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author | Robert Adams | 2011-06-20 17:14:59 -0700 |
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committer | Dan Lake | 2011-06-20 17:24:42 -0700 |
commit | 302d72701da35b6d481a538c4cb953976d7e9044 (patch) | |
tree | fe11403b00e640da659c48dddbc9646860380ccd /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-302d72701da35b6d481a538c4cb953976d7e9044.zip opensim-SC_OLD-302d72701da35b6d481a538c4cb953976d7e9044.tar.gz opensim-SC_OLD-302d72701da35b6d481a538c4cb953976d7e9044.tar.bz2 opensim-SC_OLD-302d72701da35b6d481a538c4cb953976d7e9044.tar.xz |
BulletSim initial checkin
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 951 |
1 files changed, 951 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs new file mode 100644 index 0000000..046726d --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.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 | /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to | ||
29 | * call the BulletSim system. | ||
30 | */ | ||
31 | /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
32 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
33 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
34 | * characteristics and Kinetic motion. | ||
35 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
36 | * (dynamics) and the associated settings. Old Linear and angular | ||
37 | * motors for dynamic motion have been replace with MoveLinear() | ||
38 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
39 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
40 | * switch between 'VEHICLE' parameter use and general dynamics | ||
41 | * settings use. | ||
42 | */ | ||
43 | |||
44 | using System; | ||
45 | using System.Collections.Generic; | ||
46 | using System.Reflection; | ||
47 | using System.Runtime.InteropServices; | ||
48 | using log4net; | ||
49 | using OpenMetaverse; | ||
50 | using OpenSim.Framework; | ||
51 | using OpenSim.Region.Physics.Manager; | ||
52 | |||
53 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
54 | { | ||
55 | public class BSDynamics | ||
56 | { | ||
57 | private int frcount = 0; // Used to limit dynamics debug output to | ||
58 | // every 100th frame | ||
59 | |||
60 | // private BSScene m_parentScene = null; | ||
61 | private BSPrim m_prim; // the prim this dynamic controller belongs to | ||
62 | |||
63 | // Vehicle properties | ||
64 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
65 | public Vehicle Type | ||
66 | { | ||
67 | get { return m_type; } | ||
68 | } | ||
69 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
70 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
71 | // HOVER_TERRAIN_ONLY | ||
72 | // HOVER_GLOBAL_HEIGHT | ||
73 | // NO_DEFLECTION_UP | ||
74 | // HOVER_WATER_ONLY | ||
75 | // HOVER_UP_ONLY | ||
76 | // LIMIT_MOTOR_UP | ||
77 | // LIMIT_ROLL_ONLY | ||
78 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
79 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | ||
80 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | ||
81 | // Linear properties | ||
82 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
83 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | ||
84 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | ||
85 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | ||
86 | private float m_linearMotorDecayTimescale = 0; | ||
87 | private float m_linearMotorTimescale = 0; | ||
88 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | ||
89 | private Vector3 m_lastPositionVector = Vector3.Zero; | ||
90 | // private bool m_LinearMotorSetLastFrame = false; | ||
91 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
92 | |||
93 | //Angular properties | ||
94 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
95 | private int m_angularMotorApply = 0; // application frame counter | ||
96 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | ||
97 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | ||
98 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | ||
99 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | ||
100 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
101 | // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | ||
102 | |||
103 | //Deflection properties | ||
104 | // private float m_angularDeflectionEfficiency = 0; | ||
105 | // private float m_angularDeflectionTimescale = 0; | ||
106 | // private float m_linearDeflectionEfficiency = 0; | ||
107 | // private float m_linearDeflectionTimescale = 0; | ||
108 | |||
109 | //Banking properties | ||
110 | // private float m_bankingEfficiency = 0; | ||
111 | // private float m_bankingMix = 0; | ||
112 | // private float m_bankingTimescale = 0; | ||
113 | |||
114 | //Hover and Buoyancy properties | ||
115 | private float m_VhoverHeight = 0f; | ||
116 | // private float m_VhoverEfficiency = 0f; | ||
117 | private float m_VhoverTimescale = 0f; | ||
118 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
119 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
120 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
121 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
122 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
123 | |||
124 | //Attractor properties | ||
125 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
126 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | ||
127 | |||
128 | public BSDynamics(BSPrim myPrim) | ||
129 | { | ||
130 | m_prim = myPrim; | ||
131 | m_type = Vehicle.TYPE_NONE; | ||
132 | } | ||
133 | |||
134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
135 | { | ||
136 | switch (pParam) | ||
137 | { | ||
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
139 | if (pValue < 0.01f) pValue = 0.01f; | ||
140 | // m_angularDeflectionEfficiency = pValue; | ||
141 | break; | ||
142 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
143 | if (pValue < 0.01f) pValue = 0.01f; | ||
144 | // m_angularDeflectionTimescale = pValue; | ||
145 | break; | ||
146 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
147 | if (pValue < 0.01f) pValue = 0.01f; | ||
148 | m_angularMotorDecayTimescale = pValue; | ||
149 | break; | ||
150 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
151 | if (pValue < 0.01f) pValue = 0.01f; | ||
152 | m_angularMotorTimescale = pValue; | ||
153 | break; | ||
154 | case Vehicle.BANKING_EFFICIENCY: | ||
155 | if (pValue < 0.01f) pValue = 0.01f; | ||
156 | // m_bankingEfficiency = pValue; | ||
157 | break; | ||
158 | case Vehicle.BANKING_MIX: | ||
159 | if (pValue < 0.01f) pValue = 0.01f; | ||
160 | // m_bankingMix = pValue; | ||
161 | break; | ||
162 | case Vehicle.BANKING_TIMESCALE: | ||
163 | if (pValue < 0.01f) pValue = 0.01f; | ||
164 | // m_bankingTimescale = pValue; | ||
165 | break; | ||
166 | case Vehicle.BUOYANCY: | ||
167 | if (pValue < -1f) pValue = -1f; | ||
168 | if (pValue > 1f) pValue = 1f; | ||
169 | m_VehicleBuoyancy = pValue; | ||
170 | break; | ||
171 | // case Vehicle.HOVER_EFFICIENCY: | ||
172 | // if (pValue < 0f) pValue = 0f; | ||
173 | // if (pValue > 1f) pValue = 1f; | ||
174 | // m_VhoverEfficiency = pValue; | ||
175 | // break; | ||
176 | case Vehicle.HOVER_HEIGHT: | ||
177 | m_VhoverHeight = pValue; | ||
178 | break; | ||
179 | case Vehicle.HOVER_TIMESCALE: | ||
180 | if (pValue < 0.01f) pValue = 0.01f; | ||
181 | m_VhoverTimescale = pValue; | ||
182 | break; | ||
183 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
184 | if (pValue < 0.01f) pValue = 0.01f; | ||
185 | // m_linearDeflectionEfficiency = pValue; | ||
186 | break; | ||
187 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
188 | if (pValue < 0.01f) pValue = 0.01f; | ||
189 | // m_linearDeflectionTimescale = pValue; | ||
190 | break; | ||
191 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
192 | if (pValue < 0.01f) pValue = 0.01f; | ||
193 | m_linearMotorDecayTimescale = pValue; | ||
194 | break; | ||
195 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
196 | if (pValue < 0.01f) pValue = 0.01f; | ||
197 | m_linearMotorTimescale = pValue; | ||
198 | break; | ||
199 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
200 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | ||
201 | if (pValue > 1.0f) pValue = 1.0f; | ||
202 | m_verticalAttractionEfficiency = pValue; | ||
203 | break; | ||
204 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
205 | if (pValue < 0.01f) pValue = 0.01f; | ||
206 | m_verticalAttractionTimescale = pValue; | ||
207 | break; | ||
208 | |||
209 | // These are vector properties but the engine lets you use a single float value to | ||
210 | // set all of the components to the same value | ||
211 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
212 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
213 | break; | ||
214 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
215 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
216 | m_angularMotorApply = 10; | ||
217 | break; | ||
218 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
219 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
220 | break; | ||
221 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
222 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
223 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
224 | break; | ||
225 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
226 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
227 | break; | ||
228 | |||
229 | } | ||
230 | }//end ProcessFloatVehicleParam | ||
231 | |||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
233 | { | ||
234 | switch (pParam) | ||
235 | { | ||
236 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
237 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
238 | break; | ||
239 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
240 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
241 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
242 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | ||
243 | if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; | ||
244 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | ||
245 | if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; | ||
246 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | ||
247 | if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; | ||
248 | m_angularMotorApply = 10; | ||
249 | break; | ||
250 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
251 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
252 | break; | ||
253 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
254 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
255 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
256 | break; | ||
257 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
258 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
259 | break; | ||
260 | case Vehicle.BLOCK_EXIT: | ||
261 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
262 | break; | ||
263 | } | ||
264 | }//end ProcessVectorVehicleParam | ||
265 | |||
266 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
267 | { | ||
268 | switch (pParam) | ||
269 | { | ||
270 | case Vehicle.REFERENCE_FRAME: | ||
271 | // m_referenceFrame = pValue; | ||
272 | break; | ||
273 | case Vehicle.ROLL_FRAME: | ||
274 | m_RollreferenceFrame = pValue; | ||
275 | break; | ||
276 | } | ||
277 | }//end ProcessRotationVehicleParam | ||
278 | |||
279 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
280 | { | ||
281 | if (remove) | ||
282 | { | ||
283 | if (pParam == -1) | ||
284 | { | ||
285 | m_flags = (VehicleFlag)0; | ||
286 | m_Hoverflags = (VehicleFlag)0; | ||
287 | return; | ||
288 | } | ||
289 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
290 | { | ||
291 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
292 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
293 | } | ||
294 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
295 | { | ||
296 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
297 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
298 | } | ||
299 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
300 | { | ||
301 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
302 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
303 | } | ||
304 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
305 | { | ||
306 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
307 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
308 | } | ||
309 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
310 | { | ||
311 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
312 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
313 | } | ||
314 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
315 | { | ||
316 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
317 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
318 | } | ||
319 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
320 | { | ||
321 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
322 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
323 | } | ||
324 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
325 | { | ||
326 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
327 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
328 | } | ||
329 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
330 | { | ||
331 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
332 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
333 | } | ||
334 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
335 | { | ||
336 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
337 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
338 | } | ||
339 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
340 | { | ||
341 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
342 | m_flags &= ~(VehicleFlag.NO_X); | ||
343 | } | ||
344 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
345 | { | ||
346 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
347 | m_flags &= ~(VehicleFlag.NO_Y); | ||
348 | } | ||
349 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
350 | { | ||
351 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
352 | m_flags &= ~(VehicleFlag.NO_Z); | ||
353 | } | ||
354 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
355 | { | ||
356 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
357 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
358 | } | ||
359 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
360 | { | ||
361 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
362 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
363 | } | ||
364 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
365 | { | ||
366 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | ||
367 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
368 | } | ||
369 | } | ||
370 | else | ||
371 | { | ||
372 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
373 | { | ||
374 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
375 | } | ||
376 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
377 | { | ||
378 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
379 | } | ||
380 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
381 | { | ||
382 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
383 | } | ||
384 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
385 | { | ||
386 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
387 | } | ||
388 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
389 | { | ||
390 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
391 | } | ||
392 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
393 | { | ||
394 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
395 | } | ||
396 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
397 | { | ||
398 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
399 | } | ||
400 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
401 | { | ||
402 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
403 | } | ||
404 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
405 | { | ||
406 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
407 | } | ||
408 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
409 | { | ||
410 | m_flags |= (VehicleFlag.NO_X); | ||
411 | } | ||
412 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
413 | { | ||
414 | m_flags |= (VehicleFlag.NO_Y); | ||
415 | } | ||
416 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
417 | { | ||
418 | m_flags |= (VehicleFlag.NO_Z); | ||
419 | } | ||
420 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
421 | { | ||
422 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
423 | } | ||
424 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
425 | { | ||
426 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
427 | } | ||
428 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
429 | { | ||
430 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
431 | } | ||
432 | } | ||
433 | }//end ProcessVehicleFlags | ||
434 | |||
435 | internal void ProcessTypeChange(Vehicle pType) | ||
436 | { | ||
437 | // Set Defaults For Type | ||
438 | m_type = pType; | ||
439 | switch (pType) | ||
440 | { | ||
441 | case Vehicle.TYPE_NONE: | ||
442 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
443 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
444 | m_linearMotorDirection = Vector3.Zero; | ||
445 | m_linearMotorTimescale = 0; | ||
446 | m_linearMotorDecayTimescale = 0; | ||
447 | m_angularMotorDirection = Vector3.Zero; | ||
448 | m_angularMotorTimescale = 0; | ||
449 | m_angularMotorDecayTimescale = 0; | ||
450 | m_VhoverHeight = 0; | ||
451 | m_VhoverTimescale = 0; | ||
452 | m_VehicleBuoyancy = 0; | ||
453 | m_flags = (VehicleFlag)0; | ||
454 | break; | ||
455 | |||
456 | case Vehicle.TYPE_SLED: | ||
457 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
458 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
459 | m_linearMotorDirection = Vector3.Zero; | ||
460 | m_linearMotorTimescale = 1000; | ||
461 | m_linearMotorDecayTimescale = 120; | ||
462 | m_angularMotorDirection = Vector3.Zero; | ||
463 | m_angularMotorTimescale = 1000; | ||
464 | m_angularMotorDecayTimescale = 120; | ||
465 | m_VhoverHeight = 0; | ||
466 | // m_VhoverEfficiency = 1; | ||
467 | m_VhoverTimescale = 10; | ||
468 | m_VehicleBuoyancy = 0; | ||
469 | // m_linearDeflectionEfficiency = 1; | ||
470 | // m_linearDeflectionTimescale = 1; | ||
471 | // m_angularDeflectionEfficiency = 1; | ||
472 | // m_angularDeflectionTimescale = 1000; | ||
473 | // m_bankingEfficiency = 0; | ||
474 | // m_bankingMix = 1; | ||
475 | // m_bankingTimescale = 10; | ||
476 | // m_referenceFrame = Quaternion.Identity; | ||
477 | m_Hoverflags &= | ||
478 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
479 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
480 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
481 | break; | ||
482 | case Vehicle.TYPE_CAR: | ||
483 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
484 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
485 | m_linearMotorDirection = Vector3.Zero; | ||
486 | m_linearMotorTimescale = 1; | ||
487 | m_linearMotorDecayTimescale = 60; | ||
488 | m_angularMotorDirection = Vector3.Zero; | ||
489 | m_angularMotorTimescale = 1; | ||
490 | m_angularMotorDecayTimescale = 0.8f; | ||
491 | m_VhoverHeight = 0; | ||
492 | // m_VhoverEfficiency = 0; | ||
493 | m_VhoverTimescale = 1000; | ||
494 | m_VehicleBuoyancy = 0; | ||
495 | // // m_linearDeflectionEfficiency = 1; | ||
496 | // // m_linearDeflectionTimescale = 2; | ||
497 | // // m_angularDeflectionEfficiency = 0; | ||
498 | // m_angularDeflectionTimescale = 10; | ||
499 | m_verticalAttractionEfficiency = 1f; | ||
500 | m_verticalAttractionTimescale = 10f; | ||
501 | // m_bankingEfficiency = -0.2f; | ||
502 | // m_bankingMix = 1; | ||
503 | // m_bankingTimescale = 1; | ||
504 | // m_referenceFrame = Quaternion.Identity; | ||
505 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
506 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | ||
507 | VehicleFlag.LIMIT_MOTOR_UP); | ||
508 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | ||
509 | break; | ||
510 | case Vehicle.TYPE_BOAT: | ||
511 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
512 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
513 | m_linearMotorDirection = Vector3.Zero; | ||
514 | m_linearMotorTimescale = 5; | ||
515 | m_linearMotorDecayTimescale = 60; | ||
516 | m_angularMotorDirection = Vector3.Zero; | ||
517 | m_angularMotorTimescale = 4; | ||
518 | m_angularMotorDecayTimescale = 4; | ||
519 | m_VhoverHeight = 0; | ||
520 | // m_VhoverEfficiency = 0.5f; | ||
521 | m_VhoverTimescale = 2; | ||
522 | m_VehicleBuoyancy = 1; | ||
523 | // m_linearDeflectionEfficiency = 0.5f; | ||
524 | // m_linearDeflectionTimescale = 3; | ||
525 | // m_angularDeflectionEfficiency = 0.5f; | ||
526 | // m_angularDeflectionTimescale = 5; | ||
527 | m_verticalAttractionEfficiency = 0.5f; | ||
528 | m_verticalAttractionTimescale = 5f; | ||
529 | // m_bankingEfficiency = -0.3f; | ||
530 | // m_bankingMix = 0.8f; | ||
531 | // m_bankingTimescale = 1; | ||
532 | // m_referenceFrame = Quaternion.Identity; | ||
533 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | ||
534 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
535 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
536 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | ||
537 | VehicleFlag.LIMIT_MOTOR_UP); | ||
538 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | ||
539 | break; | ||
540 | case Vehicle.TYPE_AIRPLANE: | ||
541 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
542 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
543 | m_linearMotorDirection = Vector3.Zero; | ||
544 | m_linearMotorTimescale = 2; | ||
545 | m_linearMotorDecayTimescale = 60; | ||
546 | m_angularMotorDirection = Vector3.Zero; | ||
547 | m_angularMotorTimescale = 4; | ||
548 | m_angularMotorDecayTimescale = 4; | ||
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 = 3; | ||
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_referenceFrame = Quaternion.Identity; | ||
563 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
564 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
565 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | ||
566 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
567 | break; | ||
568 | case Vehicle.TYPE_BALLOON: | ||
569 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
570 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
571 | m_linearMotorDirection = Vector3.Zero; | ||
572 | m_linearMotorTimescale = 5; | ||
573 | m_linearMotorDecayTimescale = 60; | ||
574 | m_angularMotorDirection = Vector3.Zero; | ||
575 | m_angularMotorTimescale = 6; | ||
576 | m_angularMotorDecayTimescale = 10; | ||
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; | ||
583 | // m_angularDeflectionEfficiency = 0; | ||
584 | // m_angularDeflectionTimescale = 5; | ||
585 | m_verticalAttractionEfficiency = 1f; | ||
586 | m_verticalAttractionTimescale = 100f; | ||
587 | // m_bankingEfficiency = 0; | ||
588 | // m_bankingMix = 0.7f; | ||
589 | // m_bankingTimescale = 5; | ||
590 | // m_referenceFrame = Quaternion.Identity; | ||
591 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
592 | VehicleFlag.HOVER_UP_ONLY); | ||
593 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | ||
594 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
595 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
596 | break; | ||
597 | |||
598 | } | ||
599 | }//end SetDefaultsForType | ||
600 | |||
601 | internal void Step(float pTimestep, BSScene pParentScene) | ||
602 | { | ||
603 | if (m_type == Vehicle.TYPE_NONE) return; | ||
604 | |||
605 | frcount++; // used to limit debug comment output | ||
606 | if (frcount > 100) | ||
607 | frcount = 0; | ||
608 | |||
609 | MoveLinear(pTimestep, pParentScene); | ||
610 | MoveAngular(pTimestep); | ||
611 | LimitRotation(pTimestep); | ||
612 | }// end Step | ||
613 | |||
614 | private void MoveLinear(float pTimestep, BSScene _pParentScene) | ||
615 | { | ||
616 | if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant | ||
617 | { | ||
618 | // add drive to body | ||
619 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | ||
620 | m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? | ||
621 | |||
622 | // This will work temporarily, but we really need to compare speed on an axis | ||
623 | // KF: Limit body velocity to applied velocity? | ||
624 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | ||
625 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | ||
626 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | ||
627 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; | ||
628 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | ||
629 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | ||
630 | |||
631 | // decay applied velocity | ||
632 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | ||
633 | //Console.WriteLine("decay: " + decayfraction); | ||
634 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | ||
635 | //Console.WriteLine("actual: " + m_linearMotorDirection); | ||
636 | } | ||
637 | else | ||
638 | { // requested is not significant | ||
639 | // if what remains of applied is small, zero it. | ||
640 | if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
641 | m_lastLinearVelocityVector = Vector3.Zero; | ||
642 | } | ||
643 | |||
644 | // convert requested object velocity to world-referenced vector | ||
645 | m_dir = m_lastLinearVelocityVector; | ||
646 | Quaternion rot = m_prim.Orientation; | ||
647 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
648 | m_dir *= rotq; // apply obj rotation to velocity vector | ||
649 | |||
650 | // add Gravity andBuoyancy | ||
651 | // KF: So far I have found no good method to combine a script-requested | ||
652 | // .Z velocity and gravity. Therefore only 0g will used script-requested | ||
653 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | ||
654 | Vector3 grav = Vector3.Zero; | ||
655 | // There is some gravity, make a gravity force vector | ||
656 | // that is applied after object velocity. | ||
657 | float objMass = m_prim.Mass; | ||
658 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
659 | grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy); | ||
660 | // Preserve the current Z velocity | ||
661 | Vector3 vel_now = m_prim.Velocity; | ||
662 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | ||
663 | |||
664 | Vector3 pos = m_prim.Position; | ||
665 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | ||
666 | Vector3 posChange = new Vector3(); | ||
667 | posChange.X = pos.X - m_lastPositionVector.X; | ||
668 | posChange.Y = pos.Y - m_lastPositionVector.Y; | ||
669 | posChange.Z = pos.Z - m_lastPositionVector.Z; | ||
670 | double Zchange = Math.Abs(posChange.Z); | ||
671 | if (m_BlockingEndPoint != Vector3.Zero) | ||
672 | { | ||
673 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
674 | { | ||
675 | pos.X -= posChange.X + 1; | ||
676 | m_prim.Position = pos; | ||
677 | } | ||
678 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
679 | { | ||
680 | pos.Y -= posChange.Y + 1; | ||
681 | m_prim.Position = pos; | ||
682 | } | ||
683 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
684 | { | ||
685 | pos.Z -= posChange.Z + 1; | ||
686 | m_prim.Position = pos; | ||
687 | } | ||
688 | if (pos.X <= 0) | ||
689 | { | ||
690 | pos.X += posChange.X + 1; | ||
691 | m_prim.Position = pos; | ||
692 | } | ||
693 | if (pos.Y <= 0) | ||
694 | { | ||
695 | pos.Y += posChange.Y + 1; | ||
696 | m_prim.Position = pos; | ||
697 | } | ||
698 | } | ||
699 | if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y)) | ||
700 | { | ||
701 | pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2; | ||
702 | m_prim.Position = pos; | ||
703 | } | ||
704 | |||
705 | // Check if hovering | ||
706 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
707 | { | ||
708 | // We should hover, get the target height | ||
709 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
710 | { | ||
711 | m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; | ||
712 | } | ||
713 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
714 | { | ||
715 | m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | ||
716 | } | ||
717 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | ||
718 | { | ||
719 | m_VhoverTargetHeight = m_VhoverHeight; | ||
720 | } | ||
721 | |||
722 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | ||
723 | { | ||
724 | // If body is aready heigher, use its height as target height | ||
725 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | ||
726 | } | ||
727 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | ||
728 | { | ||
729 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | ||
730 | { | ||
731 | m_prim.Position = pos; | ||
732 | } | ||
733 | } | ||
734 | else | ||
735 | { | ||
736 | float herr0 = pos.Z - m_VhoverTargetHeight; | ||
737 | // Replace Vertical speed with correction figure if significant | ||
738 | if (Math.Abs(herr0) > 0.01f) | ||
739 | { | ||
740 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | ||
741 | //KF: m_VhoverEfficiency is not yet implemented | ||
742 | } | ||
743 | else | ||
744 | { | ||
745 | m_dir.Z = 0f; | ||
746 | } | ||
747 | } | ||
748 | |||
749 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | ||
750 | // m_VhoverTimescale = 0f; // time to acheive height | ||
751 | // pTimestep is time since last frame,in secs | ||
752 | } | ||
753 | |||
754 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | ||
755 | { | ||
756 | //Start Experimental Values | ||
757 | if (Zchange > .3) | ||
758 | { | ||
759 | grav.Z = (float)(grav.Z * 3); | ||
760 | } | ||
761 | if (Zchange > .15) | ||
762 | { | ||
763 | grav.Z = (float)(grav.Z * 2); | ||
764 | } | ||
765 | if (Zchange > .75) | ||
766 | { | ||
767 | grav.Z = (float)(grav.Z * 1.5); | ||
768 | } | ||
769 | if (Zchange > .05) | ||
770 | { | ||
771 | grav.Z = (float)(grav.Z * 1.25); | ||
772 | } | ||
773 | if (Zchange > .025) | ||
774 | { | ||
775 | grav.Z = (float)(grav.Z * 1.125); | ||
776 | } | ||
777 | float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
778 | float postemp = (pos.Z - terraintemp); | ||
779 | if (postemp > 2.5f) | ||
780 | { | ||
781 | grav.Z = (float)(grav.Z * 1.037125); | ||
782 | } | ||
783 | //End Experimental Values | ||
784 | } | ||
785 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
786 | { | ||
787 | m_dir.X = 0; | ||
788 | } | ||
789 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
790 | { | ||
791 | m_dir.Y = 0; | ||
792 | } | ||
793 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
794 | { | ||
795 | m_dir.Z = 0; | ||
796 | } | ||
797 | |||
798 | m_lastPositionVector = m_prim.Position; | ||
799 | |||
800 | // Apply velocity | ||
801 | m_prim.Velocity = m_dir; | ||
802 | // apply gravity force | ||
803 | m_prim.Force = grav; | ||
804 | |||
805 | |||
806 | // apply friction | ||
807 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | ||
808 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | ||
809 | } // end MoveLinear() | ||
810 | |||
811 | private void MoveAngular(float pTimestep) | ||
812 | { | ||
813 | /* | ||
814 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
815 | private int m_angularMotorApply = 0; // application frame counter | ||
816 | private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down) | ||
817 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | ||
818 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | ||
819 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | ||
820 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
821 | */ | ||
822 | |||
823 | // Get what the body is doing, this includes 'external' influences | ||
824 | Vector3 angularVelocity = m_prim.AngularVelocity; | ||
825 | // Vector3 angularVelocity = Vector3.Zero; | ||
826 | |||
827 | if (m_angularMotorApply > 0) | ||
828 | { | ||
829 | // ramp up to new value | ||
830 | // current velocity += error / (time to get there / step interval) | ||
831 | // requested speed - last motor speed | ||
832 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | ||
833 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | ||
834 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | ||
835 | |||
836 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | ||
837 | // velocity may still be acheived. | ||
838 | } | ||
839 | else | ||
840 | { | ||
841 | // no motor recently applied, keep the body velocity | ||
842 | /* m_angularMotorVelocity.X = angularVelocity.X; | ||
843 | m_angularMotorVelocity.Y = angularVelocity.Y; | ||
844 | m_angularMotorVelocity.Z = angularVelocity.Z; */ | ||
845 | |||
846 | // and decay the velocity | ||
847 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | ||
848 | } // end motor section | ||
849 | |||
850 | // Vertical attractor section | ||
851 | Vector3 vertattr = Vector3.Zero; | ||
852 | |||
853 | if (m_verticalAttractionTimescale < 300) | ||
854 | { | ||
855 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | ||
856 | // get present body rotation | ||
857 | Quaternion rotq = m_prim.Orientation; | ||
858 | // make a vector pointing up | ||
859 | Vector3 verterr = Vector3.Zero; | ||
860 | verterr.Z = 1.0f; | ||
861 | // rotate it to Body Angle | ||
862 | verterr = verterr * rotq; | ||
863 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | ||
864 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | ||
865 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | ||
866 | if (verterr.Z < 0.0f) | ||
867 | { | ||
868 | verterr.X = 2.0f - verterr.X; | ||
869 | verterr.Y = 2.0f - verterr.Y; | ||
870 | } | ||
871 | // Error is 0 (no error) to +/- 2 (max error) | ||
872 | // scale it by VAservo | ||
873 | verterr = verterr * VAservo; | ||
874 | //if (frcount == 0) Console.WriteLine("VAerr=" + verterr); | ||
875 | |||
876 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | ||
877 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | ||
878 | vertattr.X = verterr.Y; | ||
879 | vertattr.Y = - verterr.X; | ||
880 | vertattr.Z = 0f; | ||
881 | |||
882 | // scaling appears better usingsquare-law | ||
883 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | ||
884 | vertattr.X += bounce * angularVelocity.X; | ||
885 | vertattr.Y += bounce * angularVelocity.Y; | ||
886 | |||
887 | } // else vertical attractor is off | ||
888 | |||
889 | // m_lastVertAttractor = vertattr; | ||
890 | |||
891 | // Bank section tba | ||
892 | // Deflection section tba | ||
893 | |||
894 | // Sum velocities | ||
895 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | ||
896 | |||
897 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
898 | { | ||
899 | m_lastAngularVelocity.X = 0; | ||
900 | m_lastAngularVelocity.Y = 0; | ||
901 | } | ||
902 | |||
903 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
904 | { | ||
905 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | ||
906 | } | ||
907 | |||
908 | // apply friction | ||
909 | Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep); | ||
910 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; | ||
911 | |||
912 | // Apply to the body | ||
913 | m_prim.AngularVelocity = m_lastAngularVelocity; | ||
914 | |||
915 | } //end MoveAngular | ||
916 | internal void LimitRotation(float timestep) | ||
917 | { | ||
918 | Quaternion rotq = m_prim.Orientation; // rotq = rotation of object | ||
919 | Quaternion m_rot = rotq; | ||
920 | bool changed = false; | ||
921 | if (m_RollreferenceFrame != Quaternion.Identity) | ||
922 | { | ||
923 | if (rotq.X >= m_RollreferenceFrame.X) | ||
924 | { | ||
925 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | ||
926 | } | ||
927 | if (rotq.Y >= m_RollreferenceFrame.Y) | ||
928 | { | ||
929 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | ||
930 | } | ||
931 | if (rotq.X <= -m_RollreferenceFrame.X) | ||
932 | { | ||
933 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | ||
934 | } | ||
935 | if (rotq.Y <= -m_RollreferenceFrame.Y) | ||
936 | { | ||
937 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | ||
938 | } | ||
939 | changed = true; | ||
940 | } | ||
941 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
942 | { | ||
943 | m_rot.X = 0; | ||
944 | m_rot.Y = 0; | ||
945 | changed = true; | ||
946 | } | ||
947 | if (changed) | ||
948 | m_prim.Orientation = m_rot; | ||
949 | } | ||
950 | } | ||
951 | } | ||