public override void UpdateBeforeSimulation() { base.UpdateBeforeSimulation(); var lastSteer = m_steerAngle; var player = Sync.Players.GetControllingPlayer(CubeGrid); if ((player != null && player.IsLocalPlayer) || (player == null && Sync.IsServer)) { if (!m_wasSteering) { if (Math.Abs(m_steerAngle) < 0.00001) { m_steerAngle.Value = 0; } if (m_steerAngle != 0 && SteerReturnSpeed > 0) { m_steerAngle.Value = (m_steerAngle > 0 ? Math.Max(m_steerAngle - SteerReturnSpeed, 0) : Math.Min(m_steerAngle + SteerReturnSpeed, 0)); } } } m_wasSteering = false; if (SafeConstraint != null) { HkWheelConstraintData constraint = (m_constraint.ConstraintData as HkWheelConstraintData); if (Steering) { constraint.SetSteeringAngle(m_steerAngle); } } UpdateSoundState(); m_wasAccelerating = false; }
public override bool Attach(MyMotorRotor rotor, bool updateSync = false, bool updateGroup = true) { if (CubeGrid.Physics == null || SafeConstraint != null) { return(false); } Debug.Assert(SafeConstraint == null); if (CubeGrid.Physics.Enabled && rotor != null) { m_rotorBlock = rotor; m_rotorBlockId = rotor.EntityId; if (updateSync) { SyncObject.AttachRotor(m_rotorBlock); } m_rotorGrid = m_rotorBlock.CubeGrid; var rotorBody = m_rotorGrid.Physics.RigidBody; HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = rotor.DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(Damping); data.SetSuspensionStrength(Strength); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); data.SetInBodySpace(ref posB, ref posA, ref axisB, ref axisA, ref suspensionAx, ref suspensionAx); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); m_constraint.Enabled = true; m_rotorBlock.Attach(this); UpdateIsWorking(); if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_rotorGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_rotorGrid); } return(true); } return(false); }
protected override bool CreateConstraint(MyAttachableTopBlockBase rotor) { if (!base.CreateConstraint(rotor)) { return(false); } var rotorBody = TopGrid.Physics.RigidBody; rotorBody.MaxAngularVelocity = float.MaxValue; rotorBody.Restitution = 0.5f; CubeGrid.GetPhysicsBody().HavokWorld.BreakOffPartsUtil.UnmarkEntityBreakable(rotorBody); if (MyFakes.WHEEL_SOFTNESS) { HkUtils.SetSoftContact(rotorBody, null, MyPhysicsConfig.WheelSoftnessRatio, MyPhysicsConfig.WheelSoftnessVelocity); } var info = HkGroupFilter.CalcFilterInfo(rotorBody.Layer, CubeGrid.GetPhysicsBody().HavokCollisionSystemID, 1, 1); rotorBody.SetCollisionFilterInfo(info); CubeGrid.GetPhysicsBody().HavokWorld.RefreshCollisionFilterOnEntity(rotorBody); HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = (rotor as MyMotorRotor).DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; data.SetInBodySpace(posB, posA, axisB, axisA, suspensionAx, suspensionAx, RotorGrid.Physics, CubeGrid.Physics); //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(m_damping); data.SetSuspensionStrength(m_strenth); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); if (!m_constraint.InWorld) { Debug.Fail("Constraint not added!"); CubeGrid.Physics.RemoveConstraint(m_constraint); m_constraint = null; return(false); } m_constraint.Enabled = true; return(true); }
public static void SetInBodySpace(this HkWheelConstraintData data, Vector3 posA, Vector3 posB, Vector3 axisA, Vector3 axisB, Vector3 suspension, Vector3 steering, MyPhysicsBody bodyA, MyPhysicsBody bodyB) { if (bodyA.IsWelded) { posA = Vector3.Transform(posA, bodyA.WeldInfo.Transform); axisA = Vector3.TransformNormal(axisA, bodyA.WeldInfo.Transform); } if (bodyB.IsWelded) { posB = Vector3.Transform(posB, bodyB.WeldInfo.Transform); axisB = Vector3.TransformNormal(axisB, bodyB.WeldInfo.Transform); suspension = Vector3.TransformNormal(suspension, bodyB.WeldInfo.Transform); steering = Vector3.TransformNormal(steering, bodyB.WeldInfo.Transform); } data.SetInBodySpaceInternal(ref posA, ref posB, ref axisA, ref axisB, ref suspension, ref steering); }
protected override bool Attach(MyAttachableTopBlockBase rotor, bool updateGroup = true) { Debug.Assert(rotor != null, "Rotor cannot be null!"); Debug.Assert(m_constraint == null, "Already attached, call detach first!"); if (rotor is MyMotorRotor) { if (CubeGrid.Physics != null && CubeGrid.Physics.Enabled) { m_topBlock = rotor; m_topGrid = m_topBlock.CubeGrid; var rotorBody = m_topGrid.Physics.RigidBody; rotorBody.MaxAngularVelocity = float.MaxValue; rotorBody.Restitution = 0.5f; CubeGrid.GetPhysicsBody().HavokWorld.BreakOffPartsUtil.UnmarkEntityBreakable(rotorBody); if (MyFakes.WHEEL_SOFTNESS) { HkUtils.SetSoftContact(rotorBody, null, MyPhysicsConfig.WheelSoftnessRatio, MyPhysicsConfig.WheelSoftnessVelocity); } var info = HkGroupFilter.CalcFilterInfo(rotorBody.Layer, CubeGrid.GetPhysicsBody().HavokCollisionSystemID, 1, 1); rotorBody.SetCollisionFilterInfo(info); HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = (rotor as MyMotorRotor).DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(m_damping); data.SetSuspensionStrength(m_strenth); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); data.SetInBodySpace(posB, posA, axisB, axisA, suspensionAx, suspensionAx, RotorGrid.Physics, CubeGrid.Physics); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); if (!m_constraint.InWorld) { Debug.Fail("Constraint not added!"); CubeGrid.Physics.RemoveConstraint(m_constraint); m_constraint = null; return(false); } m_constraint.Enabled = true; m_topBlock.Attach(this); m_isAttached = true; PropagateFriction(m_friction); UpdateIsWorking(); if (m_updateBrakeNeeded) { UpdateBrake(); } if (m_updateFrictionNeeded) { FrictionChanged(); } if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_topGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_topGrid); } return(true); } } return(false); }
public override bool Attach(MyMotorRotor rotor, bool updateSync = false, bool updateGroup = true) { if (CubeGrid.Physics == null || SafeConstraint != null) return false; Debug.Assert(SafeConstraint == null); if (CubeGrid.Physics.Enabled && rotor != null) { m_rotorBlock = rotor; m_rotorBlockId = rotor.EntityId; if (updateSync) SyncObject.AttachRotor(m_rotorBlock); m_rotorGrid = m_rotorBlock.CubeGrid; var rotorBody = m_rotorGrid.Physics.RigidBody; HkWheelConstraintData data = new HkWheelConstraintData(); var posA = DummyPosition; var posB = rotor.DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; var suspensionAx = PositionComp.LocalMatrix.Forward; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(Damping); data.SetSuspensionStrength(Strength); data.SetSuspensionMaxLimit(BlockDefinition.SuspensionLimit); data.SetSuspensionMinLimit(-BlockDefinition.SuspensionLimit); data.SetInBodySpace(ref posB, ref posA, ref axisB, ref axisA, ref suspensionAx, ref suspensionAx); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); m_constraint.Enabled = true; m_rotorBlock.Attach(this); UpdateIsWorking(); if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_rotorGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_rotorGrid); } return true; } return false; }
public override bool Attach(MyMotorRotor rotor, bool updateSync = false, bool updateGroup = true) { if (CubeGrid.Physics == null || SafeConstraint != null) { return(false); } Debug.Assert(SafeConstraint == null); if (CubeGrid.Physics.Enabled && rotor != null) { m_rotorBlock = rotor; m_rotorBlockId = rotor.EntityId; if (updateSync) { SyncObject.AttachRotor(m_rotorBlock); } m_rotorGrid = m_rotorBlock.CubeGrid; var rotorBody = m_rotorGrid.Physics.RigidBody; rotorBody.MaxAngularVelocity = float.MaxValue; rotorBody.AngularDamping *= 4; if (MyFakes.WHEEL_SOFTNESS) { HkUtils.SetSoftContact(rotorBody, null, MyPhysicsConfig.WheelSoftnessRatio, MyPhysicsConfig.WheelSoftnessVelocity); } var info = HkGroupFilter.CalcFilterInfo(rotorBody.Layer, CubeGrid.Physics.HavokCollisionSystemID, 1, 1); rotorBody.SetCollisionFilterInfo(info); HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = rotor.DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(Damping); data.SetSuspensionStrength(Strength); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); data.SetInBodySpace(posB, posA, axisB, axisA, suspensionAx, suspensionAx, RotorGrid.Physics, CubeGrid.Physics); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); m_constraint.Enabled = true; m_rotorBlock.Attach(this); PropagateFriction(m_friction); UpdateIsWorking(); if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_rotorGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_rotorGrid); } return(true); } return(false); }
protected override bool Attach(MyAttachableTopBlockBase rotor, bool updateGroup = true) { Debug.Assert(rotor != null, "Rotor cannot be null!"); Debug.Assert(m_constraint == null, "Already attached, call detach first!"); if (rotor is MyMotorRotor) { if (CubeGrid.Physics != null && CubeGrid.Physics.Enabled) { m_topBlock = rotor; m_topGrid = m_topBlock.CubeGrid; var rotorBody = m_topGrid.Physics.RigidBody; rotorBody.MaxAngularVelocity = float.MaxValue; rotorBody.Restitution = 0.5f; CubeGrid.GetPhysicsBody().HavokWorld.BreakOffPartsUtil.UnmarkEntityBreakable(rotorBody); if (MyFakes.WHEEL_SOFTNESS) { HkUtils.SetSoftContact(rotorBody, null, MyPhysicsConfig.WheelSoftnessRatio, MyPhysicsConfig.WheelSoftnessVelocity); } var info = HkGroupFilter.CalcFilterInfo(rotorBody.Layer, CubeGrid.GetPhysicsBody().HavokCollisionSystemID, 1, 1); rotorBody.SetCollisionFilterInfo(info); HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = (rotor as MyMotorRotor).DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(m_damping); data.SetSuspensionStrength(m_strenth); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); data.SetInBodySpace(posB, posA, axisB, axisA, suspensionAx, suspensionAx, RotorGrid.Physics, CubeGrid.Physics); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); if (!m_constraint.InWorld) { Debug.Fail("Constraint not added!"); CubeGrid.Physics.RemoveConstraint(m_constraint); m_constraint = null; return false; } m_constraint.Enabled = true; m_topBlock.Attach(this); m_isAttached = true; PropagateFriction(m_friction); UpdateIsWorking(); if (m_updateBrakeNeeded) { UpdateBrake(); } if (m_updateFrictionNeeded) { FrictionChanged(); } if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_topGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_topGrid); } return true; } } return false; }
public override bool Attach(MyMotorRotor rotor, bool updateSync = false, bool updateGroup = true) { if (CubeGrid.Physics == null || SafeConstraint != null) return false; Debug.Assert(SafeConstraint == null); if (CubeGrid.Physics.Enabled && rotor != null) { m_rotorBlock = rotor; m_rotorBlockId = rotor.EntityId; if (updateSync) SyncObject.AttachRotor(m_rotorBlock); m_rotorGrid = m_rotorBlock.CubeGrid; var rotorBody = m_rotorGrid.Physics.RigidBody; rotorBody.MaxAngularVelocity = float.MaxValue; rotorBody.AngularDamping *= 4; if (MyFakes.WHEEL_SOFTNESS) { HkUtils.SetSoftContact(rotorBody, null, MyPhysicsConfig.WheelSoftnessRatio, MyPhysicsConfig.WheelSoftnessVelocity); } var info = HkGroupFilter.CalcFilterInfo(rotorBody.Layer, CubeGrid.Physics.HavokCollisionSystemID, 1, 1); rotorBody.SetCollisionFilterInfo(info); HkWheelConstraintData data = new HkWheelConstraintData(); var suspensionAx = PositionComp.LocalMatrix.Forward; var posA = DummyPosition + (suspensionAx * m_height); var posB = rotor.DummyPosLoc; var axisA = PositionComp.LocalMatrix.Up; var axisAPerp = PositionComp.LocalMatrix.Forward; var axisB = rotor.PositionComp.LocalMatrix.Up; //empirical values because who knows what havoc sees behind this //docs say one value should mean same effect for 2 ton or 200 ton vehicle //but we have virtual mass blocks so real mass doesnt corespond to actual "weight" in game and varying gravity data.SetSuspensionDamping(Damping); data.SetSuspensionStrength(Strength); //Min/MaxHeight also define the limits of the suspension and SuspensionTravel lowers this limit data.SetSuspensionMinLimit((BlockDefinition.MinHeight - m_height) * SuspensionTravel); data.SetSuspensionMaxLimit((BlockDefinition.MaxHeight - m_height) * SuspensionTravel); data.SetInBodySpace( posB, posA, axisB, axisA, suspensionAx, suspensionAx, RotorGrid.Physics, CubeGrid.Physics); m_constraint = new HkConstraint(rotorBody, CubeGrid.Physics.RigidBody, data); m_constraint.WantRuntime = true; CubeGrid.Physics.AddConstraint(m_constraint); m_constraint.Enabled = true; m_rotorBlock.Attach(this); PropagateFriction(m_friction); UpdateIsWorking(); if (updateGroup) { OnConstraintAdded(GridLinkTypeEnum.Physical, m_rotorGrid); OnConstraintAdded(GridLinkTypeEnum.Logical, m_rotorGrid); } return true; } return false; }