public JointVehicleMotor ConnectWheel(VehiclePartEntity wheel, bool driving, bool powered) { wheel.SetFriction(2.5f); Vector3 left = Quaternion.Transform(new Vector3(-1, 0, 0), wheel.GetOrientation()); Vector3 up = Quaternion.Transform(new Vector3(0, 0, 1), wheel.GetOrientation()); JointSlider pointOnLineJoint = new JointSlider(this, wheel, -new Location(up)); JointLAxisLimit suspensionLimit = new JointLAxisLimit(this, wheel, 0f, 0.1f, wheel.GetPosition(), wheel.GetPosition(), -new Location(up)); JointPullPush spring = new JointPullPush(this, wheel, -new Location(up), true); BEPUphysics.CollisionRuleManagement.CollisionRules.AddRule(wheel.Body, this.Body, BEPUphysics.CollisionRuleManagement.CollisionRule.NoBroadPhase); // TODO: How necessary is this? Should we replicate this clientside? if (driving) { JointSpinner spinner = new JointSpinner(this, wheel, new Location(-left)); TheRegion.AddJoint(spinner); } else { JointSwivelHinge swivelhinge = new JointSwivelHinge(this, wheel, new Location(up), new Location(-left)); TheRegion.AddJoint(swivelhinge); } TheRegion.AddJoint(pointOnLineJoint); TheRegion.AddJoint(suspensionLimit); TheRegion.AddJoint(spring); if (powered) { JointVehicleMotor motor = new JointVehicleMotor(this, wheel, new Location(driving ? left : up), !driving); TheRegion.AddJoint(motor); return motor; } return null; }
public JointVehicleMotor ConnectWheel(VehiclePartEntity wheel, bool driving, bool powered) { wheel.SetFriction(2.5f); Vector3 left = Quaternion.Transform(new Vector3(-1, 0, 0), wheel.GetOrientation()); Vector3 up = Quaternion.Transform(new Vector3(0, 0, 1), wheel.GetOrientation()); JointSlider pointOnLineJoint = new JointSlider(this, wheel, -new Location(up)); JointLAxisLimit suspensionLimit = new JointLAxisLimit(this, wheel, 0f, 0.1f, wheel.GetPosition(), wheel.GetPosition(), -new Location(up)); JointPullPush spring = new JointPullPush(this, wheel, -new Location(up), true); BEPUphysics.CollisionRuleManagement.CollisionRules.AddRule(wheel.Body, this.Body, BEPUphysics.CollisionRuleManagement.CollisionRule.NoBroadPhase); // TODO: How necessary is this? Should we replicate this clientside? if (driving) { JointSpinner spinner = new JointSpinner(this, wheel, new Location(-left)); TheRegion.AddJoint(spinner); } else { JointSwivelHinge swivelhinge = new JointSwivelHinge(this, wheel, new Location(up), new Location(-left)); TheRegion.AddJoint(swivelhinge); } TheRegion.AddJoint(pointOnLineJoint); TheRegion.AddJoint(suspensionLimit); TheRegion.AddJoint(spring); if (powered) { JointVehicleMotor motor = new JointVehicleMotor(this, wheel, new Location(driving ? left : up), !driving); TheRegion.AddJoint(motor); return(motor); } return(null); }
public JointVehicleMotor ConnectWheel(VehiclePartEntity wheel, bool driving, bool powered, double susp) { TheRegion.AddJoint(new ConstWheelStepUp(wheel, wheel.StepHeight)); wheel.SetFriction(2.5f); Vector3 left = BEPUutilities.Quaternion.Transform(new Vector3(-1, 0, 0), wheel.GetOrientation()); Vector3 up = BEPUutilities.Quaternion.Transform(new Vector3(0, 0, 1), wheel.GetOrientation()); JointSlider pointOnLineJoint = new JointSlider(this, wheel, -new Location(up)); JointLAxisLimit suspensionLimit = new JointLAxisLimit(this, wheel, 0f, susp, wheel.GetPosition(), wheel.GetPosition(), -new Location(up)); JointPullPush spring = new JointPullPush(this, wheel, -new Location(up), true); if (driving) { JointSpinner spinner = new JointSpinner(this, wheel, new Location(-left)); TheRegion.AddJoint(spinner); } else { JointSwivelHinge swivelhinge = new JointSwivelHinge(this, wheel, new Location(up), new Location(-left)); TheRegion.AddJoint(swivelhinge); } TheRegion.AddJoint(pointOnLineJoint); TheRegion.AddJoint(suspensionLimit); TheRegion.AddJoint(spring); JointNoCollide jnc = new JointNoCollide(this, wheel); TheRegion.AddJoint(jnc); if (powered) { JointVehicleMotor motor = new JointVehicleMotor(this, wheel, new Location(driving ? left : up), !driving); TheRegion.AddJoint(motor); return(motor); } return(null); }