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Computing entity's velocity


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Hi all !

I am trying to compute the velocity of an entity within a SendPacketCallback (using the addSendPacketCallback added in 2.14)

 

Configs:

Unigine SDK 2.14

Windows 10

 

IG / Host Setup:

  • A host which updates the entity's rotation every frame (1 host frame is 100ms)
  • The Unigine IG sim with a callback for LOS extended response opcode
  • The CIGI connection is asynchronous
  • Entity smoothing is enabled

 

Here is the code I am using : 

int AppWorldLogic::init()
{
    // init systems, do some optimizations for IG
    Game::setEnabled(1);
    Physics::setEnabled(0);
    Render::setMotionBlur(0);
    Render::setLightsLensFlares(0);

    Render::setWhiteBalance(false);
    Render::setExposureMode(0);
    Render::setExposure(1.0f);

    // clamp framerate to 60 if VSync is off
    if ((App::getFlags() & App::VSYNC) == 0 ||
        (App::getFlags() & App::FULLSCREEN) == 0)
        Render::setMaxFPS(60.0f);

        
    int index = Engine::get()->findPlugin("CIGIConnector");
    // check CIGIConnector plugin load
    if (index != -1)
    {
        // getting the CIGI interface
        _cigi = IG::CIGI::Connector::get();
        _cigi->addSendPacketCallback(IG::CIGI::CIGI_OPCODE_LOS_EXT_RESPONSE, MakeCallback(this, &AppWorldLogic::on_speed_packet_required));
    }

    return 1;
}
void AppWorldLogic::on_speed_packet_required(bool &ret, IG::CIGI::CigiIGPacket *response, IG::CIGI::CigiHostPacket *request, IG::IGIntersection *intersection)
{
    if(intersection)
    {
        ObjectPtr object = intersection->object;
        // Log::message("\tHIT Object => %s\n", intersection->object->getName());

        Math::Vec3 point_world = intersection->point;
        Math::Vec3 prev_point_world = point_world * Math::inverse(object->getWorldTransform()) * object->getOldWorldTransform();
        Math::Vec3 point_velocity = (point_world - prev_point_world) / Game::getIFps();

        Log::message("velocity = {%f,%f,%f}\n\n", point_velocity.x, point_velocity.y, point_velocity.z);
    }
}

The callback is called every ~100ms.

What I expect :

  1. Whenever I enter this callback, the velocity is computed based on the entity previous world transform
  2. I know that the velocity is moving so it should not be equal to (0,0,0)

 

Problem is :

    - When I enter the callback, "object->getOldWorldTransform()" is always equals to "object->GetWorldTransform()" which will set the velocity to (0,0,0).

    - A callback has to compute the velocity independently, meaning I cannot save the position to compute the velocity on the next callback.

 

If you need any more infos feel free to ask.

Best regards,

Antoine

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the order of the matrix multiplication matters.

Vec3 prev_point_world = (object-> getOldWorldTransform () * inverse (object-> getWorldTransform ())) * point_world;

I checked it works correctly for simple cases. however, getOldTransform may be updated due to the update of the spatial tree.
https://drive.google.com/file/d/1V5axIYmJbNvvjwajF1tykvEeHfXMZINj/view?usp=sharing

tell me more about the scene - what is the object for which you need to get velocity? who moves it, where (update / post_update) does this movement take place?

Sphere.node

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Hi cash-metall, thank you for your reply.

The object is a cylinder which just rotates on the Z axis. 

It is my CIGI Host who creates it via a CIGIEntityCtrl packet and updates its rotation every 100 milliseconds, increasing it by 30 until 360°.

I don't know -in the Unigine Side- where the movement takes place as I don't control that part, Unigine does so after receiving the packet I send and computing the next position with interpolation. 

 

Do you need to know anything more ?

spinner.node

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Hello again !

So I downloaded your sphere.node to see if I could make it work.

I tried to use your sphere with a Cigi Communication using Unigine's IG Host.

I enabled the interpolation to have a smooth movement and not a direct teleportation.

Here is the result :

 gifIgHost.gif.c95ef3cd84725267275f7f697c2b73c3.gif

 

As you can see, the pink trail supposed to trace the sphere's movement using the OldWorldTransform is not shown.

This means that when using a Cigi Communication, the OldWorldTransform is not updated correctly and is not usable.

Is there a way for your team to solve this problem ?

Thank you for your time and your help !

Best Regards,

Antoine

  • Like 1
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yes, interpolation happens in the post-update, but callbacks are processed in the update.
As a result, in the update of the current frame, the position of the entity has not yet been applied.

there are two ways:

1. fast but not universal: make a simple component

class VelocityControl : public ComponentBase
{
    COMPONENT(VelocityControl, ComponentBase)
    COMPONENT_UPDATE(update)

    PROP_NAME("VelocityControl")

    void update()
    {
        auto c_transform = node->getWorldTransform();
        delta = inverse(old_transform) * c_transform;
        linear_velocity = vec3(delta.getTranslate()) / Game::getIFps();
        angular_velocity = Math::decomposeRotationZXY(mat3(delta)) / Game::getIFps();
        old_transform = c_transform;
    }

    Unigine::Math::Mat4 old_transform;
    Unigine::Math::vec3 linear_velocity;
    Unigine::Math::vec3 angular_velocity;
    Unigine::Math::Mat4 delta;

};

which to assign to those objects whose velocities are of interest to us (landing pads ?)
and in the callback it is easy to take

auto vc = ComponentSystem::get()->getComponent<VelocityControl>(object);
if (vc)
{
    linear = vc->delta * point_world;
}

2. universal, but may slow: manual control the previous transformation - in update, bypass all nodes and save the transformations of all object meshes. (maybe some mask optimize to reduce the number of matrix copies)

// each update
Vector<NodePtr> nodes;
World::getNodes(nodes);
for (const auto & node : nodes)
{
    if (node->getType() == Node::OBJECT_MESH_STATIC)
    world_transforms[node->getID()] = node->getWorldTransform();
}

// and take in the callback 
inverse(world_transforms[object->getID()]) * object->getWorldTransform();

 

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