Example #1
0
        public void AddAndProcessRemoteBodyForPrediction(RigidBodyPhysicsBridgeInfo rb,
                                                         RigidBodyTransform transform, UnityEngine.Vector3 keyFramedPos,
                                                         UnityEngine.Quaternion keyFramedOrientation, float timeOfSnapshot,
                                                         PredictionTimeParameters timeInfo)
        {
            var collisionInfo = new CollisionSwitchInfo();

            collisionInfo.startPosition    = rb.RigidBody.transform.position;
            collisionInfo.startOrientation = rb.RigidBody.transform.rotation;
            collisionInfo.rigidBodyId      = rb.Id;
            collisionInfo.isKeyframed      = rb.IsKeyframed;
            // test is this remote body is in the monitor stream or if this is grabbed & key framed then this should not be dynamic
            if (_monitorCollisionInfo.ContainsKey(rb.Id) && !rb.IsKeyframed)
            {
                // dynamic
                rb.RigidBody.isKinematic  = false;
                collisionInfo.monitorInfo = _monitorCollisionInfo[rb.Id];
                collisionInfo.monitorInfo.timeFromStartCollision += timeInfo.DT;
                collisionInfo.linearVelocity  = rb.RigidBody.velocity;
                collisionInfo.angularVelocity = rb.RigidBody.angularVelocity;
#if MRE_PHYSICS_DEBUG
                Debug.Log(" Remote body: " + rb.Id.ToString() + " is dynamic since:"
                          + collisionInfo.monitorInfo.timeFromStartCollision + " relative distance:" + collisionInfo.monitorInfo.relativeDistance
                          + " interpolation:" + collisionInfo.monitorInfo.keyframedInterpolationRatio);
#endif
                // if time passes by then make a transformation between key framed and dynamic
                // but only change the positions not the velocity
                if (collisionInfo.monitorInfo.keyframedInterpolationRatio > 0.05f)
                {
                    // interpolate between key framed and dynamic transforms
                    float t = collisionInfo.monitorInfo.keyframedInterpolationRatio;
                    UnityEngine.Vector3    interpolatedPos;
                    UnityEngine.Quaternion interpolatedQuad;
                    interpolatedPos  = t * keyFramedPos + (1.0f - t) * rb.RigidBody.transform.position;
                    interpolatedQuad = UnityEngine.Quaternion.Slerp(keyFramedOrientation, rb.RigidBody.transform.rotation, t);
#if MRE_PHYSICS_DEBUG
                    Debug.Log(" Interpolate body " + rb.Id.ToString() + " t=" + t
                              + " time=" + UnityEngine.Time.time
                              + " pos KF:" + keyFramedPos
                              + " dyn:" + rb.RigidBody.transform.position
                              + " interp pos:" + interpolatedPos
                              + " rb vel:" + rb.RigidBody.velocity
                              + " KF vel:" + rb.lastValidLinerVelocity);
#endif
                    // apply these changes only if they are significant in order to not to bother the physics engine
                    // for settled objects
                    UnityEngine.Vector3 posdiff = rb.RigidBody.transform.position - interpolatedPos;
                    if (posdiff.magnitude > interpolationPosEpsilon)
                    {
                        rb.RigidBody.transform.position = interpolatedPos;
                    }
                    float angleDiff = Math.Abs(
                        UnityEngine.Quaternion.Angle(rb.RigidBody.transform.rotation, interpolatedQuad));
                    if (angleDiff > interpolationAngularEps)
                    {
                        rb.RigidBody.transform.rotation = interpolatedQuad;
                    }

                    // apply velocity damping if we are in the interpolation phase
                    if (collisionInfo.monitorInfo.keyframedInterpolationRatio >= velocityDampingInterpolationValueStart)
                    {
                        rb.RigidBody.velocity        *= velocityDampingForInterpolation;
                        rb.RigidBody.angularVelocity *= velocityDampingForInterpolation;
                    }
                }
            }
            else
            {
                // 100% key framing
                rb.RigidBody.isKinematic        = true;
                rb.RigidBody.transform.position = keyFramedPos;
                rb.RigidBody.transform.rotation = keyFramedOrientation;
                rb.RigidBody.velocity.Set(0.0f, 0.0f, 0.0f);
                rb.RigidBody.angularVelocity.Set(0.0f, 0.0f, 0.0f);
                collisionInfo.linearVelocity  = rb.lastValidLinerVelocity;
                collisionInfo.angularVelocity = rb.lastValidAngularVelocity;
                collisionInfo.monitorInfo     = new CollisionMonitorInfo();
#if MRE_PHYSICS_DEBUG
                if (rb.IsKeyframed)
                {
                    Debug.Log(" Remote body: " + rb.Id.ToString() + " is key framed:"
                              + " linvel:" + collisionInfo.linearVelocity
                              + " angvel:" + collisionInfo.angularVelocity);
                }
#endif
            }
            // <todo> add more filtering here to cancel out unnecessary items,
            // but for small number of bodies should be OK
            _switchCollisionInfos.Add(collisionInfo);
        }
Example #2
0
        public void AddAndProcessRemoteBodyForPrediction(RigidBodyPhysicsBridgeInfo rb,
                                                         RigidBodyTransform transform, Godot.Vector3 keyFramedPos,
                                                         Godot.Quat keyFramedOrientation, float timeOfSnapshot,
                                                         PredictionTimeParameters timeInfo)
        {
            var collisionInfo = new CollisionSwitchInfo();

            collisionInfo.startPosition    = rb.RigidBody.GlobalTransform.origin;
            collisionInfo.startOrientation = rb.RigidBody.GlobalTransform.basis.RotationQuat();
            collisionInfo.rigidBodyId      = rb.Id;
            collisionInfo.isKeyframed      = rb.IsKeyframed;
            // test is this remote body is in the monitor stream or if this is grabbed & key framed then this should not be dynamic
            if (_monitorCollisionInfo.ContainsKey(rb.Id) && !rb.IsKeyframed)
            {
                // dynamic
                if (rb.RigidBody.Mode != Godot.RigidBody.ModeEnum.Rigid)
                {
                    rb.RigidBody.Mode = Godot.RigidBody.ModeEnum.Rigid;
                }
                collisionInfo.monitorInfo = _monitorCollisionInfo[rb.Id];
                collisionInfo.monitorInfo.timeFromStartCollision += timeInfo.DT;
                collisionInfo.linearVelocity  = rb.RigidBody.LinearVelocity;
                collisionInfo.angularVelocity = rb.RigidBody.AngularVelocity;
#if MRE_PHYSICS_DEBUG
                GD.Print(" Remote body: " + rb.Id.ToString() + " is dynamic since:"
                         + collisionInfo.monitorInfo.timeFromStartCollision + " relative distance:" + collisionInfo.monitorInfo.relativeDistance
                         + " interpolation:" + collisionInfo.monitorInfo.keyframedInterpolationRatio);
#endif
                // if time passes by then make a transformation between key framed and dynamic
                // but only change the positions not the velocity
                if (collisionInfo.monitorInfo.keyframedInterpolationRatio > 0.05f)
                {
                    // interpolate between key framed and dynamic transforms
                    float         t = collisionInfo.monitorInfo.keyframedInterpolationRatio;
                    Godot.Vector3 interpolatedPos;
                    Godot.Quat    interpolatedQuad;
                    interpolatedPos  = t * keyFramedPos + (1.0f - t) * rb.RigidBody.GlobalTransform.origin;
                    interpolatedQuad = keyFramedOrientation.Slerp(rb.RigidBody.GlobalTransform.basis.RotationQuat(), t);
#if MRE_PHYSICS_DEBUG
                    GD.Print(" Interpolate body " + rb.Id.ToString() + " t=" + t
                             + " time=" + OS.GetTicksMsec() * 0.001
                             + " pos KF:" + keyFramedPos
                             + " dyn:" + rb.RigidBody.Transform.origin
                             + " interp pos:" + interpolatedPos
                             + " rb vel:" + rb.RigidBody.LinearVelocity
                             + " KF vel:" + rb.lastValidLinerVelocityOrPos);
#endif
                    // apply these changes only if they are significant in order to not to bother the physics engine
                    // for settled objects
                    Godot.Vector3 posdiff         = rb.RigidBody.GlobalTransform.origin - interpolatedPos;
                    Vector3       rigidBodyOrigin = rb.RigidBody.GlobalTransform.origin;
                    Basis         rigidBodyBasis  = rb.RigidBody.GlobalTransform.basis;
                    if (posdiff.Length() > interpolationPosEpsilon)
                    {
                        rigidBodyOrigin = interpolatedPos;
                    }
                    float angleDiff = Math.Abs(Mathf.Rad2Deg(rigidBodyBasis.GetEuler().AngleTo(interpolatedQuad.GetEuler())));
                    if (angleDiff > interpolationAngularEps)
                    {
                        rigidBodyBasis = new Basis(interpolatedQuad);
                    }
                    rb.RigidBody.GlobalTransform = new Transform(rigidBodyBasis, rigidBodyOrigin);

                    // apply velocity damping if we are in the interpolation phase
                    if (collisionInfo.monitorInfo.keyframedInterpolationRatio >= velocityDampingInterpolationValueStart)
                    {
                        rb.RigidBody.LinearVelocity  *= velocityDampingForInterpolation;
                        rb.RigidBody.AngularVelocity *= velocityDampingForInterpolation;
                    }
                }
            }
            else
            {
                // 100% key framing
                if (rb.RigidBody.Mode != Godot.RigidBody.ModeEnum.Kinematic)
                {
                    rb.RigidBody.Mode = Godot.RigidBody.ModeEnum.Kinematic;
                }
                rb.RigidBody.GlobalTransform  = new Transform(new Basis(keyFramedOrientation), keyFramedPos);
                rb.RigidBody.LinearVelocity   = new Vector3(0.0f, 0.0f, 0.0f);
                rb.RigidBody.AngularVelocity  = new Vector3(0.0f, 0.0f, 0.0f);
                collisionInfo.linearVelocity  = rb.lastValidLinerVelocityOrPos;
                collisionInfo.angularVelocity = rb.lastValidAngularVelocityorAng;
                collisionInfo.monitorInfo     = new CollisionMonitorInfo();
#if MRE_PHYSICS_DEBUG
                if (rb.IsKeyframed)
                {
                    GD.Print(" Remote body: " + rb.Id.ToString() + " is key framed:"
                             + " linvel:" + collisionInfo.linearVelocity
                             + " angvel:" + collisionInfo.angularVelocity);
                }
#endif
            }
            // <todo> add more filtering here to cancel out unnecessary items,
            // but for small number of bodies should be OK
            _switchCollisionInfos.Add(collisionInfo);
        }