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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs | 993 |
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diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs new file mode 100644 index 0000000..d0b4546 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs | |||
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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 | /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
29 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
30 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
31 | * characteristics and Kinetic motion. | ||
32 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
33 | * (dynamics) and the associated settings. Old Linear and angular | ||
34 | * motors for dynamic motion have been replace with MoveLinear() | ||
35 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
36 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
37 | * switch between 'VEHICLE' parameter use and general dynamics | ||
38 | * settings use. | ||
39 | */ | ||
40 | |||
41 | // Extensive change Ubit 2012 | ||
42 | |||
43 | using System; | ||
44 | using System.Collections.Generic; | ||
45 | using System.Reflection; | ||
46 | using System.Runtime.InteropServices; | ||
47 | using log4net; | ||
48 | using OpenMetaverse; | ||
49 | using OdeAPI; | ||
50 | using OpenSim.Framework; | ||
51 | using OpenSim.Region.Physics.Manager; | ||
52 | |||
53 | namespace OpenSim.Region.Physics.OdePlugin | ||
54 | { | ||
55 | public class ODEDynamics | ||
56 | { | ||
57 | public Vehicle Type | ||
58 | { | ||
59 | get { return m_type; } | ||
60 | } | ||
61 | |||
62 | private OdePrim rootPrim; | ||
63 | private OdeScene _pParentScene; | ||
64 | |||
65 | // Vehicle properties | ||
66 | private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
67 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ? | ||
68 | |||
69 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
70 | |||
71 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
72 | // HOVER_TERRAIN_ONLY | ||
73 | // HOVER_GLOBAL_HEIGHT | ||
74 | // NO_DEFLECTION_UP | ||
75 | // HOVER_WATER_ONLY | ||
76 | // HOVER_UP_ONLY | ||
77 | // LIMIT_MOTOR_UP | ||
78 | // LIMIT_ROLL_ONLY | ||
79 | private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl | ||
80 | |||
81 | // Linear properties | ||
82 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
83 | private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
84 | private float m_linearMotorDecayTimescale = 120; | ||
85 | private float m_linearMotorTimescale = 1000; | ||
86 | private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
87 | |||
88 | //Angular properties | ||
89 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
90 | private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate | ||
91 | private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate | ||
92 | private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate | ||
93 | |||
94 | //Deflection properties | ||
95 | private float m_angularDeflectionEfficiency = 0; | ||
96 | private float m_angularDeflectionTimescale = 1000; | ||
97 | private float m_linearDeflectionEfficiency = 0; | ||
98 | private float m_linearDeflectionTimescale = 1000; | ||
99 | |||
100 | //Banking properties | ||
101 | private float m_bankingEfficiency = 0; | ||
102 | private float m_bankingMix = 0; | ||
103 | private float m_bankingTimescale = 1000; | ||
104 | |||
105 | //Hover and Buoyancy properties | ||
106 | private float m_VhoverHeight = 0f; | ||
107 | private float m_VhoverEfficiency = 0f; | ||
108 | private float m_VhoverTimescale = 1000f; | ||
109 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
110 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
111 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
112 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
113 | |||
114 | //Attractor properties | ||
115 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
116 | private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. | ||
117 | |||
118 | |||
119 | // auxiliar | ||
120 | private float m_lmEfect = 0; // current linear motor eficiency | ||
121 | private float m_amEfect = 0; // current angular motor eficiency | ||
122 | private float m_ffactor = 1.0f; | ||
123 | |||
124 | public float FrictionFactor | ||
125 | { | ||
126 | get | ||
127 | { | ||
128 | return m_ffactor; | ||
129 | } | ||
130 | } | ||
131 | |||
132 | public ODEDynamics(OdePrim rootp) | ||
133 | { | ||
134 | rootPrim = rootp; | ||
135 | _pParentScene = rootPrim._parent_scene; | ||
136 | } | ||
137 | |||
138 | public void DoSetVehicle(VehicleData vd) | ||
139 | { | ||
140 | |||
141 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
142 | float invtimestep = 1.0f / timestep; | ||
143 | |||
144 | m_type = vd.m_type; | ||
145 | m_flags = vd.m_flags; | ||
146 | |||
147 | // Linear properties | ||
148 | m_linearMotorDirection = vd.m_linearMotorDirection; | ||
149 | |||
150 | m_linearFrictionTimescale = vd.m_linearFrictionTimescale; | ||
151 | if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep; | ||
152 | if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep; | ||
153 | if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep; | ||
154 | |||
155 | m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale; | ||
156 | if (m_linearMotorDecayTimescale < 0.5f) m_linearMotorDecayTimescale = 0.5f; | ||
157 | m_linearMotorDecayTimescale *= invtimestep; | ||
158 | |||
159 | m_linearMotorTimescale = vd.m_linearMotorTimescale; | ||
160 | if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep; | ||
161 | |||
162 | |||
163 | m_linearMotorOffset = vd.m_linearMotorOffset; | ||
164 | |||
165 | //Angular properties | ||
166 | m_angularMotorDirection = vd.m_angularMotorDirection; | ||
167 | m_angularMotorTimescale = vd.m_angularMotorTimescale; | ||
168 | if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep; | ||
169 | |||
170 | m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale; | ||
171 | if (m_angularMotorDecayTimescale < 0.5f) m_angularMotorDecayTimescale = 0.5f; | ||
172 | m_angularMotorDecayTimescale *= invtimestep; | ||
173 | |||
174 | m_angularFrictionTimescale = vd.m_angularFrictionTimescale; | ||
175 | if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep; | ||
176 | if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep; | ||
177 | if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep; | ||
178 | |||
179 | //Deflection properties | ||
180 | m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency; | ||
181 | m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale; | ||
182 | if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep; | ||
183 | |||
184 | m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency; | ||
185 | m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale; | ||
186 | if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep; | ||
187 | |||
188 | //Banking properties | ||
189 | m_bankingEfficiency = vd.m_bankingEfficiency; | ||
190 | m_bankingMix = vd.m_bankingMix; | ||
191 | m_bankingTimescale = vd.m_bankingTimescale; | ||
192 | if (m_bankingTimescale < timestep) m_bankingTimescale = timestep; | ||
193 | |||
194 | //Hover and Buoyancy properties | ||
195 | m_VhoverHeight = vd.m_VhoverHeight; | ||
196 | m_VhoverEfficiency = vd.m_VhoverEfficiency; | ||
197 | m_VhoverTimescale = vd.m_VhoverTimescale; | ||
198 | if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep; | ||
199 | |||
200 | m_VehicleBuoyancy = vd.m_VehicleBuoyancy; | ||
201 | |||
202 | //Attractor properties | ||
203 | m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency; | ||
204 | m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale; | ||
205 | if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep; | ||
206 | |||
207 | // Axis | ||
208 | m_referenceFrame = vd.m_referenceFrame; | ||
209 | |||
210 | m_lmEfect = 0; | ||
211 | m_amEfect = 0; | ||
212 | m_ffactor = 1.0f; | ||
213 | } | ||
214 | |||
215 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
216 | { | ||
217 | float len; | ||
218 | float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE; | ||
219 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
220 | |||
221 | switch (pParam) | ||
222 | { | ||
223 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
224 | if (pValue < 0f) pValue = 0f; | ||
225 | if (pValue > 1f) pValue = 1f; | ||
226 | m_angularDeflectionEfficiency = pValue; | ||
227 | break; | ||
228 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
229 | if (pValue < timestep) pValue = timestep; | ||
230 | m_angularDeflectionTimescale = pValue; | ||
231 | break; | ||
232 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
233 | // if (pValue < timestep) pValue = timestep; | ||
234 | // try to make impulses to work a bit better | ||
235 | if (pValue < 0.5f) pValue = 0.5f; | ||
236 | else if (pValue > 120) pValue = 120; | ||
237 | m_angularMotorDecayTimescale = pValue * invtimestep; | ||
238 | break; | ||
239 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
240 | if (pValue < timestep) pValue = timestep; | ||
241 | m_angularMotorTimescale = pValue; | ||
242 | break; | ||
243 | case Vehicle.BANKING_EFFICIENCY: | ||
244 | if (pValue < -1f) pValue = -1f; | ||
245 | if (pValue > 1f) pValue = 1f; | ||
246 | m_bankingEfficiency = pValue; | ||
247 | break; | ||
248 | case Vehicle.BANKING_MIX: | ||
249 | if (pValue < 0f) pValue = 0f; | ||
250 | if (pValue > 1f) pValue = 1f; | ||
251 | m_bankingMix = pValue; | ||
252 | break; | ||
253 | case Vehicle.BANKING_TIMESCALE: | ||
254 | if (pValue < timestep) pValue = timestep; | ||
255 | m_bankingTimescale = pValue; | ||
256 | break; | ||
257 | case Vehicle.BUOYANCY: | ||
258 | if (pValue < -1f) pValue = -1f; | ||
259 | if (pValue > 1f) pValue = 1f; | ||
260 | m_VehicleBuoyancy = pValue; | ||
261 | break; | ||
262 | case Vehicle.HOVER_EFFICIENCY: | ||
263 | if (pValue < 0f) pValue = 0f; | ||
264 | if (pValue > 1f) pValue = 1f; | ||
265 | m_VhoverEfficiency = pValue; | ||
266 | break; | ||
267 | case Vehicle.HOVER_HEIGHT: | ||
268 | m_VhoverHeight = pValue; | ||
269 | break; | ||
270 | case Vehicle.HOVER_TIMESCALE: | ||
271 | if (pValue < timestep) pValue = timestep; | ||
272 | m_VhoverTimescale = pValue; | ||
273 | break; | ||
274 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
275 | if (pValue < 0f) pValue = 0f; | ||
276 | if (pValue > 1f) pValue = 1f; | ||
277 | m_linearDeflectionEfficiency = pValue; | ||
278 | break; | ||
279 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
280 | if (pValue < timestep) pValue = timestep; | ||
281 | m_linearDeflectionTimescale = pValue; | ||
282 | break; | ||
283 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
284 | // if (pValue < timestep) pValue = timestep; | ||
285 | // try to make impulses to work a bit better | ||
286 | if (pValue < 0.5f) pValue = 0.5f; | ||
287 | else if (pValue > 120) pValue = 120; | ||
288 | m_linearMotorDecayTimescale = pValue * invtimestep; | ||
289 | break; | ||
290 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
291 | if (pValue < timestep) pValue = timestep; | ||
292 | m_linearMotorTimescale = pValue; | ||
293 | break; | ||
294 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
295 | if (pValue < 0f) pValue = 0f; | ||
296 | if (pValue > 1f) pValue = 1f; | ||
297 | m_verticalAttractionEfficiency = pValue; | ||
298 | break; | ||
299 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
300 | if (pValue < timestep) pValue = timestep; | ||
301 | m_verticalAttractionTimescale = pValue; | ||
302 | break; | ||
303 | |||
304 | // These are vector properties but the engine lets you use a single float value to | ||
305 | // set all of the components to the same value | ||
306 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
307 | if (pValue < timestep) pValue = timestep; | ||
308 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
309 | break; | ||
310 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
311 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
312 | len = m_angularMotorDirection.Length(); | ||
313 | if (len > 12.566f) | ||
314 | m_angularMotorDirection *= (12.566f / len); | ||
315 | m_amEfect = 1.0f; // turn it on | ||
316 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
317 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
318 | d.BodyEnable(rootPrim.Body); | ||
319 | break; | ||
320 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
321 | if (pValue < timestep) pValue = timestep; | ||
322 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
323 | break; | ||
324 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
325 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
326 | len = m_linearMotorDirection.Length(); | ||
327 | if (len > 30.0f) | ||
328 | m_linearMotorDirection *= (30.0f / len); | ||
329 | m_lmEfect = 1.0f; // turn it on | ||
330 | m_ffactor = 0.01f; | ||
331 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
332 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
333 | d.BodyEnable(rootPrim.Body); | ||
334 | break; | ||
335 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
336 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
337 | len = m_linearMotorOffset.Length(); | ||
338 | if (len > 100.0f) | ||
339 | m_linearMotorOffset *= (100.0f / len); | ||
340 | break; | ||
341 | } | ||
342 | }//end ProcessFloatVehicleParam | ||
343 | |||
344 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
345 | { | ||
346 | float len; | ||
347 | float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE; | ||
348 | float timestep = _pParentScene.ODE_STEPSIZE; | ||
349 | switch (pParam) | ||
350 | { | ||
351 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
352 | if (pValue.X < timestep) pValue.X = timestep; | ||
353 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
354 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
355 | |||
356 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
357 | break; | ||
358 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
359 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
360 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
361 | len = m_angularMotorDirection.Length(); | ||
362 | if (len > 12.566f) | ||
363 | m_angularMotorDirection *= (12.566f / len); | ||
364 | m_amEfect = 1.0f; // turn it on | ||
365 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
366 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
367 | d.BodyEnable(rootPrim.Body); | ||
368 | break; | ||
369 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
370 | if (pValue.X < timestep) pValue.X = timestep; | ||
371 | if (pValue.Y < timestep) pValue.Y = timestep; | ||
372 | if (pValue.Z < timestep) pValue.Z = timestep; | ||
373 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
374 | break; | ||
375 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
376 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
377 | len = m_linearMotorDirection.Length(); | ||
378 | if (len > 30.0f) | ||
379 | m_linearMotorDirection *= (30.0f / len); | ||
380 | m_lmEfect = 1.0f; // turn it on | ||
381 | m_ffactor = 0.01f; | ||
382 | if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) | ||
383 | && !rootPrim.m_isSelected && !rootPrim.m_disabled) | ||
384 | d.BodyEnable(rootPrim.Body); | ||
385 | break; | ||
386 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
387 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
388 | len = m_linearMotorOffset.Length(); | ||
389 | if (len > 100.0f) | ||
390 | m_linearMotorOffset *= (100.0f / len); | ||
391 | break; | ||
392 | case Vehicle.BLOCK_EXIT: | ||
393 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
394 | break; | ||
395 | } | ||
396 | }//end ProcessVectorVehicleParam | ||
397 | |||
398 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
399 | { | ||
400 | switch (pParam) | ||
401 | { | ||
402 | case Vehicle.REFERENCE_FRAME: | ||
403 | m_referenceFrame = Quaternion.Inverse(pValue); | ||
404 | break; | ||
405 | case Vehicle.ROLL_FRAME: | ||
406 | m_RollreferenceFrame = pValue; | ||
407 | break; | ||
408 | } | ||
409 | }//end ProcessRotationVehicleParam | ||
410 | |||
411 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
412 | { | ||
413 | if (remove) | ||
414 | { | ||
415 | m_flags &= ~((VehicleFlag)pParam); | ||
416 | } | ||
417 | else | ||
418 | { | ||
419 | m_flags |= (VehicleFlag)pParam; | ||
420 | } | ||
421 | }//end ProcessVehicleFlags | ||
422 | |||
423 | internal void ProcessTypeChange(Vehicle pType) | ||
424 | { | ||
425 | float invtimestep = _pParentScene.ODE_STEPSIZE; | ||
426 | m_lmEfect = 0; | ||
427 | m_amEfect = 0; | ||
428 | m_ffactor = 1f; | ||
429 | |||
430 | m_linearMotorDirection = Vector3.Zero; | ||
431 | m_angularMotorDirection = Vector3.Zero; | ||
432 | |||
433 | m_BlockingEndPoint = Vector3.Zero; | ||
434 | m_RollreferenceFrame = Quaternion.Identity; | ||
435 | m_linearMotorOffset = Vector3.Zero; | ||
436 | |||
437 | m_referenceFrame = Quaternion.Identity; | ||
438 | |||
439 | // Set Defaults For Type | ||
440 | m_type = pType; | ||
441 | switch (pType) | ||
442 | { | ||
443 | case Vehicle.TYPE_NONE: | ||
444 | m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
445 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
446 | m_linearMotorTimescale = 1000; | ||
447 | m_linearMotorDecayTimescale = 120; | ||
448 | m_angularMotorTimescale = 1000; | ||
449 | m_angularMotorDecayTimescale = 1000; | ||
450 | m_VhoverHeight = 0; | ||
451 | m_VhoverEfficiency = 1; | ||
452 | m_VhoverTimescale = 1000; | ||
453 | m_VehicleBuoyancy = 0; | ||
454 | m_linearDeflectionEfficiency = 0; | ||
455 | m_linearDeflectionTimescale = 1000; | ||
456 | m_angularDeflectionEfficiency = 0; | ||
457 | m_angularDeflectionTimescale = 1000; | ||
458 | m_bankingEfficiency = 0; | ||
459 | m_bankingMix = 1; | ||
460 | m_bankingTimescale = 1000; | ||
461 | m_verticalAttractionEfficiency = 0; | ||
462 | m_verticalAttractionTimescale = 1000; | ||
463 | |||
464 | m_flags = (VehicleFlag)0; | ||
465 | break; | ||
466 | |||
467 | case Vehicle.TYPE_SLED: | ||
468 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
469 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
470 | m_linearMotorTimescale = 1000; | ||
471 | m_linearMotorDecayTimescale = 120 * invtimestep; | ||
472 | m_angularMotorTimescale = 1000; | ||
473 | m_angularMotorDecayTimescale = 120 * invtimestep; | ||
474 | m_VhoverHeight = 0; | ||
475 | m_VhoverEfficiency = 1; | ||
476 | m_VhoverTimescale = 10; | ||
477 | m_VehicleBuoyancy = 0; | ||
478 | m_linearDeflectionEfficiency = 1; | ||
479 | m_linearDeflectionTimescale = 1; | ||
480 | m_angularDeflectionEfficiency = 0; | ||
481 | m_angularDeflectionTimescale = 1000; | ||
482 | m_bankingEfficiency = 0; | ||
483 | m_bankingMix = 1; | ||
484 | m_bankingTimescale = 10; | ||
485 | m_flags &= | ||
486 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
487 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
488 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
489 | break; | ||
490 | case Vehicle.TYPE_CAR: | ||
491 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
492 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
493 | m_linearMotorTimescale = 1; | ||
494 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
495 | m_angularMotorTimescale = 1; | ||
496 | m_angularMotorDecayTimescale = 0.8f * invtimestep; | ||
497 | m_VhoverHeight = 0; | ||
498 | m_VhoverEfficiency = 0; | ||
499 | m_VhoverTimescale = 1000; | ||
500 | m_VehicleBuoyancy = 0; | ||
501 | m_linearDeflectionEfficiency = 1; | ||
502 | m_linearDeflectionTimescale = 2; | ||
503 | m_angularDeflectionEfficiency = 0; | ||
504 | m_angularDeflectionTimescale = 10; | ||
505 | m_verticalAttractionEfficiency = 1f; | ||
506 | m_verticalAttractionTimescale = 10f; | ||
507 | m_bankingEfficiency = -0.2f; | ||
508 | m_bankingMix = 1; | ||
509 | m_bankingTimescale = 1; | ||
510 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
511 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | ||
512 | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | ||
514 | case Vehicle.TYPE_BOAT: | ||
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
516 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
517 | m_linearMotorTimescale = 5; | ||
518 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
519 | m_angularMotorTimescale = 4; | ||
520 | m_angularMotorDecayTimescale = 4 * invtimestep; | ||
521 | m_VhoverHeight = 0; | ||
522 | m_VhoverEfficiency = 0.5f; | ||
523 | m_VhoverTimescale = 2; | ||
524 | m_VehicleBuoyancy = 1; | ||
525 | m_linearDeflectionEfficiency = 0.5f; | ||
526 | m_linearDeflectionTimescale = 3; | ||
527 | m_angularDeflectionEfficiency = 0.5f; | ||
528 | m_angularDeflectionTimescale = 5; | ||
529 | m_verticalAttractionEfficiency = 0.5f; | ||
530 | m_verticalAttractionTimescale = 5f; | ||
531 | m_bankingEfficiency = -0.3f; | ||
532 | m_bankingMix = 0.8f; | ||
533 | m_bankingTimescale = 1; | ||
534 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | ||
535 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
536 | VehicleFlag.HOVER_UP_ONLY | | ||
537 | VehicleFlag.LIMIT_ROLL_ONLY); | ||
538 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | ||
539 | VehicleFlag.LIMIT_MOTOR_UP | | ||
540 | VehicleFlag.HOVER_WATER_ONLY); | ||
541 | break; | ||
542 | case Vehicle.TYPE_AIRPLANE: | ||
543 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
544 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
545 | m_linearMotorTimescale = 2; | ||
546 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
547 | m_angularMotorTimescale = 4; | ||
548 | m_angularMotorDecayTimescale = 8 * invtimestep; | ||
549 | m_VhoverHeight = 0; | ||
550 | m_VhoverEfficiency = 0.5f; | ||
551 | m_VhoverTimescale = 1000; | ||
552 | m_VehicleBuoyancy = 0; | ||
553 | m_linearDeflectionEfficiency = 0.5f; | ||
554 | m_linearDeflectionTimescale = 0.5f; | ||
555 | m_angularDeflectionEfficiency = 1; | ||
556 | m_angularDeflectionTimescale = 2; | ||
557 | m_verticalAttractionEfficiency = 0.9f; | ||
558 | m_verticalAttractionTimescale = 2f; | ||
559 | m_bankingEfficiency = 1; | ||
560 | m_bankingMix = 0.7f; | ||
561 | m_bankingTimescale = 2; | ||
562 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
563 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
564 | VehicleFlag.HOVER_GLOBAL_HEIGHT | | ||
565 | VehicleFlag.HOVER_UP_ONLY | | ||
566 | VehicleFlag.NO_DEFLECTION_UP | | ||
567 | VehicleFlag.LIMIT_MOTOR_UP); | ||
568 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
569 | break; | ||
570 | case Vehicle.TYPE_BALLOON: | ||
571 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
572 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
573 | m_linearMotorTimescale = 5; | ||
574 | m_linearMotorDecayTimescale = 60 * invtimestep; | ||
575 | m_angularMotorTimescale = 6; | ||
576 | m_angularMotorDecayTimescale = 10 * invtimestep; | ||
577 | m_VhoverHeight = 5; | ||
578 | m_VhoverEfficiency = 0.8f; | ||
579 | m_VhoverTimescale = 10; | ||
580 | m_VehicleBuoyancy = 1; | ||
581 | m_linearDeflectionEfficiency = 0; | ||
582 | m_linearDeflectionTimescale = 5 * invtimestep; | ||
583 | m_angularDeflectionEfficiency = 0; | ||
584 | m_angularDeflectionTimescale = 5; | ||
585 | m_verticalAttractionEfficiency = 0f; | ||
586 | m_verticalAttractionTimescale = 1000f; | ||
587 | m_bankingEfficiency = 0; | ||
588 | m_bankingMix = 0.7f; | ||
589 | m_bankingTimescale = 5; | ||
590 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | | ||
591 | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
592 | VehicleFlag.HOVER_UP_ONLY | | ||
593 | VehicleFlag.NO_DEFLECTION_UP | | ||
594 | VehicleFlag.LIMIT_MOTOR_UP); | ||
595 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | | ||
596 | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
597 | break; | ||
598 | } | ||
599 | |||
600 | }//end SetDefaultsForType | ||
601 | |||
602 | internal void Stop() | ||
603 | { | ||
604 | m_lmEfect = 0; | ||
605 | m_amEfect = 0; | ||
606 | m_ffactor = 1f; | ||
607 | } | ||
608 | |||
609 | public static Vector3 Xrot(Quaternion rot) | ||
610 | { | ||
611 | Vector3 vec; | ||
612 | rot.Normalize(); // just in case | ||
613 | vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1; | ||
614 | vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W); | ||
615 | vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W); | ||
616 | return vec; | ||
617 | } | ||
618 | |||
619 | public static Vector3 Zrot(Quaternion rot) | ||
620 | { | ||
621 | Vector3 vec; | ||
622 | rot.Normalize(); // just in case | ||
623 | vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W); | ||
624 | vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W); | ||
625 | vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1; | ||
626 | |||
627 | return vec; | ||
628 | } | ||
629 | |||
630 | private const float pi = (float)Math.PI; | ||
631 | private const float halfpi = 0.5f * (float)Math.PI; | ||
632 | |||
633 | public static Vector3 ubitRot2Euler(Quaternion rot) | ||
634 | { | ||
635 | // returns roll in X | ||
636 | // pitch in Y | ||
637 | // yaw in Z | ||
638 | Vector3 vec; | ||
639 | |||
640 | // assuming rot is normalised | ||
641 | // rot.Normalize(); | ||
642 | |||
643 | float zX = rot.X * rot.Z + rot.Y * rot.W; | ||
644 | |||
645 | if (zX < -0.49999f) | ||
646 | { | ||
647 | vec.X = 0; | ||
648 | vec.Y = -halfpi; | ||
649 | vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W)); | ||
650 | } | ||
651 | else if (zX > 0.49999f) | ||
652 | { | ||
653 | vec.X = 0; | ||
654 | vec.Y = halfpi; | ||
655 | vec.Z = (float)(2d * Math.Atan(rot.X / rot.W)); | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | vec.Y = (float)Math.Asin(2 * zX); | ||
660 | |||
661 | float sqw = rot.W * rot.W; | ||
662 | |||
663 | float minuszY = rot.X * rot.W - rot.Y * rot.Z; | ||
664 | float zZ = rot.Z * rot.Z + sqw - 0.5f; | ||
665 | |||
666 | vec.X = (float)Math.Atan2(minuszY, zZ); | ||
667 | |||
668 | float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?) | ||
669 | float yY = rot.X * rot.X + sqw - 0.5f; | ||
670 | vec.Z = (float)Math.Atan2(yX, yY); | ||
671 | } | ||
672 | return vec; | ||
673 | } | ||
674 | |||
675 | public static void GetRollPitch(Quaternion rot, out float roll, out float pitch) | ||
676 | { | ||
677 | // assuming rot is normalised | ||
678 | // rot.Normalize(); | ||
679 | |||
680 | float zX = rot.X * rot.Z + rot.Y * rot.W; | ||
681 | |||
682 | if (zX < -0.49999f) | ||
683 | { | ||
684 | roll = 0; | ||
685 | pitch = -halfpi; | ||
686 | } | ||
687 | else if (zX > 0.49999f) | ||
688 | { | ||
689 | roll = 0; | ||
690 | pitch = halfpi; | ||
691 | } | ||
692 | else | ||
693 | { | ||
694 | pitch = (float)Math.Asin(2 * zX); | ||
695 | |||
696 | float minuszY = rot.X * rot.W - rot.Y * rot.Z; | ||
697 | float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f; | ||
698 | |||
699 | roll = (float)Math.Atan2(minuszY, zZ); | ||
700 | } | ||
701 | return ; | ||
702 | } | ||
703 | |||
704 | internal void Step()//float pTimestep) | ||
705 | { | ||
706 | IntPtr Body = rootPrim.Body; | ||
707 | |||
708 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
709 | Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
710 | Quaternion rotq = objrotq; // rotq = rotation of object | ||
711 | rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame | ||
712 | Quaternion irotq = Quaternion.Inverse(rotq); | ||
713 | |||
714 | d.Vector3 dvtmp; | ||
715 | Vector3 tmpV; | ||
716 | Vector3 curVel; // velocity in world | ||
717 | Vector3 curAngVel; // angular velocity in world | ||
718 | Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame | ||
719 | Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame | ||
720 | d.Vector3 dtorque = new d.Vector3(); | ||
721 | |||
722 | dvtmp = d.BodyGetLinearVel(Body); | ||
723 | curVel.X = dvtmp.X; | ||
724 | curVel.Y = dvtmp.Y; | ||
725 | curVel.Z = dvtmp.Z; | ||
726 | Vector3 curLocalVel = curVel * irotq; // current velocity in local | ||
727 | |||
728 | dvtmp = d.BodyGetAngularVel(Body); | ||
729 | curAngVel.X = dvtmp.X; | ||
730 | curAngVel.Y = dvtmp.Y; | ||
731 | curAngVel.Z = dvtmp.Z; | ||
732 | Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local | ||
733 | |||
734 | // linear motor | ||
735 | if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) | ||
736 | { | ||
737 | tmpV = m_linearMotorDirection - curLocalVel; // velocity error | ||
738 | tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep | ||
739 | tmpV *= rotq; // to world | ||
740 | |||
741 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) | ||
742 | tmpV.Z = 0; | ||
743 | |||
744 | if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0) | ||
745 | { | ||
746 | // have offset, do it now | ||
747 | tmpV *= rootPrim.Mass; | ||
748 | d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z); | ||
749 | } | ||
750 | else | ||
751 | { | ||
752 | force.X += tmpV.X; | ||
753 | force.Y += tmpV.Y; | ||
754 | force.Z += tmpV.Z; | ||
755 | } | ||
756 | m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
757 | |||
758 | m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared(); | ||
759 | } | ||
760 | else | ||
761 | { | ||
762 | m_lmEfect = 0; | ||
763 | m_ffactor = 1f; | ||
764 | } | ||
765 | |||
766 | // friction | ||
767 | if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0) | ||
768 | { | ||
769 | tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X; | ||
770 | tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y; | ||
771 | tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z; | ||
772 | tmpV *= rotq; // to world | ||
773 | force.X += tmpV.X; | ||
774 | force.Y += tmpV.Y; | ||
775 | force.Z += tmpV.Z; | ||
776 | } | ||
777 | |||
778 | // hover | ||
779 | if (m_VhoverTimescale < 300) | ||
780 | { | ||
781 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
782 | |||
783 | // default to global | ||
784 | float perr = m_VhoverHeight - pos.Z;; | ||
785 | |||
786 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
787 | { | ||
788 | perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
789 | } | ||
790 | else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
791 | { | ||
792 | perr += _pParentScene.GetWaterLevel(); | ||
793 | } | ||
794 | else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0) | ||
795 | { | ||
796 | float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
797 | float w = _pParentScene.GetWaterLevel(); | ||
798 | if (t > w) | ||
799 | perr += t; | ||
800 | else | ||
801 | perr += w; | ||
802 | } | ||
803 | |||
804 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0) | ||
805 | { | ||
806 | force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE; | ||
807 | force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy); | ||
808 | } | ||
809 | else // no buoyancy | ||
810 | force.Z += _pParentScene.gravityz; | ||
811 | } | ||
812 | else | ||
813 | { | ||
814 | // default gravity and buoancy | ||
815 | force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy); | ||
816 | } | ||
817 | |||
818 | // linear deflection | ||
819 | if (m_linearDeflectionEfficiency > 0) | ||
820 | { | ||
821 | float len = curVel.Length(); | ||
822 | Vector3 atAxis; | ||
823 | atAxis = Xrot(rotq); // where are we pointing to | ||
824 | atAxis *= len; // make it same size as world velocity vector | ||
825 | tmpV = -atAxis; // oposite direction | ||
826 | atAxis -= curVel; // error to one direction | ||
827 | len = atAxis.LengthSquared(); | ||
828 | tmpV -= curVel; // error to oposite | ||
829 | float lens = tmpV.LengthSquared(); | ||
830 | if (len > 0.01 || lens > 0.01) // do nothing if close enougth | ||
831 | { | ||
832 | if (len < lens) | ||
833 | tmpV = atAxis; | ||
834 | |||
835 | tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep | ||
836 | force.X += tmpV.X; | ||
837 | force.Y += tmpV.Y; | ||
838 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0) | ||
839 | force.Z += tmpV.Z; | ||
840 | } | ||
841 | } | ||
842 | |||
843 | // angular motor | ||
844 | if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) | ||
845 | { | ||
846 | tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error | ||
847 | tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep | ||
848 | torque.X += tmpV.X; | ||
849 | torque.Y += tmpV.Y; | ||
850 | torque.Z += tmpV.Z; | ||
851 | m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale); | ||
852 | } | ||
853 | else | ||
854 | m_amEfect = 0; | ||
855 | |||
856 | // angular friction | ||
857 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) | ||
858 | { | ||
859 | torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X; | ||
860 | torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y; | ||
861 | torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z; | ||
862 | } | ||
863 | |||
864 | // angular deflection | ||
865 | if (m_angularDeflectionEfficiency > 0) | ||
866 | { | ||
867 | Vector3 dirv; | ||
868 | |||
869 | if (curLocalVel.X > 0.01f) | ||
870 | dirv = curLocalVel; | ||
871 | else if (curLocalVel.X < -0.01f) | ||
872 | // use oposite | ||
873 | dirv = -curLocalVel; | ||
874 | else | ||
875 | { | ||
876 | // make it fall into small positive x case | ||
877 | dirv.X = 0.01f; | ||
878 | dirv.Y = curLocalVel.Y; | ||
879 | dirv.Z = curLocalVel.Z; | ||
880 | } | ||
881 | |||
882 | float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; | ||
883 | |||
884 | if (Math.Abs(dirv.Z) > 0.01) | ||
885 | { | ||
886 | torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; | ||
887 | } | ||
888 | |||
889 | if (Math.Abs(dirv.Y) > 0.01) | ||
890 | { | ||
891 | torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; | ||
892 | } | ||
893 | } | ||
894 | |||
895 | // vertical atractor | ||
896 | if (m_verticalAttractionTimescale < 300) | ||
897 | { | ||
898 | float roll; | ||
899 | float pitch; | ||
900 | |||
901 | GetRollPitch(irotq, out roll, out pitch); | ||
902 | |||
903 | float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE; | ||
904 | float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE; | ||
905 | |||
906 | if (roll > halfpi) | ||
907 | roll = pi - roll; | ||
908 | else if (roll < -halfpi) | ||
909 | roll = -pi - roll; | ||
910 | |||
911 | float effroll = pitch / halfpi; | ||
912 | effroll *= effroll; | ||
913 | effroll = 1 - effroll; | ||
914 | effroll *= roll; | ||
915 | |||
916 | if (Math.Abs(effroll) > 0.01) // roll | ||
917 | { | ||
918 | torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2; | ||
919 | } | ||
920 | |||
921 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0) | ||
922 | { | ||
923 | float effpitch = roll / halfpi; | ||
924 | effpitch *= effpitch; | ||
925 | effpitch = 1 - effpitch; | ||
926 | effpitch *= pitch; | ||
927 | |||
928 | if (Math.Abs(effpitch) > 0.01) // pitch | ||
929 | { | ||
930 | torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2; | ||
931 | } | ||
932 | } | ||
933 | |||
934 | if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) | ||
935 | { | ||
936 | |||
937 | float broll = effroll; | ||
938 | /* | ||
939 | if (broll > halfpi) | ||
940 | broll = pi - broll; | ||
941 | else if (broll < -halfpi) | ||
942 | broll = -pi - broll; | ||
943 | */ | ||
944 | broll *= m_bankingEfficiency; | ||
945 | if (m_bankingMix != 0) | ||
946 | { | ||
947 | float vfact = Math.Abs(curLocalVel.X) / 10.0f; | ||
948 | if (vfact > 1.0f) vfact = 1.0f; | ||
949 | |||
950 | if (curLocalVel.X >= 0) | ||
951 | broll *= (1 + (vfact - 1) * m_bankingMix); | ||
952 | else | ||
953 | broll *= -(1 + (vfact - 1) * m_bankingMix); | ||
954 | } | ||
955 | // make z rot be in world Z not local as seems to be in sl | ||
956 | |||
957 | broll = broll / m_bankingTimescale; | ||
958 | |||
959 | ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale; | ||
960 | |||
961 | tmpV.X = ftmp * curAngVel.X; | ||
962 | tmpV.Y = ftmp * curAngVel.Y; | ||
963 | tmpV.Z = broll + ftmp * curAngVel.Z; | ||
964 | tmpV *= irotq; | ||
965 | |||
966 | torque.X += tmpV.X; | ||
967 | torque.Y += tmpV.Y; | ||
968 | torque.Z += tmpV.Z; | ||
969 | } | ||
970 | } | ||
971 | |||
972 | d.Mass dmass; | ||
973 | d.BodyGetMass(Body,out dmass); | ||
974 | |||
975 | if (force.X != 0 || force.Y != 0 || force.Z != 0) | ||
976 | { | ||
977 | force *= dmass.mass; | ||
978 | d.BodySetForce(Body, force.X, force.Y, force.Z); | ||
979 | } | ||
980 | |||
981 | if (torque.X != 0 || torque.Y != 0 || torque.Z != 0) | ||
982 | { | ||
983 | torque *= m_referenceFrame; // to object frame | ||
984 | dtorque.X = torque.X; | ||
985 | dtorque.Y = torque.Y; | ||
986 | dtorque.Z = torque.Z; | ||
987 | |||
988 | d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque); | ||
989 | d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame | ||
990 | } | ||
991 | } | ||
992 | } | ||
993 | } | ||