示例#1
0
 public override void ExclusiveUpdate()
 {
     if (Character.HasChute())
     {
         entity.ModifyLinearDamping(0.8f);
     }
     if (Character.HasJetpack() && Character.HasFuel)
     {
         if (Character.JPBoost)
         {
             double  boost = Character.JetpackBoostRate(out float max);
             Vector3 move  = GetMoveVector(out double glen);
             Vector3 vec   = -(move * boost) * Delta;
             Character.CBody.Jump();
             Entity.ApplyLinearImpulse(ref vec);
             if (Entity.LinearVelocity.LengthSquared() > max * max)
             {
                 Vector3 vel = entity.LinearVelocity;
                 vel.Normalize();
                 Entity.LinearVelocity = vel * max;
             }
             Character.DoJetpackEffect(10);
         }
         else if (Character.JPHover)
         {
             double  hover = Character.JetpackHoverStrength();
             Vector3 move  = GetMoveVector(out double glen);
             Vector3 vec   = -(move * glen * hover) * Delta;
             Entity.ApplyLinearImpulse(ref vec);
             entity.ModifyLinearDamping(0.6f);
             Character.DoJetpackEffect(3);
         }
     }
 }
示例#2
0
 public override void ExclusiveUpdate()
 {
     if (Helicopter.HeloPilot == null)
     {
         return; // Don't fly when there's nobody driving this!
     }
     // Collect the helicopter's relative "up" vector
     BEPUutilities.Vector3 up = BEPUutilities.Quaternion.Transform(BEPUutilities.Vector3.UnitZ, Entity.Orientation);
     // Apply the amount of force necessary to counteract downward force, within a limit.
     // POTENTIAL: Adjust according to orientation?
     double uspeed = Math.Min(Helicopter.LiftStrength, -(Entity.LinearVelocity.Z + Entity.Space.ForceUpdater.Gravity.Z) * Entity.Mass);
     if (uspeed < 0f)
     {
         uspeed += (uspeed - Helicopter.FallStrength) * Helicopter.HeloPilot.SprintOrWalk;
     }
     else
     {
         uspeed += (Helicopter.LiftStrength - uspeed) * Helicopter.HeloPilot.SprintOrWalk;
     }
     BEPUutilities.Vector3 upvel = up * uspeed * Delta;
     Entity.ApplyLinearImpulse(ref upvel);
     // Rotate slightly to move in a direction.
     // At the same time, fight against existing rotation.
     BEPUutilities.Vector3 VecUp = new BEPUutilities.Vector3(Helicopter.HeloPilot.XMove * 0.2f * Helicopter.HeloTiltMod, Helicopter.HeloPilot.YMove * -0.2f * Helicopter.HeloTiltMod, 1);
     // TODO: Simplify yawrel calculation.
     float tyaw = (float)(Utilities.MatrixToAngles(Matrix.CreateFromQuaternion(Entity.Orientation)).Z * Utilities.PI180);
     BEPUutilities.Quaternion yawrel = BEPUutilities.Quaternion.CreateFromAxisAngle(BEPUutilities.Vector3.UnitZ, tyaw);
     VecUp = BEPUutilities.Quaternion.Transform(VecUp, yawrel);
     VecUp.Normalize();
     VecUp.Y = -VecUp.Y;
     BEPUutilities.Vector3 axis = BEPUutilities.Vector3.Cross(VecUp, up);
     double len = axis.Length();
     if (len > 0)
     {
         axis /= len;
         float angle = (float)Math.Asin(len);
         if (!float.IsNaN(angle))
         {
             double avel = BEPUutilities.Vector3.Dot(Entity.AngularVelocity, axis);
             BEPUutilities.Vector3 torque = axis * ((-angle) - 0.3f * avel);
             torque *= Entity.Mass * Delta * 30;
             Entity.ApplyAngularImpulse(ref torque);
         }
     }
     // Spin in place
     float rotation = (Helicopter.HeloPilot.ItemRight ? -1f : 0f) + (Helicopter.HeloPilot.ItemLeft ? 1f : 0f);
     if (rotation * rotation > 0f)
     {
         BEPUutilities.Vector3 rot = new BEPUutilities.Vector3(0, 0, rotation * 15f * Delta * Entity.Mass);
         Entity.ApplyAngularImpulse(ref rot);
     }
     // Apply air drag
     Entity.ModifyLinearDamping(0.3f); // TODO: arbitrary constant
     Entity.ModifyAngularDamping(0.6f); // TODO: arbitrary constant
     // Ensure we're active if flying!
     Entity.ActivityInformation.Activate();
 }