public GetTerrainHeightAtXY ( float x, float y ) : float | ||
x | float | |
y | float | |
return | float |
/// <summary> /// ODE Avatar. /// </summary> /// <param name="avName"></param> /// <param name="parent_scene"></param> /// <param name="pos"></param> /// <param name="size"></param> /// <param name="pid_d"></param> /// <param name="pid_p"></param> /// <param name="capsule_radius"></param> /// <param name="tensor"></param> /// <param name="density"> /// Only used right now to return information to LSL. Not actually used to set mass in ODE! /// </param> /// <param name="walk_divisor"></param> /// <param name="rundivisor"></param> public OdeCharacter( String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); if (pos.IsFinite()) { if (pos.Z > 9999999f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } if (pos.Z < -90000f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } _position = pos; m_taintPosition = pos; } else { _position = new Vector3( (float)_parent_scene.WorldExtents.X * 0.5f, (float)_parent_scene.WorldExtents.Y * 0.5f, parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); m_taintPosition = _position; m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName); } _parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; CAPSULE_RADIUS = capsule_radius; m_tensor = tensor; m_density = density; // heightFudgeFactor = height_fudge_factor; walkDivisor = walk_divisor; runDivisor = rundivisor; // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); // We can set taint and actual to be the same here, since the entire character will be set up when the // m_tainted_isPhysical is processed. SetTaintedCapsuleLength(size); CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information _parent_scene.AddPhysicsActorTaint(this); Name = avName; }
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); if (pos.IsFinite()) { if (pos.Z > 9999999f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } if (pos.Z < -90000f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } _position = pos; m_taintPosition.X = pos.X; m_taintPosition.Y = pos.Y; m_taintPosition.Z = pos.Z; } else { _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); m_taintPosition.X = _position.X; m_taintPosition.Y = _position.Y; m_taintPosition.Z = _position.Z; m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); } _parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; CAPSULE_RADIUS = capsule_radius; m_tensor = tensor; m_density = density; heightFudgeFactor = height_fudge_factor; walkDivisor = walk_divisor; runDivisor = rundivisor; // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); for (int i = 0; i < 11; i++) { m_colliderarr[i] = false; } CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information _parent_scene.AddPhysicsActorTaint(this); m_name = avName; }
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { Name = primName; m_vehicle = new ODEDynamics(); //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); ode = dode; if (!pos.IsFinite()) { pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); } _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = IntPtr.Zero; if (!pos.IsFinite()) { size = new Vector3(0.5f, 0.5f, 0.5f); m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); } if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; if (!QuaternionIsFinite(rotation)) { rotation = Quaternion.Identity; m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); } _orientation = rotation; m_taintrot = _orientation; _pbs = pbs; _parent_scene = parent_scene; m_targetSpace = (IntPtr)0; if (pos.Z < 0) { IsPhysical = false; } else { IsPhysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently if (IsPhysical) m_targetSpace = _parent_scene.space; } m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); // don't do .add() here; old geoms get recycled with the same hash }
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) { Name = primName; m_vehicle = null; if (!pos.IsFinite()) { pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); } _position = pos; givefakepos = 0; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = IntPtr.Zero; Body = IntPtr.Zero; if (!size.IsFinite()) { size = new Vector3(0.5f, 0.5f, 0.5f); m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); } if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; if (!QuaternionIsFinite(rotation)) { rotation = Quaternion.Identity; m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); } _orientation = rotation; givefakeori = 0; _pbs = pbs; _parent_scene = parent_scene; m_targetSpace = IntPtr.Zero; if (pos.Z < 0) { m_isphysical = false; } else { m_isphysical = pisPhysical; } m_fakeisphysical = m_isphysical; m_isVolumeDetect = false; m_force = Vector3.Zero; m_iscolliding = false; m_wascolliding = false; m_colliderfilter = 0; hasOOBoffsetFromMesh = false; _triMeshData = IntPtr.Zero; primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; CalcPrimBodyData(); m_building = true; // control must set this to false when done AddChange(changes.Add, null); }
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); m_hasTaintPosition = false; if (pos.IsFinite()) { if (pos.Z > 9999999f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } if (pos.Z < -90000f) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } _position = pos; } else { _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); } _parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; CAPSULE_RADIUS = capsule_radius; m_density = density; m_mass = 80f; // sure we have a default AvatarContactData.mu = parent_scene.AvatarFriction; AvatarContactData.bounce = parent_scene.AvatarBounce; walkDivisor = walk_divisor; runDivisor = rundivisor; CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information m_hasTaintForce = false; _parent_scene.AddPhysicsActorTaint(this); m_name = avName; }
}// end Step private void MoveLinear(float pTimestep, OdeScene _pParentScene) { if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant { if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // add drive to body Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? // This will work temporarily, but we really need to compare speed on an axis // KF: Limit body velocity to applied velocity? if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; // decay applied velocity Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); //Console.WriteLine("decay: " + decayfraction); m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; //Console.WriteLine("actual: " + m_linearMotorDirection); } else { // requested is not significant // if what remains of applied is small, zero it. if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) m_lastLinearVelocityVector = Vector3.Zero; } // convert requested object velocity to world-referenced vector m_dir = m_lastLinearVelocityVector; d.Quaternion rot = d.BodyGetQuaternion(Body); Quaternion rotq = new Quaternion((float)rot.X, (float)rot.Y, (float)rot.Z, (float)rot.W); // rotq = rotation of object m_dir *= rotq; // apply obj rotation to velocity vector // add Gravity andBuoyancy // KF: So far I have found no good method to combine a script-requested // .Z velocity and gravity. Therefore only 0g will used script-requested // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. Vector3 grav = Vector3.Zero; // There is some gravity, make a gravity force vector // that is applied after object velocity. d.Mass objMass; d.BodyGetMass(Body, out objMass); // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; grav.Z = (float)(_pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy)); // Preserve the current Z velocity d.Vector3 vel_now = d.BodyGetLinearVel(Body); m_dir.Z = (float)vel_now.Z; // Preserve the accumulated falling velocity d.Vector3 pos = d.BodyGetPosition(Body); // 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); Vector3 posChange = new Vector3(); posChange.X = (float)(pos.X - m_lastPositionVector.X); posChange.Y = (float)(pos.Y - m_lastPositionVector.Y); posChange.Z = (float)(pos.Z - m_lastPositionVector.Z); double Zchange = Math.Abs(posChange.Z); if (m_BlockingEndPoint != Vector3.Zero) { if (pos.X >= (m_BlockingEndPoint.X - (float)1)) { pos.X -= posChange.X + 1; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) { pos.Y -= posChange.Y + 1; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) { pos.Z -= posChange.Z + 1; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } if (pos.X <= 0) { pos.X += posChange.X + 1; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } if (pos.Y <= 0) { pos.Y += posChange.Y + 1; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } } if (pos.Z < _pParentScene.GetTerrainHeightAtXY((float)pos.X, (float)pos.Y)) { pos.Z = _pParentScene.GetTerrainHeightAtXY((float)pos.X, (float)pos.Y) + 2; d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); } // Check if hovering if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) { // We should hover, get the target height if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) { m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; } if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY((float)pos.X, (float)pos.Y) + m_VhoverHeight; } if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) { m_VhoverTargetHeight = m_VhoverHeight; } if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) { // If body is aready heigher, use its height as target height if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = (float)pos.Z; } if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) { if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) { d.BodySetPosition(Body, pos.X, pos.Y, m_VhoverTargetHeight); } } else { float herr0 = (float)(pos.Z - m_VhoverTargetHeight); // Replace Vertical speed with correction figure if significant if (Math.Abs(herr0) > 0.01f) { m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); //KF: m_VhoverEfficiency is not yet implemented } else { m_dir.Z = 0f; } } // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped // m_VhoverTimescale = 0f; // time to acheive height // pTimestep is time since last frame,in secs } if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { //Start Experimental Values if (Zchange > .3) { grav.Z = (float)(grav.Z * 3); } if (Zchange > .15) { grav.Z = (float)(grav.Z * 2); } if (Zchange > .75) { grav.Z = (float)(grav.Z * 1.5); } if (Zchange > .05) { grav.Z = (float)(grav.Z * 1.25); } if (Zchange > .025) { grav.Z = (float)(grav.Z * 1.125); } float terraintemp = _pParentScene.GetTerrainHeightAtXY((float)pos.X, (float)pos.Y); float postemp = (float)(pos.Z - terraintemp); if (postemp > 2.5f) { grav.Z = (float)(grav.Z * 1.037125); } //End Experimental Values } if ((m_flags & (VehicleFlag.NO_X)) != 0) { m_dir.X = 0; } if ((m_flags & (VehicleFlag.NO_Y)) != 0) { m_dir.Y = 0; } if ((m_flags & (VehicleFlag.NO_Z)) != 0) { m_dir.Z = 0; } m_lastPositionVector = d.BodyGetPosition(Body); // Apply velocity d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z); // apply gravity force d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); // apply friction Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; } // end MoveLinear()
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { _target_velocity = new PhysicsVector(0, 0, 0); m_vehicle = new ODEVehicleSettings(); //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); ode = dode; _velocity = new PhysicsVector(); if (!PhysicsVector.isFinite(pos)) { pos = new PhysicsVector(128, 128, parent_scene.GetTerrainHeightAtXY(128, 128) + 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); } _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = IntPtr.Zero; prev_geom = IntPtr.Zero; if (!PhysicsVector.isFinite(pos)) { size = new PhysicsVector(0.5f, 0.5f, 0.5f); m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); } if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; _acceleration = new PhysicsVector(); m_rotationalVelocity = PhysicsVector.Zero; if (!QuaternionIsFinite(rotation)) { rotation = Quaternion.Identity; m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); } _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; m_targetSpace = (IntPtr)0; if (pos.Z < 0) m_isphysical = false; else { m_isphysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently if (m_isphysical) m_targetSpace = _parent_scene.space; } m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); // don't do .add() here; old geoms get recycled with the same hash }
}// end Step private void MoveLinear(float pTimestep, OdeScene _pParentScene) { if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant { if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // add drive to body Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? // This will work temporarily, but we really need to compare speed on an axis // KF: Limit body velocity to applied velocity? if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; // decay applied velocity Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); //Console.WriteLine("decay: " + decayfraction); m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; //Console.WriteLine("actual: " + m_linearMotorDirection); } else { // requested is not significant // if what remains of applied is small, zero it. if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) m_lastLinearVelocityVector = Vector3.Zero; } // convert requested object velocity to world-referenced vector m_dir = m_lastLinearVelocityVector; d.Quaternion rot = d.BodyGetQuaternion(Body); Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object m_dir *= rotq; // apply obj rotation to velocity vector // add Gravity andBuoyancy // KF: So far I have found no good method to combine a script-requested // .Z velocity and gravity. Therefore only 0g will used script-requested // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. Vector3 grav = Vector3.Zero; if (m_VehicleBuoyancy < 1.0f) { // There is some gravity, make a gravity force vector // that is applied after object velocity. d.Mass objMass; d.BodyGetMass(Body, out objMass); // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Preserve the current Z velocity d.Vector3 vel_now = d.BodyGetLinearVel(Body); m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity } // else its 1.0, no gravity. // Check if hovering if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) { // We should hover, get the target height d.Vector3 pos = d.BodyGetPosition(Body); if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) { m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; } else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) { m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; } else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) { m_VhoverTargetHeight = m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) { // If body is aready heigher, use its height as target height if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; } // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped // m_VhoverTimescale = 0f; // time to acheive height // pTimestep is time since last frame,in secs float herr0 = pos.Z - m_VhoverTargetHeight; // Replace Vertical speed with correction figure if significant if (Math.Abs(herr0) > 0.01f) { d.Mass objMass; d.BodyGetMass(Body, out objMass); m_dir.Z = - ((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); //KF: m_VhoverEfficiency is not yet implemented } else { m_dir.Z = 0f; } } // Apply velocity d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z); // apply gravity force d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); // apply friction Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; } // end MoveLinear()