalTarget = positionalTarget;
_positionalTargetSet = true;
if (pscOk) {
_linearTimeScale = linearTimeScale;
} else {
_linearTimeScale = 0.1f;
}
}
if (rtOk) {
_rotationalTarget = rotationalTarget;
_rotationalTargetSet = true;
if (rscOk) {
_angularTimeScale = angularTimeScale;
} else {
_angularTimeScale = 0.1f;
}
}
_active = true;
unlock();
return true;
}
QVariantMap ObjectActionSpring::getArguments() {
QVariantMap arguments;
lockForRead();
if (_positionalTargetSet) {
arguments["linearTimeScale"] = _linearTimeScale;
arguments["targetPosition"] = glmToQMap(_positionalTarget);
}
if (_rotationalTargetSet) {
arguments["targetRotation"] = glmToQMap(_rotationalTarget);
arguments["angularTimeScale"] = _angularTimeScale;
}
unlock();
return arguments;
}
QByteArray ObjectActionSpring::serialize() {
QByteArray ba;
QDataStream dataStream(&ba, QIODevice::WriteOnly);
dataStream << getType();
dataStream << getID();
dataStream << ObjectActionSpring::springVersion;
dataStream << _positionalTarget;
dataStream << _linearTimeScale;
dataStream << _positionalTargetSet;
dataStream << _rotationalTarget;
dataStream << _angularTimeScale;
dataStream << _rotationalTargetSet;
return ba;
}
void ObjectActionSpring::deserialize(QByteArray serializedArguments) {
QDataStream dataStream(serializedArguments);
EntityActionType type;
QUuid id;
uint16_t serializationVersion;
dataStream >> type;
assert(type == getType());
dataStream >> id;
assert(id == getID());
dataStream >> serializationVersion;
if (serializationVersion != ObjectActionSpring::springVersion) {
return;
}
dataStream >> _positionalTarget;
dataStream >> _linearTimeScale;
dataStream >> _positionalTargetSet;
dataStream >> _rotationalTarget;
dataStream >> _angularTimeScale;
dataStream >> _rotationalTargetSet;
_active = true;
}