Пример #1
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        }   // 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()