Example #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();
 }
Example #2
0
        private void OnInputEvent(ReadOnlyCollection <SInputButtonEvent> buttonevents, string textinput)
        {
            foreach (var buttonEvent in buttonevents)
            {
                if (buttonEvent.button == EInputButton.MouseMiddleButton && buttonEvent.buttonEvent == EButtonEvent.Pressed)
                {
                    CViewManager viewManager = m_gameWorld.ViewManager;
                    int          mouseAbsX   = System.Windows.Forms.Cursor.Position.X - (int)viewManager.ScreenLeft;
                    int          mouseAbsY   = System.Windows.Forms.Cursor.Position.Y - (int)viewManager.ScreenTop;

                    if (mouseAbsX < 0 || mouseAbsY < 0)
                    {
                        return;
                    }

                    viewManager.GetViewInfo(out SSceneViewInfo viewInfo);
                    Ray pickRay = Ray.GetPickRay(mouseAbsX, mouseAbsY, new ViewportF(0, 0, viewManager.ScreenWidth, viewManager.ScreenHeight), viewInfo.ViewMatrix * viewInfo.ProjectionMatrix);
                    if (m_physicSpace.RayCast(pickRay.ToBepu(), 9999.0f, out RayCastResult result))
                    {
                        float fieldRadius     = 5.0f;
                        float impulseStrength = 20.0f;
                        List <BroadPhaseEntry> queryResults = new List <BroadPhaseEntry>();
                        BoundingSphere         bs           = new BoundingSphere(result.HitData.Location, fieldRadius);
                        m_physicSpace.BroadPhase.QueryAccelerator.GetEntries(bs, queryResults);
                        foreach (var entry in queryResults)
                        {
                            var entityCollision = entry as EntityCollidable;
                            if (entityCollision != null)
                            {
                                var e = entityCollision.Entity;
                                if (e.IsDynamic)
                                {
                                    Vector3 toEntity = e.Position - result.HitData.Location;
                                    float   length   = toEntity.Length();
                                    float   strength = impulseStrength / length;
                                    toEntity.Y = 1.0f;
                                    toEntity.Normalize();
                                    e.ApplyImpulse(e.Position, toEntity * strength);
                                }
                            }
                        }
                    }
                }
            }
        }