示例#1
0
 public override void ExclusiveUpdate()
 {
     if (Human.HasChute())
     {
         entity.ModifyLinearDamping(0.8f);
     }
     if (Human.HasJetpack())
     {
         if (Human.JPBoost)
         {
             if (!Human.ConsumeFuel(Delta * 3.5)) // TODO: Custom fuel consumption per-item!
             {
                 return;
             }
             double  max;
             double  boost = Human.JetpackBoostRate(out max);
             double  glen;
             Vector3 move = GetMoveVector(out glen);
             Vector3 vec  = -(move * (double)boost) * Delta;
             Human.CBody.Jump();
             Entity.ApplyLinearImpulse(ref vec);
             if (Entity.LinearVelocity.LengthSquared() > max * max)
             {
                 Vector3 vel = entity.LinearVelocity;
                 vel.Normalize();
                 Entity.LinearVelocity = vel * max;
             }
         }
         else if (Human.JPHover)
         {
             if (!Human.ConsumeFuel(Delta)) // TODO: Custom fuel consumption per-item!
             {
                 return;
             }
             double  hover = Human.JetpackHoverStrength();
             double  glen;
             Vector3 move = GetMoveVector(out glen);
             Vector3 vec  = -(move * (double)glen * (double)hover) * Delta;
             Entity.ApplyLinearImpulse(ref vec);
             entity.ModifyLinearDamping(0.6f);
         }
     }
 }
示例#2
0
            public override void ExclusiveUpdate()
            {
                if (Helicopter.DriverSeat.Sitter == null)
                {
                    return; // Don't fly when there's nobody driving this!
                }
                // Collect the helicopter's relative "up" vector
                Vector3 up = Quaternion.Transform(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.SprintOrWalk;
                }
                else
                {
                    uspeed += (Helicopter.LiftStrength - uspeed) * Helicopter.SprintOrWalk;
                }
                Vector3 upvel = up * uspeed * Delta;

                Entity.ApplyLinearImpulse(ref upvel);
                // Rotate slightly to move in a direction.
                // At the same time, fight against existing rotation.
                Vector3 VecUp = new Vector3(Helicopter.RightLeft * 0.2f * Helicopter.TiltMod, Helicopter.ForwBack * -0.2f * Helicopter.TiltMod, 1);
                // TODO: Simplify yawrel calculation.
                double     tyaw   = (double)(Utilities.MatrixToAngles(Matrix.CreateFromQuaternion(Entity.Orientation)).Z *Utilities.PI180);
                Quaternion yawrel = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, tyaw);

                VecUp   = Quaternion.Transform(VecUp, yawrel);
                VecUp.Y = -VecUp.Y;
                VecUp.Normalize();
                Vector3 axis = Vector3.Cross(VecUp, up);
                double  len  = axis.Length();

                if (len > 0)
                {
                    axis /= len;
                    double angle = (double)Math.Asin(len);
                    if (!double.IsNaN(angle))
                    {
                        double  avel   = Vector3.Dot(Entity.AngularVelocity, axis);
                        Vector3 torque = axis * ((-angle) - 0.3f * avel);
                        torque *= Entity.Mass * Delta * 30;
                        Entity.ApplyAngularImpulse(ref torque);
                    }
                }
                // Spin in place
                double rotation = (Helicopter.IRight ? -1f : 0f) + (Helicopter.ILeft ? 1f : 0f);

                if (rotation * rotation > 0f)
                {
                    Vector3 rot = new 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();
            }