示例#1
0
        // Keyboard callback
        public void command(int cmd)
        {
            IntPtr geom;
            d.Mass mass;
            d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);

            

            Char ch = Char.ToLower((Char)cmd);
            switch ((Char)ch)
            {
                case 'w':
                    try
                    {
                        Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));

                        xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
                        ds.SetViewpoint(ref xyz, ref hpr);
                    }
                    catch (ArgumentException)
                    { hpr.X = 0; }
                    break;

                case 'a':
                    hpr.X++;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;

                case 's':
                    try
                    {
                        Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));

                        xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
                        ds.SetViewpoint(ref xyz, ref hpr);
                    }
                    catch (ArgumentException)
                    { hpr.X = 0; }
                    break;
                case 'd':
                    hpr.X--;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;
                case 'r':
                    xyz.Z++;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;
                case 'f':
                    xyz.Z--;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;
                case 'e':
                    xyz.Y++;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;
                case 'q':
                    xyz.Y--;
                    ds.SetViewpoint(ref xyz, ref hpr);
                    break;
            }
        }
示例#2
0
        public void step(int pause)
        {
            
            ds.SetColor(1.0f, 1.0f, 0.0f);
            ds.SetTexture(ds.Texture.Wood);
            lock (_prims)
            {
                foreach (OdePrim prm in _prims)
                {
                    //IntPtr body = d.GeomGetBody(prm.prim_geom);
                    if (prm.prim_geom != IntPtr.Zero)
                    {
                        d.Vector3 pos;
                        d.GeomCopyPosition(prm.prim_geom, out pos);
                        //d.BodyCopyPosition(body, out pos);

                        d.Matrix3 R;
                        d.GeomCopyRotation(prm.prim_geom, out R);
                        //d.BodyCopyRotation(body, out R);


                        d.Vector3 sides = new d.Vector3();
                        sides.X = prm.Size.X;
                        sides.Y = prm.Size.Y;
                        sides.Z = prm.Size.Z;

                        ds.DrawBox(ref pos, ref R, ref sides);
                    }
                }
            }
            ds.SetColor(1.0f, 0.0f, 0.0f);
            lock (_characters)
            {
                foreach (OdeCharacter chr in _characters)
                {
                    if (chr.Shell != IntPtr.Zero)
                    {
                        IntPtr body = d.GeomGetBody(chr.Shell);

                        d.Vector3 pos;
                        d.GeomCopyPosition(chr.Shell, out pos);
                        //d.BodyCopyPosition(body, out pos);

                        d.Matrix3 R;
                        d.GeomCopyRotation(chr.Shell, out R);
                        //d.BodyCopyRotation(body, out R);

                        ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
                        d.Vector3 sides = new d.Vector3();
                        sides.X = 0.5f;
                        sides.Y = 0.5f;
                        sides.Z = 0.5f;

                        ds.DrawBox(ref pos, ref R, ref sides);
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Get joint axis.
        /// </summary>
        /// <remarks>
        /// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
        /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
        /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
        /// keeping track of the joint's original orientation relative to one of the involved bodies.
        /// </remarks>
        /// <param name="joint"></param>
        /// <returns></returns>
        public override Vector3 GetJointAxis(PhysicsJoint joint)
        {
            Debug.Assert(joint.IsInPhysicsEngine);
            d.Vector3 axis = new d.Vector3();

            if (!(joint is OdePhysicsJoint))
            {
                DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
            }
            else
            {
                OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
                switch (odeJoint.Type)
                {
                    case PhysicsJointType.Ball:
                        DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
                        break;
                    case PhysicsJointType.Hinge:
                        d.JointGetHingeAxis(odeJoint.jointID, out axis);
                        break;
                }
            }
            return new Vector3(axis.X, axis.Y, axis.Z);
        }
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        public void UpdatePositionAndVelocity()
        {
            //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
            if (Body == IntPtr.Zero)
                return;

            d.Vector3 vec;
            try
            {
                d.BodyCopyPosition(Body, out vec);
            }
            catch (NullReferenceException)
            {
                bad = true;
                _parent_scene.BadCharacter(this);
                vec = new d.Vector3(_position.X, _position.Y, _position.Z);
                base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
                m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
            }

            _position.X = vec.X;
            _position.Y = vec.Y;
            _position.Z = vec.Z;

            bool fixbody = false;

            if (_position.X < 0.0f)
            {
                fixbody = true;
                _position.X = 0.1f;
            }
            else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
            {
                fixbody = true;
                _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
            }

            if (_position.Y < 0.0f)
            {
                fixbody = true;
                _position.Y = 0.1f;
            }
            else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
            {
                fixbody = true;
                _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
            }

            if (fixbody)
                d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over
/*
            if (_zeroFlag)
            {
                _velocity.X = 0.0f;
                _velocity.Y = 0.0f;
                _velocity.Z = 0.0f;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    base.RequestPhysicsterseUpdate();
                }
            }
            else
            {
                m_lastUpdateSent = false;
 */
                try
                {
                    vec = d.BodyGetLinearVel(Body);
                }
                catch (NullReferenceException)
                {
                    vec.X = _velocity.X;
                    vec.Y = _velocity.Y;
                    vec.Z = _velocity.Z;
                }
                _velocity.X = (vec.X);
                _velocity.Y = (vec.Y);
                _velocity.Z = (vec.Z);
 //           }
        }
示例#5
0
        internal void Step()
        {
            IntPtr Body = rootPrim.Body;

            d.Mass dmass;
            d.BodyGetMass(Body, out dmass);

            d.Quaternion rot = d.BodyGetQuaternion(Body);
            Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);    // rotq = rotation of object
            Quaternion rotq = objrotq;    // rotq = rotation of object
            rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
            Quaternion irotq = Quaternion.Inverse(rotq);

            d.Vector3 dvtmp;
            Vector3 tmpV;
            Vector3 curVel; // velocity in world
            Vector3 curAngVel; // angular velocity in world
            Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
            Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
            d.Vector3 dtorque = new d.Vector3();

            dvtmp = d.BodyGetLinearVel(Body);
            curVel.X = dvtmp.X;
            curVel.Y = dvtmp.Y;
            curVel.Z = dvtmp.Z;
            Vector3 curLocalVel = curVel * irotq; // current velocity in  local

            dvtmp = d.BodyGetAngularVel(Body);
            curAngVel.X = dvtmp.X;
            curAngVel.Y = dvtmp.Y;
            curAngVel.Z = dvtmp.Z;
            Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in  local

            float ldampZ = 0;
            
            // linear motor
            if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
            {
                tmpV = m_linearMotorDirection - curLocalVel; // velocity error
                tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
                tmpV *= rotq; // to world

                if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
                    tmpV.Z = 0;

                if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
                {
                    // have offset, do it now
                    tmpV *= dmass.mass;
                    d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
                }
                else
                {
                    force.X += tmpV.X;
                    force.Y += tmpV.Y;
                    force.Z += tmpV.Z;
                }

                m_lmEfect *= m_lmDecay;
//                m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
                m_ffactor = 0.0f;
            }
            else
            {
                m_lmEfect = 0;
                m_ffactor = 1f;
            }
           
            // hover
            if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
            {
                //                d.Vector3 pos = d.BodyGetPosition(Body);
                d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
                pos.Z -= 0.21f; // minor offset that seems to be always there in sl

                float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
                float perr;

                // default to global but don't go underground
                perr = m_VhoverHeight - pos.Z;

                if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
                {
                    if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                    {
                        perr += _pParentScene.GetWaterLevel();
                    }
                    else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                    {
                        perr += t;
                    }
                    else
                    {
                        float w = _pParentScene.GetWaterLevel();
                        if (t > w)
                            perr += t;
                        else
                            perr += w;
                    }
                }
                else if (t > m_VhoverHeight)
                        perr = t - pos.Z; ;

                if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
                {
                    ldampZ = m_VhoverEfficiency * m_invtimestep;

                    perr *= (1.0f + ldampZ) / m_VhoverTimescale;

                    //                    force.Z += perr - curVel.Z * tmp;
                    force.Z += perr;
                    ldampZ *= -curVel.Z;

                    force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
                }
                else // no buoyancy
                    force.Z += _pParentScene.gravityz;
            }
            else
            {
                // default gravity and Buoyancy
                force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
            }

            // linear deflection
            if (m_linearDeflectionEfficiency > 0)
            {
                float len = curVel.Length();
                if (len > 0.01) // if moving
                {
                    Vector3 atAxis;
                    atAxis = Xrot(rotq); // where are we pointing to
                    atAxis *= len; // make it same size as world velocity vector

                    tmpV = -atAxis; // oposite direction
                    atAxis -= curVel; // error to one direction
                    len = atAxis.LengthSquared();

                    tmpV -= curVel; // error to oposite
                    float lens = tmpV.LengthSquared();

                    if (len > 0.01 || lens > 0.01) // do nothing if close enougth
                    {
                        if (len < lens)
                            tmpV = atAxis;

                        tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
                        force.X += tmpV.X;
                        force.Y += tmpV.Y;
                        if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
                            force.Z += tmpV.Z;
                    }
                }
            }

            // linear friction/damping
            if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
            {
                tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
                tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
                tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
                tmpV *= rotq; // to world

                if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
                    tmpV.Z = ldampZ;
                force.X += tmpV.X;
                force.Y += tmpV.Y;
                force.Z += tmpV.Z;
            }

            // vertical atractor
            if (m_verticalAttractionTimescale < 300)
            {
                float roll;
                float pitch;



                float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;

                float ftmp2;
                ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
                m_amdampX = ftmp2;

                m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;

                GetRollPitch(irotq, out roll, out pitch);

                if (roll > halfpi)
                    roll = pi - roll;
                else if (roll < -halfpi)
                    roll = -pi - roll;

                float effroll = pitch / halfpi;
                effroll *= effroll;
                effroll = 1 - effroll;
                effroll *= roll;


                torque.X += effroll * ftmp;

                if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
                {
                    float effpitch = roll / halfpi;
                    effpitch *= effpitch;
                    effpitch = 1 - effpitch;
                    effpitch *= pitch;

                    torque.Y += effpitch * ftmp;
                }

                if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
                {

                    float broll = effroll;
                    /*
                                        if (broll > halfpi)
                                            broll = pi - broll;
                                        else if (broll < -halfpi)
                                            broll = -pi - broll;                           
                    */
                    broll *= m_bankingEfficiency;
                    if (m_bankingMix != 0)
                    {
                        float vfact = Math.Abs(curLocalVel.X) / 10.0f;
                        if (vfact > 1.0f) vfact = 1.0f;

                        if (curLocalVel.X >= 0)
                            broll *= (1 + (vfact - 1) * m_bankingMix);
                        else
                            broll *= -(1 + (vfact - 1) * m_bankingMix);
                    }
                    // make z rot be in world Z not local as seems to be in sl

                    broll = broll / m_bankingTimescale;


                    tmpV = Zrot(irotq);
                    tmpV *= broll;

                    torque.X += tmpV.X;
                    torque.Y += tmpV.Y;
                    torque.Z += tmpV.Z;

                    m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
                    m_amdampY = m_amdampZ;

                }
                else
                {
                    m_amdampZ = 1 / m_angularFrictionTimescale.Z;
                    m_amdampY = m_amdampX;
                }
            }
            else
            {
                m_ampwr = 1.0f;
                m_amdampX = 1 / m_angularFrictionTimescale.X;
                m_amdampY = 1 / m_angularFrictionTimescale.Y;
                m_amdampZ = 1 / m_angularFrictionTimescale.Z;
            }

            // angular motor
            if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
            {
                tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
                tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
                torque.X += tmpV.X * m_ampwr;
                torque.Y += tmpV.Y * m_ampwr;
                torque.Z += tmpV.Z;

                m_amEfect *= m_amDecay;
            }
            else
                m_amEfect = 0;

            // angular deflection
            if (m_angularDeflectionEfficiency > 0)
            {
                Vector3 dirv;
                
                if (curLocalVel.X > 0.01f)
                    dirv = curLocalVel;
                else if (curLocalVel.X < -0.01f)
                    // use oposite 
                    dirv = -curLocalVel;
                else
                {
                    // make it fall into small positive x case
                    dirv.X = 0.01f;
                    dirv.Y = curLocalVel.Y;
                    dirv.Z = curLocalVel.Z;
                }

                float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;

                if (Math.Abs(dirv.Z) > 0.01)
                {
                    torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
                }

                if (Math.Abs(dirv.Y) > 0.01)
                {
                    torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
                }
            }

            // angular friction
            if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
            {
                torque.X -= curLocalAngVel.X * m_amdampX;
                torque.Y -= curLocalAngVel.Y * m_amdampY;
                torque.Z -= curLocalAngVel.Z * m_amdampZ;
            }
          

            if (force.X != 0 || force.Y != 0 || force.Z != 0)
            {
                force *= dmass.mass;
                d.BodyAddForce(Body, force.X, force.Y, force.Z);
            }

            if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
            {
                torque *= m_referenceFrame; // to object frame
                dtorque.X = torque.X ;
                dtorque.Y = torque.Y;
                dtorque.Z = torque.Z;

                d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
                d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
            }
        }
        private void MoveLinear(float pTimestep, OdeScene _pParentScene, IntPtr Body)
        {
            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;
            // 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

            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_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(pos.X, 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 = 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 = 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(pos.X, pos.Y);
                float postemp = (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()
示例#7
0
        public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
        {
//            String name1 = null;
//            String name2 = null;
//
//            if (!geom_name_map.TryGetValue(trimesh, out name1))
//            {
//                name1 = "null";
//            }
//
//            if (!geom_name_map.TryGetValue(refObject, out name2))
//            {
//                name2 = "null";
//            }

            //            m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);

            d.Vector3 v0 = new d.Vector3();
            d.Vector3 v1 = new d.Vector3();
            d.Vector3 v2 = new d.Vector3();

            d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
            //            m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);

            return 1;
        }