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Alchemy Viewer
Alchemy Viewer
Commits
8b064070
Commit
8b064070
authored
13 years ago
by
Loren Shih
Browse files
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Patches
Plain Diff
SH-1381 FIXED avatar physics behavior is tightly tied to viewer framerate
Breaking up physics into smaller integration steps.
parent
91409d40
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1 changed file
indra/newview/llphysicsmotion.cpp
+184
-170
184 additions, 170 deletions
indra/newview/llphysicsmotion.cpp
with
184 additions
and
170 deletions
indra/newview/llphysicsmotion.cpp
+
184
−
170
View file @
8b064070
...
@@ -43,7 +43,8 @@
...
@@ -43,7 +43,8 @@
typedef
std
::
map
<
std
::
string
,
std
::
string
>
controller_map_t
;
typedef
std
::
map
<
std
::
string
,
std
::
string
>
controller_map_t
;
typedef
std
::
map
<
std
::
string
,
F32
>
default_controller_map_t
;
typedef
std
::
map
<
std
::
string
,
F32
>
default_controller_map_t
;
#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f;
#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f
#define TIME_ITERATION_STEP 0.1f
inline
F64
llsgn
(
const
F64
a
)
inline
F64
llsgn
(
const
F64
a
)
{
{
...
@@ -453,7 +454,8 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
...
@@ -453,7 +454,8 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
return
FALSE
;
return
FALSE
;
}
}
if
(
time_delta
>
3.0
)
// If less than 1FPS, we don't want to be spending time updating physics at all.
if
(
time_delta
>
1.0
)
{
{
mLastTime
=
time
;
mLastTime
=
time
;
return
FALSE
;
return
FALSE
;
...
@@ -481,195 +483,207 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
...
@@ -481,195 +483,207 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
if
(
physics_test
)
if
(
physics_test
)
behavior_maxeffect
=
1.0
f
;
behavior_maxeffect
=
1.0
f
;
// mPositon_local should be in normalized 0,1 range already. Just making sure...
BOOL
update_visuals
=
FALSE
;
F32
position_current_local
=
llclamp
(
mPosition_local
,
// Break up the physics into a bunch of iterations so that differing framerates will show
0.0
f
,
// roughly the same behavior.
1.0
f
);
for
(
F32
time_iteration
=
0
;
time_iteration
<=
time_delta
;
time_iteration
+=
TIME_ITERATION_STEP
)
{
// Normalize the param position to be from [0,1].
F32
time_iteration_step
=
TIME_ITERATION_STEP
;
// We have to use normalized values because there may be more than one driven param,
if
(
time_iteration
+
TIME_ITERATION_STEP
>
time_delta
)
// and each of these driven params may have its own range.
{
// This means we'll do all our calculations in normalized [0,1] local coordinates.
time_iteration_step
=
time_delta
;
F32
position_user_local
=
mParamDriver
->
getWeight
();
}
position_user_local
=
(
position_user_local
-
mParamDriver
->
getMinWeight
())
/
(
mParamDriver
->
getMaxWeight
()
-
mParamDriver
->
getMinWeight
());
// If the effect is turned off then don't process unless we need one more update
// mPositon_local should be in normalized 0,1 range already. Just making sure...
// to set the position to the default (i.e. user) position.
F32
position_current_local
=
llclamp
(
mPosition_local
,
if
((
behavior_maxeffect
==
0
)
&&
(
position_current_local
==
position_user_local
))
0.0
f
,
{
1.0
f
);
return
FALSE
;
}
// Normalize the param position to be from [0,1].
// We have to use normalized values because there may be more than one driven param,
//
// and each of these driven params may have its own range.
// End parameters and settings
// This means we'll do all our calculations in normalized [0,1] local coordinates.
////////////////////////////////////////////////////////////////////////////////
F32
position_user_local
=
mParamDriver
->
getWeight
();
position_user_local
=
(
position_user_local
-
mParamDriver
->
getMinWeight
())
/
(
mParamDriver
->
getMaxWeight
()
-
mParamDriver
->
getMinWeight
());
////////////////////////////////////////////////////////////////////////////////
// If the effect is turned off then don't process unless we need one more update
// Calculate velocity and acceleration in parameter space.
// to set the position to the default (i.e. user) position.
//
if
((
behavior_maxeffect
==
0
)
&&
(
position_current_local
==
position_user_local
))
{
return
FALSE
;
}
//
// End parameters and settings
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Calculate velocity and acceleration in parameter space.
//
const
F32
velocity_joint_local
=
calculateVelocity_local
(
time_
delta
);
const
F32
velocity_joint_local
=
calculateVelocity_local
(
time_
iteration_step
);
const
F32
acceleration_joint_local
=
calculateAcceleration_local
(
velocity_joint_local
,
time_
delta
);
const
F32
acceleration_joint_local
=
calculateAcceleration_local
(
velocity_joint_local
,
time_
iteration_step
);
//
//
// End velocity and acceleration
// End velocity and acceleration
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Calculate the total force
// Calculate the total force
//
//
// Spring force is a restoring force towards the original user-set breast position.
// Spring force is a restoring force towards the original user-set breast position.
// F = kx
// F = kx
const
F32
spring_length
=
position_current_local
-
position_user_local
;
const
F32
spring_length
=
position_current_local
-
position_user_local
;
const
F32
force_spring
=
-
spring_length
*
behavior_spring
;
const
F32
force_spring
=
-
spring_length
*
behavior_spring
;
// Acceleration is the force that comes from the change in velocity of the torso.
// Acceleration is the force that comes from the change in velocity of the torso.
// F = ma
// F = ma
const
F32
force_accel
=
behavior_gain
*
(
acceleration_joint_local
*
behavior_mass
);
const
F32
force_accel
=
behavior_gain
*
(
acceleration_joint_local
*
behavior_mass
);
// Gravity always points downward in world space.
// Gravity always points downward in world space.
// F = mg
// F = mg
const
LLVector3
gravity_world
(
0
,
0
,
1
);
const
LLVector3
gravity_world
(
0
,
0
,
1
);
const
F32
force_gravity
=
behavior_gain
*
(
toLocal
(
gravity_world
)
*
behavior_gravity
*
behavior_mass
);
const
F32
force_gravity
=
behavior_gain
*
(
toLocal
(
gravity_world
)
*
behavior_gravity
*
behavior_mass
);
// Damping is a restoring force that opposes the current velocity.
// Damping is a restoring force that opposes the current velocity.
// F = -kv
// F = -kv
const
F32
force_damping
=
-
behavior_damping
*
mVelocity_local
;
const
F32
force_damping
=
-
behavior_damping
*
mVelocity_local
;
// Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
// Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
// F = .5kv^2
// F = .5kv^2
const
F32
force_drag
=
.5
*
behavior_drag
*
velocity_joint_local
*
velocity_joint_local
*
llsgn
(
velocity_joint_local
);
const
F32
force_drag
=
.5
*
behavior_drag
*
velocity_joint_local
*
velocity_joint_local
*
llsgn
(
velocity_joint_local
);
const
F32
force_net
=
(
force_accel
+
const
F32
force_net
=
(
force_accel
+
force_gravity
+
force_gravity
+
force_spring
+
force_spring
+
force_damping
+
force_damping
+
force_drag
);
force_drag
);
//
//
// End total force
// End total force
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Calculate new params
// Calculate new params
//
//
// Calculate the new acceleration based on the net force.
// Calculate the new acceleration based on the net force.
// a = F/m
// a = F/m
const
F32
acceleration_new_local
=
force_net
/
behavior_mass
;
const
F32
acceleration_new_local
=
force_net
/
behavior_mass
;
static
const
F32
max_acceleration
=
10.0
f
;
// magic number, used to be customizable.
static
const
F32
max_acceleration
=
10.0
f
;
// magic number, used to be customizable.
F32
velocity_new_local
=
mVelocity_local
+
acceleration_new_local
;
F32
velocity_new_local
=
mVelocity_local
+
acceleration_new_local
;
velocity_new_local
=
llclamp
(
velocity_new_local
,
velocity_new_local
=
llclamp
(
velocity_new_local
,
-
max_acceleration
,
max_acceleration
);
-
max_acceleration
,
max_acceleration
);
// Temporary debugging setting to cause all avatars to move, for profiling purposes.
// Temporary debugging setting to cause all avatars to move, for profiling purposes.
if
(
physics_test
)
if
(
physics_test
)
{
{
velocity_new_local
=
sin
(
time
*
4.0
);
velocity_new_local
=
sin
(
time
*
4.0
);
}
}
// Calculate the new parameters, or remain unchanged if max speed is 0.
// Calculate the new parameters, or remain unchanged if max speed is 0.
F32
position_new_local
=
position_current_local
+
velocity_new_local
*
time_
delta
;
F32
position_new_local
=
position_current_local
+
velocity_new_local
*
time_
iteration_step
;
if
(
behavior_maxeffect
==
0
)
if
(
behavior_maxeffect
==
0
)
position_new_local
=
position_user_local
;
position_new_local
=
position_user_local
;
// Zero out the velocity if the param is being pushed beyond its limits.
// Zero out the velocity if the param is being pushed beyond its limits.
if
((
position_new_local
<
0
&&
velocity_new_local
<
0
)
||
if
((
position_new_local
<
0
&&
velocity_new_local
<
0
)
||
(
position_new_local
>
1
&&
velocity_new_local
>
0
))
(
position_new_local
>
1
&&
velocity_new_local
>
0
))
{
{
velocity_new_local
=
0
;
velocity_new_local
=
0
;
}
}
// Check for NaN values. A NaN value is detected if the variables doesn't equal itself.
// Check for NaN values. A NaN value is detected if the variables doesn't equal itself.
// If NaN, then reset everything.
// If NaN, then reset everything.
if
((
mPosition_local
!=
mPosition_local
)
||
if
((
mPosition_local
!=
mPosition_local
)
||
(
mVelocity_local
!=
mVelocity_local
)
||
(
mVelocity_local
!=
mVelocity_local
)
||
(
position_new_local
!=
position_new_local
))
(
position_new_local
!=
position_new_local
))
{
{
position_new_local
=
0
;
position_new_local
=
0
;
position_current_local
=
0
;
position_current_local
=
0
;
position_user_local
=
0
;
position_user_local
=
0
;
mVelocity_local
=
0
;
mVelocity_local
=
0
;
mVelocityJoint_local
=
0
;
mVelocityJoint_local
=
0
;
mAccelerationJoint_local
=
0
;
mAccelerationJoint_local
=
0
;
mPosition_local
=
0
;
mPosition_local
=
0
;
mPosition_world
=
LLVector3
(
0
,
0
,
0
);
mPosition_world
=
LLVector3
(
0
,
0
,
0
);
}
}
const
F32
position_new_local_clamped
=
llclamp
(
position_new_local
,
const
F32
position_new_local_clamped
=
llclamp
(
position_new_local
,
0.0
f
,
0.0
f
,
1.0
f
);
1.0
f
);
LLDriverParam
*
driver_param
=
dynamic_cast
<
LLDriverParam
*>
(
mParamDriver
);
LLDriverParam
*
driver_param
=
dynamic_cast
<
LLDriverParam
*>
(
mParamDriver
);
llassert_always
(
driver_param
);
llassert_always
(
driver_param
);
if
(
driver_param
)
if
(
driver_param
)
{
{
// If this is one of our "hidden" driver params, then make sure it's
// If this is one of our "hidden" driver params, then make sure it's
// the default value.
// the default value.
if
((
driver_param
->
getGroup
()
!=
VISUAL_PARAM_GROUP_TWEAKABLE
)
&&
if
((
driver_param
->
getGroup
()
!=
VISUAL_PARAM_GROUP_TWEAKABLE
)
&&
(
driver_param
->
getGroup
()
!=
VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT
))
(
driver_param
->
getGroup
()
!=
VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT
))
{
{
mCharacter
->
setVisualParamWeight
(
driver_param
,
mCharacter
->
setVisualParamWeight
(
driver_param
,
0
,
0
,
FALSE
);
FALSE
);
}
}
for
(
LLDriverParam
::
entry_list_t
::
iterator
iter
=
driver_param
->
mDriven
.
begin
();
for
(
LLDriverParam
::
entry_list_t
::
iterator
iter
=
driver_param
->
mDriven
.
begin
();
iter
!=
driver_param
->
mDriven
.
end
();
iter
!=
driver_param
->
mDriven
.
end
();
++
iter
)
++
iter
)
{
{
LLDrivenEntry
&
entry
=
(
*
iter
);
LLDrivenEntry
&
entry
=
(
*
iter
);
LLViewerVisualParam
*
driven_param
=
entry
.
mParam
;
LLViewerVisualParam
*
driven_param
=
entry
.
mParam
;
setParamValue
(
driven_param
,
position_new_local_clamped
,
behavior_maxeffect
);
setParamValue
(
driven_param
,
position_new_local_clamped
,
behavior_maxeffect
);
}
}
}
}
//
//
// End calculate new params
// End calculate new params
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Conditionally update the visual params
// Conditionally update the visual params
//
//
// Updating the visual params (i.e. what the user sees) is fairly expensive.
// Updating the visual params (i.e. what the user sees) is fairly expensive.
// So only update if the params have changed enough, and also take into account
// So only update if the params have changed enough, and also take into account
// the graphics LOD settings.
// the graphics LOD settings.
BOOL
update_visuals
=
FALSE
;
// For non-self, if the avatar is small enough visually, then don't update.
const
F32
area_for_max_settings
=
0.0
;
// For non-self, if the avatar is small enough visually, then don't update.
const
F32
area_for_min_settings
=
1400.0
;
const
F32
area_for_max_settings
=
0.0
;
const
F32
area_for_this_setting
=
area_for_max_settings
+
(
area_for_min_settings
-
area_for_max_settings
)
*
(
1.0
-
lod_factor
);
const
F32
area_for_min_settings
=
1400.0
;
const
F32
pixel_area
=
fsqrtf
(
mCharacter
->
getPixelArea
());
const
F32
area_for_this_setting
=
area_for_max_settings
+
(
area_for_min_settings
-
area_for_max_settings
)
*
(
1.0
-
lod_factor
);
const
F32
pixel_area
=
fsqrtf
(
mCharacter
->
getPixelArea
());
const
BOOL
is_self
=
(
dynamic_cast
<
LLVOAvatarSelf
*>
(
mCharacter
)
!=
NULL
);
const
BOOL
is_self
=
(
dynamic_cast
<
LLVOAvatarSelf
*>
(
mCharacter
)
!=
NULL
);
if
((
pixel_area
>
area_for_this_setting
)
||
is_self
)
if
((
pixel_area
>
area_for_this_setting
)
||
is_self
)
{
{
const
F32
position_diff_local
=
llabs
(
mPositionLastUpdate_local
-
position_new_local_clamped
);
const
F32
position_diff_local
=
llabs
(
mPositionLastUpdate_local
-
position_new_local_clamped
);
const
F32
min_delta
=
(
1.0001
f
-
lod_factor
)
*
0.4
f
;
const
F32
min_delta
=
(
1.0001
f
-
lod_factor
)
*
0.4
f
;
if
(
llabs
(
position_diff_local
)
>
min_delta
)
if
(
llabs
(
position_diff_local
)
>
min_delta
)
{
{
update_visuals
=
TRUE
;
update_visuals
=
TRUE
;
mPositionLastUpdate_local
=
position_new_local
;
mPositionLastUpdate_local
=
position_new_local
;
}
}
}
}
//
// End update visual params
////////////////////////////////////////////////////////////////////////////////
mVelocityJoint_local
=
velocity_joint_local
;
mVelocity_local
=
velocity_new_local
;
mAccelerationJoint_local
=
acceleration_joint_local
;
mPosition_local
=
position_new_local
;
mPosition_world
=
joint
->
getWorldPosition
();
//
}
// End update visual params
mLastTime
=
time
;
////////////////////////////////////////////////////////////////////////////////
mVelocityJoint_local
=
velocity_joint_local
;
mVelocity_local
=
velocity_new_local
;
mAccelerationJoint_local
=
acceleration_joint_local
;
mPosition_local
=
position_new_local
;
mPosition_world
=
joint
->
getWorldPosition
();
mLastTime
=
time
;
/*
/*
// Write out debugging info into a spreadsheet.
// Write out debugging info into a spreadsheet.
...
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