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author | opensim | 2009-09-30 18:51:02 +0200 |
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committer | opensim | 2009-09-30 18:51:02 +0200 |
commit | 827b0fb1993c6f9b1289931a1ac38ff2b810952c (patch) | |
tree | 3c5e7b7fe5b21fdf159d64f1264a9d41ceac7b69 /OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs | |
parent | Finish the (untested) authentication connector (diff) | |
download | opensim-SC-827b0fb1993c6f9b1289931a1ac38ff2b810952c.zip opensim-SC-827b0fb1993c6f9b1289931a1ac38ff2b810952c.tar.gz opensim-SC-827b0fb1993c6f9b1289931a1ac38ff2b810952c.tar.bz2 opensim-SC-827b0fb1993c6f9b1289931a1ac38ff2b810952c.tar.xz |
Commit initial version of KittoFlora's vehicle changes
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs | 626 |
1 files changed, 0 insertions, 626 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs b/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs deleted file mode 100644 index a547c3e..0000000 --- a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs +++ /dev/null | |||
@@ -1,626 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using Ode.NET; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.OdePlugin | ||
39 | { | ||
40 | public class ODEVehicleSettings | ||
41 | { | ||
42 | public Vehicle Type | ||
43 | { | ||
44 | get { return m_type; } | ||
45 | } | ||
46 | |||
47 | public IntPtr Body | ||
48 | { | ||
49 | get { return m_body; } | ||
50 | } | ||
51 | |||
52 | private int frcount = 0; | ||
53 | // private float frmod = 3.0f; | ||
54 | |||
55 | private Vehicle m_type = Vehicle.TYPE_NONE; | ||
56 | // private OdeScene m_parentScene = null; | ||
57 | private IntPtr m_body = IntPtr.Zero; | ||
58 | private IntPtr m_jointGroup = IntPtr.Zero; | ||
59 | private IntPtr m_aMotor = IntPtr.Zero; | ||
60 | private IntPtr m_lMotor1 = IntPtr.Zero; | ||
61 | // private IntPtr m_lMotor2 = IntPtr.Zero; | ||
62 | // private IntPtr m_lMotor3 = IntPtr.Zero; | ||
63 | |||
64 | // Vehicle properties | ||
65 | // private Quaternion m_referenceFrame = Quaternion.Identity; | ||
66 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; | ||
67 | private Vector3 m_angularMotorDirection = Vector3.Zero; | ||
68 | private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero; | ||
69 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | ||
70 | private Vector3 m_linearMotorDirection = Vector3.Zero; | ||
71 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; | ||
72 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
73 | // private float m_angularDeflectionEfficiency = 0; | ||
74 | // private float m_angularDeflectionTimescale = 0; | ||
75 | private float m_angularMotorDecayTimescale = 0; | ||
76 | private float m_angularMotorTimescale = 0; | ||
77 | // private float m_bankingEfficiency = 0; | ||
78 | // private float m_bankingMix = 0; | ||
79 | // private float m_bankingTimescale = 0; | ||
80 | // private float m_buoyancy = 0; | ||
81 | // private float m_hoverHeight = 0; | ||
82 | // private float m_hoverEfficiency = 0; | ||
83 | // private float m_hoverTimescale = 0; | ||
84 | // private float m_linearDeflectionEfficiency = 0; | ||
85 | // private float m_linearDeflectionTimescale = 0; | ||
86 | private float m_linearMotorDecayTimescale = 0; | ||
87 | private float m_linearMotorTimescale = 0; | ||
88 | private float m_verticalAttractionEfficiency = 0; | ||
89 | private float m_verticalAttractionTimescale = 0; | ||
90 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | ||
91 | private Vector3 m_lastAngularVelocityVector = Vector3.Zero; | ||
92 | private VehicleFlag m_flags = (VehicleFlag) 0; | ||
93 | |||
94 | // private bool m_LinearMotorSetLastFrame = false; | ||
95 | |||
96 | |||
97 | |||
98 | |||
99 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
100 | { | ||
101 | switch (pParam) | ||
102 | { | ||
103 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
104 | if (pValue < 0.01f) pValue = 0.01f; | ||
105 | // m_angularDeflectionEfficiency = pValue; | ||
106 | break; | ||
107 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
108 | if (pValue < 0.01f) pValue = 0.01f; | ||
109 | // m_angularDeflectionTimescale = pValue; | ||
110 | break; | ||
111 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
112 | if (pValue < 0.01f) pValue = 0.01f; | ||
113 | m_angularMotorDecayTimescale = pValue; | ||
114 | break; | ||
115 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
116 | if (pValue < 0.01f) pValue = 0.01f; | ||
117 | m_angularMotorTimescale = pValue; | ||
118 | break; | ||
119 | case Vehicle.BANKING_EFFICIENCY: | ||
120 | if (pValue < 0.01f) pValue = 0.01f; | ||
121 | // m_bankingEfficiency = pValue; | ||
122 | break; | ||
123 | case Vehicle.BANKING_MIX: | ||
124 | if (pValue < 0.01f) pValue = 0.01f; | ||
125 | // m_bankingMix = pValue; | ||
126 | break; | ||
127 | case Vehicle.BANKING_TIMESCALE: | ||
128 | if (pValue < 0.01f) pValue = 0.01f; | ||
129 | // m_bankingTimescale = pValue; | ||
130 | break; | ||
131 | case Vehicle.BUOYANCY: | ||
132 | // m_buoyancy = pValue; | ||
133 | break; | ||
134 | case Vehicle.HOVER_EFFICIENCY: | ||
135 | // m_hoverEfficiency = pValue; | ||
136 | break; | ||
137 | case Vehicle.HOVER_HEIGHT: | ||
138 | // m_hoverHeight = pValue; | ||
139 | break; | ||
140 | case Vehicle.HOVER_TIMESCALE: | ||
141 | if (pValue < 0.01f) pValue = 0.01f; | ||
142 | // m_hoverTimescale = pValue; | ||
143 | break; | ||
144 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
145 | if (pValue < 0.01f) pValue = 0.01f; | ||
146 | // m_linearDeflectionEfficiency = pValue; | ||
147 | break; | ||
148 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
149 | if (pValue < 0.01f) pValue = 0.01f; | ||
150 | // m_linearDeflectionTimescale = pValue; | ||
151 | break; | ||
152 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
153 | if (pValue < 0.01f) pValue = 0.01f; | ||
154 | m_linearMotorDecayTimescale = pValue; | ||
155 | break; | ||
156 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
157 | if (pValue < 0.01f) pValue = 0.01f; | ||
158 | m_linearMotorTimescale = pValue; | ||
159 | break; | ||
160 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
161 | if (pValue < 0.01f) pValue = 0.01f; | ||
162 | m_verticalAttractionEfficiency = pValue; | ||
163 | break; | ||
164 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
165 | if (pValue < 0.01f) pValue = 0.01f; | ||
166 | m_verticalAttractionTimescale = pValue; | ||
167 | break; | ||
168 | |||
169 | // These are vector properties but the engine lets you use a single float value to | ||
170 | // set all of the components to the same value | ||
171 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
172 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
173 | break; | ||
174 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
175 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
176 | m_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
177 | break; | ||
178 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
179 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
180 | break; | ||
181 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
182 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
183 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
184 | break; | ||
185 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
186 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
187 | break; | ||
188 | |||
189 | } | ||
190 | Reset(); | ||
191 | } | ||
192 | |||
193 | internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue) | ||
194 | { | ||
195 | switch (pParam) | ||
196 | { | ||
197 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
198 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
199 | break; | ||
200 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
201 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
202 | m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
203 | break; | ||
204 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
205 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
206 | break; | ||
207 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
208 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
209 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
210 | break; | ||
211 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
212 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
213 | break; | ||
214 | } | ||
215 | Reset(); | ||
216 | } | ||
217 | |||
218 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
219 | { | ||
220 | switch (pParam) | ||
221 | { | ||
222 | case Vehicle.REFERENCE_FRAME: | ||
223 | // m_referenceFrame = pValue; | ||
224 | break; | ||
225 | } | ||
226 | Reset(); | ||
227 | } | ||
228 | |||
229 | internal void ProcessTypeChange(Vehicle pType) | ||
230 | { | ||
231 | if (m_type == Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE) | ||
232 | { | ||
233 | // Activate whatever it is | ||
234 | SetDefaultsForType(pType); | ||
235 | Reset(); | ||
236 | } | ||
237 | else if (m_type != Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE) | ||
238 | { | ||
239 | // Set properties | ||
240 | SetDefaultsForType(pType); | ||
241 | // then reset | ||
242 | Reset(); | ||
243 | } | ||
244 | else if (m_type != Vehicle.TYPE_NONE && pType == Vehicle.TYPE_NONE) | ||
245 | { | ||
246 | m_type = pType; | ||
247 | Destroy(); | ||
248 | } | ||
249 | } | ||
250 | |||
251 | internal void Disable() | ||
252 | { | ||
253 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | ||
254 | return; | ||
255 | |||
256 | if (m_aMotor != IntPtr.Zero) | ||
257 | { | ||
258 | |||
259 | } | ||
260 | |||
261 | } | ||
262 | |||
263 | internal void Enable(IntPtr pBody, OdeScene pParentScene) | ||
264 | { | ||
265 | if (m_type == Vehicle.TYPE_NONE) | ||
266 | return; | ||
267 | |||
268 | m_body = pBody; | ||
269 | // m_parentScene = pParentScene; | ||
270 | if (m_jointGroup == IntPtr.Zero) | ||
271 | m_jointGroup = d.JointGroupCreate(3); | ||
272 | |||
273 | if (pBody != IntPtr.Zero) | ||
274 | { | ||
275 | |||
276 | if (m_lMotor1 == IntPtr.Zero) | ||
277 | { | ||
278 | d.BodySetAutoDisableFlag(Body, false); | ||
279 | m_lMotor1 = d.JointCreateLMotor(pParentScene.world, m_jointGroup); | ||
280 | d.JointSetLMotorNumAxes(m_lMotor1, 1); | ||
281 | d.JointAttach(m_lMotor1, Body, IntPtr.Zero); | ||
282 | } | ||
283 | |||
284 | if (m_aMotor == IntPtr.Zero) | ||
285 | { | ||
286 | m_aMotor = d.JointCreateAMotor(pParentScene.world, m_jointGroup); | ||
287 | d.JointSetAMotorNumAxes(m_aMotor, 3); | ||
288 | d.JointAttach(m_aMotor, Body, IntPtr.Zero); | ||
289 | } | ||
290 | } | ||
291 | } | ||
292 | |||
293 | internal void Reset() | ||
294 | { | ||
295 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | ||
296 | return; | ||
297 | |||
298 | } | ||
299 | |||
300 | internal void Destroy() | ||
301 | { | ||
302 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | ||
303 | return; | ||
304 | if (m_aMotor != IntPtr.Zero) | ||
305 | { | ||
306 | d.JointDestroy(m_aMotor); | ||
307 | } | ||
308 | if (m_lMotor1 != IntPtr.Zero) | ||
309 | { | ||
310 | d.JointDestroy(m_lMotor1); | ||
311 | } | ||
312 | |||
313 | } | ||
314 | |||
315 | internal void Step(float pTimestep) | ||
316 | { | ||
317 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | ||
318 | return; | ||
319 | frcount++; | ||
320 | if (frcount > 100) | ||
321 | frcount = 0; | ||
322 | |||
323 | VerticalAttractor(pTimestep); | ||
324 | LinearMotor(pTimestep); | ||
325 | |||
326 | |||
327 | AngularMotor(pTimestep); | ||
328 | |||
329 | } | ||
330 | |||
331 | private void SetDefaultsForType(Vehicle pType) | ||
332 | { | ||
333 | m_type = pType; | ||
334 | switch (pType) | ||
335 | { | ||
336 | case Vehicle.TYPE_SLED: | ||
337 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
338 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
339 | m_linearMotorDirection = Vector3.Zero; | ||
340 | m_linearMotorTimescale = 1000; | ||
341 | m_linearMotorDecayTimescale = 120; | ||
342 | m_angularMotorDirection = Vector3.Zero; | ||
343 | m_angularMotorTimescale = 1000; | ||
344 | m_angularMotorDecayTimescale = 120; | ||
345 | // m_hoverHeight = 0; | ||
346 | // m_hoverEfficiency = 10; | ||
347 | // m_hoverTimescale = 10; | ||
348 | // m_buoyancy = 0; | ||
349 | // m_linearDeflectionEfficiency = 1; | ||
350 | // m_linearDeflectionTimescale = 1; | ||
351 | // m_angularDeflectionEfficiency = 1; | ||
352 | // m_angularDeflectionTimescale = 1000; | ||
353 | // m_bankingEfficiency = 0; | ||
354 | // m_bankingMix = 1; | ||
355 | // m_bankingTimescale = 10; | ||
356 | // m_referenceFrame = Quaternion.Identity; | ||
357 | m_flags &= | ||
358 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
359 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
360 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
361 | break; | ||
362 | case Vehicle.TYPE_CAR: | ||
363 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
364 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
365 | m_linearMotorDirection = Vector3.Zero; | ||
366 | m_linearMotorTimescale = 1; | ||
367 | m_linearMotorDecayTimescale = 60; | ||
368 | m_angularMotorDirection = Vector3.Zero; | ||
369 | m_angularMotorTimescale = 1; | ||
370 | m_angularMotorDecayTimescale = 0.8f; | ||
371 | // m_hoverHeight = 0; | ||
372 | // // m_hoverEfficiency = 0; | ||
373 | // // m_hoverTimescale = 1000; | ||
374 | // // m_buoyancy = 0; | ||
375 | // // m_linearDeflectionEfficiency = 1; | ||
376 | // // m_linearDeflectionTimescale = 2; | ||
377 | // // m_angularDeflectionEfficiency = 0; | ||
378 | // m_angularDeflectionTimescale = 10; | ||
379 | m_verticalAttractionEfficiency = 1; | ||
380 | m_verticalAttractionTimescale = 10; | ||
381 | // m_bankingEfficiency = -0.2f; | ||
382 | // m_bankingMix = 1; | ||
383 | // m_bankingTimescale = 1; | ||
384 | // m_referenceFrame = Quaternion.Identity; | ||
385 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
386 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | | ||
387 | VehicleFlag.LIMIT_MOTOR_UP); | ||
388 | break; | ||
389 | case Vehicle.TYPE_BOAT: | ||
390 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
391 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
392 | m_linearMotorDirection = Vector3.Zero; | ||
393 | m_linearMotorTimescale = 5; | ||
394 | m_linearMotorDecayTimescale = 60; | ||
395 | m_angularMotorDirection = Vector3.Zero; | ||
396 | m_angularMotorTimescale = 4; | ||
397 | m_angularMotorDecayTimescale = 4; | ||
398 | // m_hoverHeight = 0; | ||
399 | // m_hoverEfficiency = 0.5f; | ||
400 | // m_hoverTimescale = 2; | ||
401 | // m_buoyancy = 1; | ||
402 | // m_linearDeflectionEfficiency = 0.5f; | ||
403 | // m_linearDeflectionTimescale = 3; | ||
404 | // m_angularDeflectionEfficiency = 0.5f; | ||
405 | // m_angularDeflectionTimescale = 5; | ||
406 | m_verticalAttractionEfficiency = 0.5f; | ||
407 | m_verticalAttractionTimescale = 5; | ||
408 | // m_bankingEfficiency = -0.3f; | ||
409 | // m_bankingMix = 0.8f; | ||
410 | // m_bankingTimescale = 1; | ||
411 | // m_referenceFrame = Quaternion.Identity; | ||
412 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
413 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_UP_ONLY | | ||
414 | VehicleFlag.LIMIT_MOTOR_UP); | ||
415 | break; | ||
416 | case Vehicle.TYPE_AIRPLANE: | ||
417 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
418 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
419 | m_linearMotorDirection = Vector3.Zero; | ||
420 | m_linearMotorTimescale = 2; | ||
421 | m_linearMotorDecayTimescale = 60; | ||
422 | m_angularMotorDirection = Vector3.Zero; | ||
423 | m_angularMotorTimescale = 4; | ||
424 | m_angularMotorDecayTimescale = 4; | ||
425 | // m_hoverHeight = 0; | ||
426 | // m_hoverEfficiency = 0.5f; | ||
427 | // m_hoverTimescale = 1000; | ||
428 | // m_buoyancy = 0; | ||
429 | // m_linearDeflectionEfficiency = 0.5f; | ||
430 | // m_linearDeflectionTimescale = 3; | ||
431 | // m_angularDeflectionEfficiency = 1; | ||
432 | // m_angularDeflectionTimescale = 2; | ||
433 | m_verticalAttractionEfficiency = 0.9f; | ||
434 | m_verticalAttractionTimescale = 2; | ||
435 | // m_bankingEfficiency = 1; | ||
436 | // m_bankingMix = 0.7f; | ||
437 | // m_bankingTimescale = 2; | ||
438 | // m_referenceFrame = Quaternion.Identity; | ||
439 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
440 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
441 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
442 | break; | ||
443 | case Vehicle.TYPE_BALLOON: | ||
444 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
445 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
446 | m_linearMotorDirection = Vector3.Zero; | ||
447 | m_linearMotorTimescale = 5; | ||
448 | m_linearMotorDecayTimescale = 60; | ||
449 | m_angularMotorDirection = Vector3.Zero; | ||
450 | m_angularMotorTimescale = 6; | ||
451 | m_angularMotorDecayTimescale = 10; | ||
452 | // m_hoverHeight = 5; | ||
453 | // m_hoverEfficiency = 0.8f; | ||
454 | // m_hoverTimescale = 10; | ||
455 | // m_buoyancy = 1; | ||
456 | // m_linearDeflectionEfficiency = 0; | ||
457 | // m_linearDeflectionTimescale = 5; | ||
458 | // m_angularDeflectionEfficiency = 0; | ||
459 | // m_angularDeflectionTimescale = 5; | ||
460 | m_verticalAttractionEfficiency = 1; | ||
461 | m_verticalAttractionTimescale = 1000; | ||
462 | // m_bankingEfficiency = 0; | ||
463 | // m_bankingMix = 0.7f; | ||
464 | // m_bankingTimescale = 5; | ||
465 | // m_referenceFrame = Quaternion.Identity; | ||
466 | m_flags = (VehicleFlag)0; | ||
467 | break; | ||
468 | |||
469 | } | ||
470 | } | ||
471 | |||
472 | private void VerticalAttractor(float pTimestep) | ||
473 | { | ||
474 | // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. | ||
475 | // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you | ||
476 | // change appearance and when you enter the simulator | ||
477 | // After this routine is done, the amotor stabilizes much quicker | ||
478 | d.Mass objMass; | ||
479 | d.BodyGetMass(Body, out objMass); | ||
480 | //d.BodyGetS | ||
481 | |||
482 | d.Vector3 feet; | ||
483 | d.Vector3 head; | ||
484 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet); | ||
485 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head); | ||
486 | float posture = head.Z - feet.Z; | ||
487 | |||
488 | //Console.WriteLine(String.Format("head: <{0},{1},{2}>, feet:<{3},{4},{5}> diff:<{6},{7},{8}>", head.X, head.Y, head.Z, feet.X, | ||
489 | // feet.Y, feet.Z, head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z)); | ||
490 | //Console.WriteLine(String.Format("diff:<{0},{1},{2}>",head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z)); | ||
491 | |||
492 | // restoring force proportional to lack of posture: | ||
493 | float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass; | ||
494 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | ||
495 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | ||
496 | //d.BodyAddTorque(m_body, (head.X - feet.X) * servo, (head.Y - feet.Y) * servo, (head.Z - feet.Z) * servo); | ||
497 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | ||
498 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | ||
499 | } | ||
500 | |||
501 | private void LinearMotor(float pTimestep) | ||
502 | { | ||
503 | |||
504 | if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | ||
505 | { | ||
506 | |||
507 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | ||
508 | m_lastLinearVelocityVector += (addAmount*10); | ||
509 | |||
510 | // This will work temporarily, but we really need to compare speed on an axis | ||
511 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | ||
512 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | ||
513 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | ||
514 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; | ||
515 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | ||
516 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | ||
517 | //Console.WriteLine("add: " + addAmount); | ||
518 | |||
519 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | ||
520 | //Console.WriteLine("decay: " + decayfraction); | ||
521 | |||
522 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction; | ||
523 | //Console.WriteLine("actual: " + m_linearMotorDirection); | ||
524 | } | ||
525 | |||
526 | //System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector); | ||
527 | |||
528 | SetLinearMotorProperties(); | ||
529 | |||
530 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | ||
531 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | ||
532 | |||
533 | //m_linearMotorDirection *= decayamount; | ||
534 | |||
535 | } | ||
536 | |||
537 | private void SetLinearMotorProperties() | ||
538 | { | ||
539 | Vector3 dirNorm = m_lastLinearVelocityVector; | ||
540 | dirNorm.Normalize(); | ||
541 | |||
542 | d.Mass objMass; | ||
543 | d.BodyGetMass(Body, out objMass); | ||
544 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
545 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
546 | dirNorm *= rotq; | ||
547 | if (m_lMotor1 != IntPtr.Zero) | ||
548 | { | ||
549 | |||
550 | d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z); | ||
551 | d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_lastLinearVelocityVector.Length()); | ||
552 | |||
553 | d.JointSetLMotorParam(m_lMotor1, (int)dParam.FMax, 35f * objMass.mass); | ||
554 | } | ||
555 | |||
556 | } | ||
557 | |||
558 | private void AngularMotor(float pTimestep) | ||
559 | { | ||
560 | if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | ||
561 | { | ||
562 | |||
563 | Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep); | ||
564 | m_lastAngularVelocityVector += (addAmount * 10); | ||
565 | |||
566 | // This will work temporarily, but we really need to compare speed on an axis | ||
567 | if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X)) | ||
568 | m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X; | ||
569 | if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y)) | ||
570 | m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y; | ||
571 | if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z)) | ||
572 | m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z; | ||
573 | //Console.WriteLine("add: " + addAmount); | ||
574 | |||
575 | Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep))); | ||
576 | //Console.WriteLine("decay: " + decayfraction); | ||
577 | |||
578 | m_angularMotorDirection -= m_angularMotorDirection * decayfraction; | ||
579 | //Console.WriteLine("actual: " + m_linearMotorDirection); | ||
580 | } | ||
581 | |||
582 | //System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector); | ||
583 | |||
584 | SetAngularMotorProperties(); | ||
585 | |||
586 | Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep); | ||
587 | m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount; | ||
588 | |||
589 | //m_linearMotorDirection *= decayamount; | ||
590 | |||
591 | } | ||
592 | private void SetAngularMotorProperties() | ||
593 | { | ||
594 | |||
595 | |||
596 | |||
597 | d.Mass objMass; | ||
598 | d.BodyGetMass(Body, out objMass); | ||
599 | //d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
600 | //Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
601 | Vector3 axis0 = Vector3.UnitX; | ||
602 | Vector3 axis1 = Vector3.UnitY; | ||
603 | Vector3 axis2 = Vector3.UnitZ; | ||
604 | //axis0 *= rotq; | ||
605 | //axis1 *= rotq; | ||
606 | //axis2 *= rotq; | ||
607 | |||
608 | |||
609 | |||
610 | if (m_aMotor != IntPtr.Zero) | ||
611 | { | ||
612 | d.JointSetAMotorAxis(m_aMotor, 0, 1, axis0.X, axis0.Y, axis0.Z); | ||
613 | d.JointSetAMotorAxis(m_aMotor, 1, 1, axis1.X, axis1.Y, axis1.Z); | ||
614 | d.JointSetAMotorAxis(m_aMotor, 2, 1, axis2.X, axis2.Y, axis2.Z); | ||
615 | d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax, 30*objMass.mass); | ||
616 | d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax2, 30*objMass.mass); | ||
617 | d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax3, 30 * objMass.mass); | ||
618 | d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel, m_lastAngularVelocityVector.X); | ||
619 | d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel2, m_lastAngularVelocityVector.Y); | ||
620 | d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel3, m_lastAngularVelocityVector.Z); | ||
621 | |||
622 | } | ||
623 | } | ||
624 | |||
625 | } | ||
626 | } | ||