} // end Step private void MoveLinear (float pTimestep, AuroraODEPhysicsScene _pParentScene, AuroraPhysXPrim parent) { 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); // 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)))); decayfraction.Z = ((1 / (m_linearMotorDecayTimescale / (pTimestep * pTimestep)))); //Console.WriteLine("decay: " + decayfraction); Vector3 decayAmt = (m_linearMotorDirection * decayfraction); m_linearMotorDirection -= decayAmt; //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; // There is some gravity, make a gravity force vector // that is applied after object velocity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; grav.Z = _pParentScene.gravityz * Mass * (float)parent.ParentEntity.GravityMultiplier * (1f - m_VehicleBuoyancy); // Preserve the current Z velocity d.Vector3 vel_now = d.BodyGetLinearVel (Body); if(m_lastLinearVelocityVector.Z == 0 && m_verticalAttractionTimescale == 0) m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity else if(Type != Vehicle.TYPE_AIRPLANE && Type != Vehicle.TYPE_BALLOON) m_dir.Z += vel_now.Z; 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 = pos.X - m_lastPositionVector.X; posChange.Y = pos.Y - m_lastPositionVector.Y; posChange.Z = 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 (pos.X, pos.Y)) { pos.Z = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + 2; d.BodySetPosition (Body, pos.X, pos.Y, pos.Z); } // 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 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) { m_VhoverTargetHeight = (float)_pParentScene.GetWaterLevel (pos.X, pos.Y) + m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) { m_VhoverTargetHeight = m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) { // If body is aready heigher, use its height as target height if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; } if ((m_flags & 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 = 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.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; #region Limit Motor Up if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) //if it isn't going up, don't apply the limiting force { if (Zchange > -0.1f) { //Requires idea of 'up', so use reference frame to rotate it //Add to the X, because that will normally tilt the vehicle downward (if its rotated, it'll be rotated by the ref. frame grav += (new Vector3 (0, 0, ((float)Math.Abs (Zchange) * (pTimestep * -_pParentScene.PID_D * _pParentScene.PID_D)))); } } #endregion #region Deal with tainted forces // 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. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; Vector3 TaintedForce = new Vector3 (); if (m_forcelist.Count != 0) { try { for (int i = 0; i < m_forcelist.Count; i++) { TaintedForce = TaintedForce + (m_forcelist[i] * 100); } } catch (IndexOutOfRangeException) { TaintedForce = Vector3.Zero; } catch (ArgumentOutOfRangeException) { TaintedForce = Vector3.Zero; } m_forcelist = new List<Vector3> (); } #endregion #region Deflection //Forward is the prefered direction /*Vector3 deflectionamount = m_dir / (m_linearDeflectionTimescale / pTimestep); //deflectionamount *= m_linearDeflectionEfficiency; if (deflectionamount != Vector3.Zero) { } Vector3 deflection = Vector3.One / deflectionamount; m_dir /= deflection;*/ #endregion m_lastPositionVector = d.BodyGetPosition (Body); #region limitations if (Math.Abs (m_dir.X) > 1000 || Math.Abs (m_dir.Y) > 1000 || Math.Abs (m_dir.Z) > 1000) { //This vehicle is f***ed parent.RaiseOutOfBounds (parent.Position); parent._zeroFlag = true; parent.m_disabled = true; parent.m_frozen = true; return; } #endregion // 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()