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; } // else the ownership is not changing so we don't bother to pack it } else { // we don't own the simulation for this entity yet, but we're sending a bid for it properties.setSimulationOwner(sessionID, glm::max<quint8>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY)); _nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS; } EntityItemID id(_entity->getID()); EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender); #ifdef WANT_DEBUG qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()..."; #endif entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, id, properties); _entity->setLastBroadcast(usecTimestampNow()); // 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->computePuffedQueryAACube()) { EntityItemProperties newQueryCubeProperties; newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube()); entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties); entityDescendant->setLastBroadcast(usecTimestampNow()); } } }); _lastStep = step; }
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()..."; #endif entityPacketSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, id, properties); _entity->setLastBroadcast(usecTimestampNow()); } else { #ifdef WANT_DEBUG qCDebug(physics) << "EntityMotionState::sendUpdate()... NOT sending update as requested."; #endif } _lastStep = step; }