Beispiel #1
0
 public override void ExclusiveUpdate()
 {
     if (Helicopter.HeloPilot == null)
     {
         return; // Don't fly when there's nobody driving this!
     }
     // Collect the helicopter's relative "up" vector
     BEPUutilities.Vector3 up = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitZ, Entity.Orientation);
     // Apply the amount of force necessary to counteract downward force, within a limit.
     // POTENTIAL: Adjust according to orientation?
     double uspeed = Math.Min(Helicopter.LiftStrength, -(Entity.LinearVelocity.Z + Entity.Space.ForceUpdater.Gravity.Z) * Entity.Mass);
     if (uspeed < 0f)
     {
         uspeed += (uspeed - Helicopter.FallStrength) * Helicopter.HeloPilot.SprintOrWalk;
     }
     else
     {
         uspeed += (Helicopter.LiftStrength - uspeed) * Helicopter.HeloPilot.SprintOrWalk;
     }
     BEPUutilities.Vector3 upvel = up * uspeed * Delta;
     Entity.ApplyLinearImpulse(ref upvel);
     // Rotate slightly to move in a direction.
     // At the same time, fight against existing rotation.
     BEPUutilities.Vector3 VecUp = new BEPUutilities.Vector3(Helicopter.HeloPilot.XMove * 0.2f * Helicopter.HeloTiltMod, Helicopter.HeloPilot.YMove * -0.2f * Helicopter.HeloTiltMod, 1);
     // TODO: Simplify yawrel calculation.
     float tyaw = (float)(Utilities.MatrixToAngles(Matrix.CreateFromQuaternion(Entity.Orientation)).Z * Utilities.PI180);
     BEPUutilities.Quaternion yawrel = BEPUutilities.Quaternion.CreateFromAxisAngle(BEPUutilities.Vector3.UnitZ, tyaw);
     VecUp = BEPUutilities.Quaternion.Transform(VecUp, yawrel);
     VecUp.Normalize();
     VecUp.Y = -VecUp.Y;
     BEPUutilities.Vector3 axis = BEPUutilities.Vector3.Cross(VecUp, up);
     double len = axis.Length();
     if (len > 0)
     {
         axis /= len;
         float angle = (float)Math.Asin(len);
         if (!float.IsNaN(angle))
         {
             double avel = BEPUutilities.Vector3.Dot(Entity.AngularVelocity, axis);
             BEPUutilities.Vector3 torque = axis * ((-angle) - 0.3f * avel);
             torque *= Entity.Mass * Delta * 30;
             Entity.ApplyAngularImpulse(ref torque);
         }
     }
     // Spin in place
     float rotation = (Helicopter.HeloPilot.ItemRight ? -1f : 0f) + (Helicopter.HeloPilot.ItemLeft ? 1f : 0f);
     if (rotation * rotation > 0f)
     {
         BEPUutilities.Vector3 rot = new BEPUutilities.Vector3(0, 0, rotation * 15f * Delta * Entity.Mass);
         Entity.ApplyAngularImpulse(ref rot);
     }
     // Apply air drag
     Entity.ModifyLinearDamping(0.3f); // TODO: arbitrary constant
     Entity.ModifyAngularDamping(0.6f); // TODO: arbitrary constant
     // Ensure we're active if flying!
     Entity.ActivityInformation.Activate();
 }
Beispiel #2
0
            public override void ExclusiveUpdate()
            {
                if (Plane.PlanePilot == null)
                {
                    return; // Don't fly when there's nobody driving this!
                }
                // TODO: Special case for motion on land: only push forward if W key is pressed? Or maybe apply that rule in general?
                // Collect the plane's relative vectors
                BEPUutilities.Vector3 forward = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitY, Entity.Orientation);
                BEPUutilities.Vector3 side    = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitX, Entity.Orientation);
                BEPUutilities.Vector3 up      = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitZ, Entity.Orientation);
                // Engines!
                if (Plane.PlanePilot.SprintOrWalk >= 0.0)
                {
                    BEPUutilities.Vector3 force = forward * (Plane.PlaneRegularStrength + Plane.PlaneFastStrength) * Delta;
                    entity.ApplyLinearImpulse(ref force);
                }
                double dotforw = BEPUutilities.Vector3.Dot(entity.LinearVelocity, forward);

                entity.ApplyImpulse(side * 5 + entity.Position, up * -Plane.PlanePilot.XMove * entity.Mass * dotforw * 0.5 * Delta);
                entity.ApplyImpulse(forward * 5 + entity.Position, side * ((Plane.PlanePilot.ItemRight ? 1 : 0) + (Plane.PlanePilot.ItemLeft ? -1 : 0)) * entity.Mass * dotforw * 0.5 * Delta);
                entity.ApplyImpulse(forward * 5 + entity.Position, up * Plane.PlanePilot.YMove * entity.Mass * 0.5 * Delta * dotforw);
                // Rotate the entity pre-emptively, and re-apply the movement velocity in this new direction!
                double vellen = entity.LinearVelocity.Length();

                BEPUutilities.Vector3    normvel         = entity.LinearVelocity / vellen;
                BEPUutilities.Vector3    norm_vel_transf = BEPUutilities.Quaternion.Transform(normvel, BEPUutilities.Quaternion.Inverse(entity.Orientation)); // Probably just 1,0,0 on whichever axis... can be simplified!
                BEPUutilities.Vector3    inc             = entity.AngularVelocity * Delta * 0.5;
                BEPUutilities.Quaternion quat            = new BEPUutilities.Quaternion(inc.X, inc.Y, inc.Z, 0);
                quat = quat * entity.Orientation;
                BEPUutilities.Quaternion orient = entity.Orientation;
                BEPUutilities.Quaternion.Add(ref orient, ref quat, out orient);
                orient.Normalize();
                entity.Orientation      = orient;
                entity.LinearVelocity   = BEPUutilities.Quaternion.Transform(norm_vel_transf, orient) * vellen;
                entity.AngularVelocity *= 0.1;
                // Apply air drag
                Entity.ModifyLinearDamping(Plane.PlanePilot.SprintOrWalk < 0.0 ? 0.6 : 0.1); // TODO: arbitrary constant
                Entity.ModifyAngularDamping(0.5);                                            // TODO: arbitrary constant
                // Ensure we're active if flying!
                Entity.ActivityInformation.Activate();
            }
Beispiel #3
0
            public override void ExclusiveUpdate()
            {
                if (Plane.PlanePilot == null)
                {
                    return; // Don't fly when there's nobody driving this!
                }
                // TODO: Special case for motion on land: only push forward if FORWARD key is pressed? Or maybe apply that rule in general?
                // Collect the plane's relative vectors
                BEPUutilities.Vector3 forward = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitY, Entity.Orientation);
                BEPUutilities.Vector3 side    = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitX, Entity.Orientation);
                BEPUutilities.Vector3 up      = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitZ, Entity.Orientation);
                // Engines!
                if (Plane.PlanePilot.SprintOrWalk >= 0.0)
                {
                    BEPUutilities.Vector3 force = forward * (Plane.PlaneRegularStrength + Plane.PlaneFastStrength * Plane.PlanePilot.SprintOrWalk) * Delta;
                    entity.ApplyLinearImpulse(ref force);
                }
                double dotforw = BEPUutilities.Vector3.Dot(entity.LinearVelocity, forward);
                double mval    = 2.0 * (1.0 / Math.Max(1.0, entity.LinearVelocity.Length()));
                double rot_x   = -Plane.PlanePilot.YMove * 0.5 * Delta * dotforw * mval;
                double rot_y   = Plane.PlanePilot.XMove * dotforw * 0.5 * Delta * mval;
                double rot_z   = -((Plane.PlanePilot.ItemRight ? 1 : 0) + (Plane.PlanePilot.ItemLeft ? -1 : 0)) * dotforw * 0.1 * Delta * mval;

                entity.AngularVelocity += BEPUutilities.Quaternion.Transform(new BEPUutilities.Vector3(rot_x, rot_y, rot_z), entity.Orientation);
                double vellen = entity.LinearVelocity.Length();

                BEPUutilities.Vector3 newVel = forward * vellen;
                double forwVel = BEPUutilities.Vector3.Dot(entity.LinearVelocity, forward);
                double root    = Math.Sqrt(Math.Sign(forwVel) * forwVel);

                entity.LinearVelocity += (newVel - entity.LinearVelocity) * BEPUutilities.MathHelper.Clamp(Delta, 0.01, 0.3) * Math.Min(2.0, root * 0.05);
                // Apply air drag
                Entity.ModifyLinearDamping(Plane.PlanePilot.SprintOrWalk < 0.0 ? 0.5 : 0.1); // TODO: arbitrary constants
                Entity.ModifyAngularDamping(0.995);                                          // TODO: arbitrary constant
                // Ensure we're active if flying!
                Entity.ActivityInformation.Activate();
            }