This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
131 lines
5.3 KiB
C++
131 lines
5.3 KiB
C++
/*************************************************************************/
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/* velocity_tracker_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "velocity_tracker_3d.h"
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#include "core/config/engine.h"
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void VelocityTracker3D::set_track_physics_step(bool p_track_physics_step) {
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physics_step = p_track_physics_step;
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}
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bool VelocityTracker3D::is_tracking_physics_step() const {
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return physics_step;
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}
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void VelocityTracker3D::update_position(const Vector3 &p_position) {
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PositionHistory ph;
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ph.position = p_position;
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if (physics_step) {
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ph.frame = Engine::get_singleton()->get_physics_frames();
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} else {
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ph.frame = Engine::get_singleton()->get_frame_ticks();
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}
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if (position_history_len == 0 || position_history[0].frame != ph.frame) { //in same frame, use latest
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position_history_len = MIN(position_history.size(), position_history_len + 1);
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for (int i = position_history_len - 1; i > 0; i--) {
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position_history.write[i] = position_history[i - 1];
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}
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}
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position_history.write[0] = ph;
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}
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Vector3 VelocityTracker3D::get_tracked_linear_velocity() const {
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Vector3 linear_velocity;
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double max_time = 1 / 5.0; //maximum time to interpolate a velocity
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Vector3 distance_accum;
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double time_accum = 0.0;
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double base_time = 0.0;
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if (position_history_len) {
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if (physics_step) {
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uint64_t base = Engine::get_singleton()->get_physics_frames();
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base_time = double(base - position_history[0].frame) / Engine::get_singleton()->get_physics_ticks_per_second();
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} else {
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uint64_t base = Engine::get_singleton()->get_frame_ticks();
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base_time = double(base - position_history[0].frame) / 1000000.0;
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}
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}
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for (int i = 0; i < position_history_len - 1; i++) {
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double delta = 0.0;
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uint64_t diff = position_history[i].frame - position_history[i + 1].frame;
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Vector3 distance = position_history[i].position - position_history[i + 1].position;
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if (physics_step) {
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delta = double(diff) / Engine::get_singleton()->get_physics_ticks_per_second();
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} else {
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delta = double(diff) / 1000000.0;
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}
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if (base_time + time_accum + delta > max_time) {
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break;
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}
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distance_accum += distance;
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time_accum += delta;
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}
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if (time_accum) {
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linear_velocity = distance_accum / time_accum;
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}
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return linear_velocity;
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}
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void VelocityTracker3D::reset(const Vector3 &p_new_pos) {
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PositionHistory ph;
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ph.position = p_new_pos;
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if (physics_step) {
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ph.frame = Engine::get_singleton()->get_physics_frames();
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} else {
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ph.frame = Engine::get_singleton()->get_frame_ticks();
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}
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position_history.write[0] = ph;
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position_history_len = 1;
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}
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void VelocityTracker3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_track_physics_step", "enable"), &VelocityTracker3D::set_track_physics_step);
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ClassDB::bind_method(D_METHOD("is_tracking_physics_step"), &VelocityTracker3D::is_tracking_physics_step);
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ClassDB::bind_method(D_METHOD("update_position", "position"), &VelocityTracker3D::update_position);
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ClassDB::bind_method(D_METHOD("get_tracked_linear_velocity"), &VelocityTracker3D::get_tracked_linear_velocity);
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ClassDB::bind_method(D_METHOD("reset", "position"), &VelocityTracker3D::reset);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "track_physics_step"), "set_track_physics_step", "is_tracking_physics_step");
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}
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VelocityTracker3D::VelocityTracker3D() {
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position_history.resize(4); // should be configurable
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}
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