opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces |
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29 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: |
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30 | * ODEPrim.cs contains methods dealing with Prim editing, Prim |
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31 | * characteristics and Kinetic motion. |
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32 | * ODEDynamics.cs contains methods dealing with Prim Physical motion |
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33 | * (dynamics) and the associated settings. Old Linear and angular |
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34 | * motors for dynamic motion have been replace with MoveLinear() |
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35 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic |
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36 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to |
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37 | * switch between 'VEHICLE' parameter use and general dynamics |
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38 | * settings use. |
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39 | */ |
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40 | |||
41 | using System; |
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42 | using System.Collections.Generic; |
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43 | using System.Reflection; |
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44 | using System.Runtime.InteropServices; |
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45 | using log4net; |
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46 | using OpenMetaverse; |
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47 | using Ode.NET; |
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48 | using OpenSim.Framework; |
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49 | using OpenSim.Region.Physics.Manager; |
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50 | |||
51 | namespace OpenSim.Region.Physics.OdePlugin |
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52 | { |
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53 | public class ODEDynamics |
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54 | { |
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55 | public Vehicle Type |
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56 | { |
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57 | get { return m_type; } |
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58 | } |
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59 | |||
60 | public IntPtr Body |
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61 | { |
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62 | get { return m_body; } |
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63 | } |
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64 | |||
65 | private int frcount = 0; // Used to limit dynamics debug output to |
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66 | // every 100th frame |
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67 | |||
68 | // private OdeScene m_parentScene = null; |
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69 | private IntPtr m_body = IntPtr.Zero; |
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70 | // private IntPtr m_jointGroup = IntPtr.Zero; |
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71 | // private IntPtr m_aMotor = IntPtr.Zero; |
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72 | |||
73 | |||
74 | // Vehicle properties |
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75 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind |
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76 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier |
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77 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: |
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78 | // HOVER_TERRAIN_ONLY |
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79 | // HOVER_GLOBAL_HEIGHT |
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80 | // NO_DEFLECTION_UP |
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81 | // HOVER_WATER_ONLY |
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82 | // HOVER_UP_ONLY |
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83 | // LIMIT_MOTOR_UP |
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84 | // LIMIT_ROLL_ONLY |
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85 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; |
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86 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
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87 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
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88 | // Linear properties |
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89 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
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90 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
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91 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body |
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92 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
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93 | private float m_linearMotorDecayTimescale = 0; |
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94 | private float m_linearMotorTimescale = 0; |
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95 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; |
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96 | private d.Vector3 m_lastPositionVector = new d.Vector3(); |
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97 | // private bool m_LinearMotorSetLastFrame = false; |
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98 | // private Vector3 m_linearMotorOffset = Vector3.Zero; |
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99 | |||
100 | //Angular properties |
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101 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
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102 | private int m_angularMotorApply = 0; // application frame counter |
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103 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
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104 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
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105 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
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106 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
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107 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body |
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108 | // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
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109 | |||
110 | //Deflection properties |
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111 | // private float m_angularDeflectionEfficiency = 0; |
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112 | // private float m_angularDeflectionTimescale = 0; |
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113 | // private float m_linearDeflectionEfficiency = 0; |
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114 | // private float m_linearDeflectionTimescale = 0; |
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115 | |||
116 | //Banking properties |
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117 | // private float m_bankingEfficiency = 0; |
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118 | // private float m_bankingMix = 0; |
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119 | // private float m_bankingTimescale = 0; |
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120 | |||
121 | //Hover and Buoyancy properties |
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122 | private float m_VhoverHeight = 0f; |
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123 | // private float m_VhoverEfficiency = 0f; |
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124 | private float m_VhoverTimescale = 0f; |
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125 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height |
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126 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. |
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127 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) |
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128 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. |
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129 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. |
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130 | |||
131 | //Attractor properties |
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132 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
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133 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
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134 | |||
135 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
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136 | { |
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137 | switch (pParam) |
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138 | { |
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139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
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140 | if (pValue < 0.01f) pValue = 0.01f; |
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141 | // m_angularDeflectionEfficiency = pValue; |
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142 | break; |
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143 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
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144 | if (pValue < 0.01f) pValue = 0.01f; |
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145 | // m_angularDeflectionTimescale = pValue; |
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146 | break; |
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147 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
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148 | if (pValue < 0.01f) pValue = 0.01f; |
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149 | m_angularMotorDecayTimescale = pValue; |
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150 | break; |
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151 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
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152 | if (pValue < 0.01f) pValue = 0.01f; |
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153 | m_angularMotorTimescale = pValue; |
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154 | break; |
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155 | case Vehicle.BANKING_EFFICIENCY: |
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156 | if (pValue < 0.01f) pValue = 0.01f; |
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157 | // m_bankingEfficiency = pValue; |
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158 | break; |
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159 | case Vehicle.BANKING_MIX: |
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160 | if (pValue < 0.01f) pValue = 0.01f; |
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161 | // m_bankingMix = pValue; |
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162 | break; |
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163 | case Vehicle.BANKING_TIMESCALE: |
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164 | if (pValue < 0.01f) pValue = 0.01f; |
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165 | // m_bankingTimescale = pValue; |
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166 | break; |
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167 | case Vehicle.BUOYANCY: |
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168 | if (pValue < -1f) pValue = -1f; |
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169 | if (pValue > 1f) pValue = 1f; |
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170 | m_VehicleBuoyancy = pValue; |
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171 | break; |
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172 | // case Vehicle.HOVER_EFFICIENCY: |
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173 | // if (pValue < 0f) pValue = 0f; |
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174 | // if (pValue > 1f) pValue = 1f; |
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175 | // m_VhoverEfficiency = pValue; |
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176 | // break; |
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177 | case Vehicle.HOVER_HEIGHT: |
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178 | m_VhoverHeight = pValue; |
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179 | break; |
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180 | case Vehicle.HOVER_TIMESCALE: |
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181 | if (pValue < 0.01f) pValue = 0.01f; |
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182 | m_VhoverTimescale = pValue; |
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183 | break; |
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184 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
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185 | if (pValue < 0.01f) pValue = 0.01f; |
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186 | // m_linearDeflectionEfficiency = pValue; |
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187 | break; |
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188 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
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189 | if (pValue < 0.01f) pValue = 0.01f; |
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190 | // m_linearDeflectionTimescale = pValue; |
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191 | break; |
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192 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
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193 | if (pValue < 0.01f) pValue = 0.01f; |
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194 | m_linearMotorDecayTimescale = pValue; |
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195 | break; |
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196 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
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197 | if (pValue < 0.01f) pValue = 0.01f; |
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198 | m_linearMotorTimescale = pValue; |
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199 | break; |
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200 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
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201 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable |
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202 | if (pValue > 1.0f) pValue = 1.0f; |
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203 | m_verticalAttractionEfficiency = pValue; |
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204 | break; |
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205 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
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206 | if (pValue < 0.01f) pValue = 0.01f; |
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207 | m_verticalAttractionTimescale = pValue; |
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208 | break; |
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209 | |||
210 | // These are vector properties but the engine lets you use a single float value to |
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211 | // set all of the components to the same value |
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212 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
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213 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); |
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214 | break; |
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215 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
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216 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
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217 | m_angularMotorApply = 10; |
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218 | break; |
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219 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
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220 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
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221 | break; |
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222 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
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223 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); |
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224 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); |
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225 | break; |
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226 | case Vehicle.LINEAR_MOTOR_OFFSET: |
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227 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
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228 | break; |
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229 | |||
230 | } |
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231 | }//end ProcessFloatVehicleParam |
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232 | |||
233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
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234 | { |
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235 | switch (pParam) |
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236 | { |
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237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
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238 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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239 | break; |
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240 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
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241 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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242 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
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243 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; |
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244 | if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; |
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245 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; |
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246 | if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; |
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247 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; |
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248 | if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; |
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249 | m_angularMotorApply = 10; |
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250 | break; |
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251 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
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252 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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253 | break; |
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254 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
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255 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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256 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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257 | break; |
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258 | case Vehicle.LINEAR_MOTOR_OFFSET: |
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259 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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260 | break; |
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261 | case Vehicle.BLOCK_EXIT: |
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262 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); |
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263 | break; |
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264 | } |
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265 | }//end ProcessVectorVehicleParam |
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266 | |||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
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268 | { |
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269 | switch (pParam) |
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270 | { |
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271 | case Vehicle.REFERENCE_FRAME: |
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272 | // m_referenceFrame = pValue; |
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273 | break; |
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274 | case Vehicle.ROLL_FRAME: |
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275 | m_RollreferenceFrame = pValue; |
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276 | break; |
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277 | } |
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278 | }//end ProcessRotationVehicleParam |
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279 | |||
280 | internal void ProcessVehicleFlags(int pParam, bool remove) |
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281 | { |
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282 | if (remove) |
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283 | { |
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284 | if (pParam == -1) |
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285 | { |
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286 | m_flags = (VehicleFlag)0; |
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287 | m_Hoverflags = (VehicleFlag)0; |
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288 | return; |
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289 | } |
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290 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) |
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291 | { |
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292 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) |
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293 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); |
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294 | } |
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295 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) |
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296 | { |
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297 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) |
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298 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); |
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299 | } |
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300 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) |
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301 | { |
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302 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) |
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303 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); |
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304 | } |
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305 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) |
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306 | { |
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307 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) |
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308 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); |
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309 | } |
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310 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) |
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311 | { |
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312 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) |
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313 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); |
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314 | } |
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315 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) |
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316 | { |
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317 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) |
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318 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
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319 | } |
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320 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) |
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321 | { |
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322 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) |
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323 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); |
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324 | } |
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325 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) |
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326 | { |
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327 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) |
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328 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); |
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329 | } |
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330 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) |
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331 | { |
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332 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) |
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333 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); |
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334 | } |
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335 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) |
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336 | { |
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337 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) |
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338 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); |
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339 | } |
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340 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) |
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341 | { |
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342 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) |
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343 | m_flags &= ~(VehicleFlag.NO_X); |
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344 | } |
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345 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) |
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346 | { |
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347 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) |
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348 | m_flags &= ~(VehicleFlag.NO_Y); |
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349 | } |
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350 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) |
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351 | { |
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352 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) |
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353 | m_flags &= ~(VehicleFlag.NO_Z); |
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354 | } |
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355 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) |
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356 | { |
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357 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) |
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358 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); |
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359 | } |
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360 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) |
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361 | { |
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362 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) |
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363 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); |
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364 | } |
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365 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) |
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366 | { |
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367 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) |
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368 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); |
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369 | } |
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370 | } |
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371 | else |
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372 | { |
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373 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) |
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374 | { |
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375 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); |
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376 | } |
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377 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) |
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378 | { |
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379 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); |
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380 | } |
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381 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) |
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382 | { |
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383 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); |
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384 | } |
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385 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) |
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386 | { |
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387 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); |
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388 | } |
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389 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) |
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390 | { |
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391 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); |
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392 | } |
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393 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) |
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394 | { |
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395 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); |
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396 | } |
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397 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) |
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398 | { |
||
399 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); |
||
400 | } |
||
401 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) |
||
402 | { |
||
403 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); |
||
404 | } |
||
405 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) |
||
406 | { |
||
407 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); |
||
408 | } |
||
409 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) |
||
410 | { |
||
411 | m_flags |= (VehicleFlag.NO_X); |
||
412 | } |
||
413 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) |
||
414 | { |
||
415 | m_flags |= (VehicleFlag.NO_Y); |
||
416 | } |
||
417 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) |
||
418 | { |
||
419 | m_flags |= (VehicleFlag.NO_Z); |
||
420 | } |
||
421 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) |
||
422 | { |
||
423 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); |
||
424 | } |
||
425 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) |
||
426 | { |
||
427 | m_flags |= (VehicleFlag.NO_DEFLECTION); |
||
428 | } |
||
429 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) |
||
430 | { |
||
431 | m_flags |= (VehicleFlag.LOCK_ROTATION); |
||
432 | } |
||
433 | } |
||
434 | }//end ProcessVehicleFlags |
||
435 | |||
436 | internal void ProcessTypeChange(Vehicle pType) |
||
437 | { |
||
438 | // Set Defaults For Type |
||
439 | m_type = pType; |
||
440 | switch (pType) |
||
441 | { |
||
442 | case Vehicle.TYPE_NONE: |
||
443 | m_linearFrictionTimescale = new Vector3(0, 0, 0); |
||
444 | m_angularFrictionTimescale = new Vector3(0, 0, 0); |
||
445 | m_linearMotorDirection = Vector3.Zero; |
||
446 | m_linearMotorTimescale = 0; |
||
447 | m_linearMotorDecayTimescale = 0; |
||
448 | m_angularMotorDirection = Vector3.Zero; |
||
449 | m_angularMotorTimescale = 0; |
||
450 | m_angularMotorDecayTimescale = 0; |
||
451 | m_VhoverHeight = 0; |
||
452 | m_VhoverTimescale = 0; |
||
453 | m_VehicleBuoyancy = 0; |
||
454 | m_flags = (VehicleFlag)0; |
||
455 | break; |
||
456 | |||
457 | case Vehicle.TYPE_SLED: |
||
458 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); |
||
459 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); |
||
460 | m_linearMotorDirection = Vector3.Zero; |
||
461 | m_linearMotorTimescale = 1000; |
||
462 | m_linearMotorDecayTimescale = 120; |
||
463 | m_angularMotorDirection = Vector3.Zero; |
||
464 | m_angularMotorTimescale = 1000; |
||
465 | m_angularMotorDecayTimescale = 120; |
||
466 | m_VhoverHeight = 0; |
||
467 | // m_VhoverEfficiency = 1; |
||
468 | m_VhoverTimescale = 10; |
||
469 | m_VehicleBuoyancy = 0; |
||
470 | // m_linearDeflectionEfficiency = 1; |
||
471 | // m_linearDeflectionTimescale = 1; |
||
472 | // m_angularDeflectionEfficiency = 1; |
||
473 | // m_angularDeflectionTimescale = 1000; |
||
474 | // m_bankingEfficiency = 0; |
||
475 | // m_bankingMix = 1; |
||
476 | // m_bankingTimescale = 10; |
||
477 | // m_referenceFrame = Quaternion.Identity; |
||
478 | m_Hoverflags &= |
||
479 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
||
480 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
||
481 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
||
482 | break; |
||
483 | case Vehicle.TYPE_CAR: |
||
484 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
||
485 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); |
||
486 | m_linearMotorDirection = Vector3.Zero; |
||
487 | m_linearMotorTimescale = 1; |
||
488 | m_linearMotorDecayTimescale = 60; |
||
489 | m_angularMotorDirection = Vector3.Zero; |
||
490 | m_angularMotorTimescale = 1; |
||
491 | m_angularMotorDecayTimescale = 0.8f; |
||
492 | m_VhoverHeight = 0; |
||
493 | // m_VhoverEfficiency = 0; |
||
494 | m_VhoverTimescale = 1000; |
||
495 | m_VehicleBuoyancy = 0; |
||
496 | // // m_linearDeflectionEfficiency = 1; |
||
497 | // // m_linearDeflectionTimescale = 2; |
||
498 | // // m_angularDeflectionEfficiency = 0; |
||
499 | // m_angularDeflectionTimescale = 10; |
||
500 | m_verticalAttractionEfficiency = 1f; |
||
501 | m_verticalAttractionTimescale = 10f; |
||
502 | // m_bankingEfficiency = -0.2f; |
||
503 | // m_bankingMix = 1; |
||
504 | // m_bankingTimescale = 1; |
||
505 | // m_referenceFrame = Quaternion.Identity; |
||
506 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
||
507 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
||
508 | VehicleFlag.LIMIT_MOTOR_UP); |
||
509 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); |
||
510 | break; |
||
511 | case Vehicle.TYPE_BOAT: |
||
512 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
||
513 | m_angularFrictionTimescale = new Vector3(10,10,10); |
||
514 | m_linearMotorDirection = Vector3.Zero; |
||
515 | m_linearMotorTimescale = 5; |
||
516 | m_linearMotorDecayTimescale = 60; |
||
517 | m_angularMotorDirection = Vector3.Zero; |
||
518 | m_angularMotorTimescale = 4; |
||
519 | m_angularMotorDecayTimescale = 4; |
||
520 | m_VhoverHeight = 0; |
||
521 | // m_VhoverEfficiency = 0.5f; |
||
522 | m_VhoverTimescale = 2; |
||
523 | m_VehicleBuoyancy = 1; |
||
524 | // m_linearDeflectionEfficiency = 0.5f; |
||
525 | // m_linearDeflectionTimescale = 3; |
||
526 | // m_angularDeflectionEfficiency = 0.5f; |
||
527 | // m_angularDeflectionTimescale = 5; |
||
528 | m_verticalAttractionEfficiency = 0.5f; |
||
529 | m_verticalAttractionTimescale = 5f; |
||
530 | // m_bankingEfficiency = -0.3f; |
||
531 | // m_bankingMix = 0.8f; |
||
532 | // m_bankingTimescale = 1; |
||
533 | // m_referenceFrame = Quaternion.Identity; |
||
534 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
||
535 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
||
536 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
||
537 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
||
538 | VehicleFlag.LIMIT_MOTOR_UP); |
||
539 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); |
||
540 | break; |
||
541 | case Vehicle.TYPE_AIRPLANE: |
||
542 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
||
543 | m_angularFrictionTimescale = new Vector3(20, 20, 20); |
||
544 | m_linearMotorDirection = Vector3.Zero; |
||
545 | m_linearMotorTimescale = 2; |
||
546 | m_linearMotorDecayTimescale = 60; |
||
547 | m_angularMotorDirection = Vector3.Zero; |
||
548 | m_angularMotorTimescale = 4; |
||
549 | m_angularMotorDecayTimescale = 4; |
||
550 | m_VhoverHeight = 0; |
||
551 | // m_VhoverEfficiency = 0.5f; |
||
552 | m_VhoverTimescale = 1000; |
||
553 | m_VehicleBuoyancy = 0; |
||
554 | // m_linearDeflectionEfficiency = 0.5f; |
||
555 | // m_linearDeflectionTimescale = 3; |
||
556 | // m_angularDeflectionEfficiency = 1; |
||
557 | // m_angularDeflectionTimescale = 2; |
||
558 | m_verticalAttractionEfficiency = 0.9f; |
||
559 | m_verticalAttractionTimescale = 2f; |
||
560 | // m_bankingEfficiency = 1; |
||
561 | // m_bankingMix = 0.7f; |
||
562 | // m_bankingTimescale = 2; |
||
563 | // m_referenceFrame = Quaternion.Identity; |
||
564 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
||
565 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
||
566 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
||
567 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
||
568 | break; |
||
569 | case Vehicle.TYPE_BALLOON: |
||
570 | m_linearFrictionTimescale = new Vector3(5, 5, 5); |
||
571 | m_angularFrictionTimescale = new Vector3(10, 10, 10); |
||
572 | m_linearMotorDirection = Vector3.Zero; |
||
573 | m_linearMotorTimescale = 5; |
||
574 | m_linearMotorDecayTimescale = 60; |
||
575 | m_angularMotorDirection = Vector3.Zero; |
||
576 | m_angularMotorTimescale = 6; |
||
577 | m_angularMotorDecayTimescale = 10; |
||
578 | m_VhoverHeight = 5; |
||
579 | // m_VhoverEfficiency = 0.8f; |
||
580 | m_VhoverTimescale = 10; |
||
581 | m_VehicleBuoyancy = 1; |
||
582 | // m_linearDeflectionEfficiency = 0; |
||
583 | // m_linearDeflectionTimescale = 5; |
||
584 | // m_angularDeflectionEfficiency = 0; |
||
585 | // m_angularDeflectionTimescale = 5; |
||
586 | m_verticalAttractionEfficiency = 1f; |
||
587 | m_verticalAttractionTimescale = 100f; |
||
588 | // m_bankingEfficiency = 0; |
||
589 | // m_bankingMix = 0.7f; |
||
590 | // m_bankingTimescale = 5; |
||
591 | // m_referenceFrame = Quaternion.Identity; |
||
592 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
||
593 | VehicleFlag.HOVER_UP_ONLY); |
||
594 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
||
595 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
||
596 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
||
597 | break; |
||
598 | |||
599 | } |
||
600 | }//end SetDefaultsForType |
||
601 | |||
602 | internal void Enable(IntPtr pBody, OdeScene pParentScene) |
||
603 | { |
||
604 | if (m_type == Vehicle.TYPE_NONE) |
||
605 | return; |
||
606 | |||
607 | m_body = pBody; |
||
608 | } |
||
609 | |||
610 | internal void Step(float pTimestep, OdeScene pParentScene) |
||
611 | { |
||
612 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) |
||
613 | return; |
||
614 | frcount++; // used to limit debug comment output |
||
615 | if (frcount > 100) |
||
616 | frcount = 0; |
||
617 | |||
618 | MoveLinear(pTimestep, pParentScene); |
||
619 | MoveAngular(pTimestep); |
||
620 | LimitRotation(pTimestep); |
||
621 | }// end Step |
||
622 | |||
623 | private void MoveLinear(float pTimestep, OdeScene _pParentScene) |
||
624 | { |
||
625 | if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant |
||
626 | { |
||
627 | if (!d.BodyIsEnabled(Body)) |
||
628 | d.BodyEnable(Body); |
||
629 | |||
630 | // add drive to body |
||
631 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); |
||
632 | m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? |
||
633 | |||
634 | // This will work temporarily, but we really need to compare speed on an axis |
||
635 | // KF: Limit body velocity to applied velocity? |
||
636 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
||
637 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
||
638 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) |
||
639 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; |
||
640 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
||
641 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
||
642 | |||
643 | // decay applied velocity |
||
644 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); |
||
645 | //Console.WriteLine("decay: " + decayfraction); |
||
646 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
||
647 | //Console.WriteLine("actual: " + m_linearMotorDirection); |
||
648 | } |
||
649 | else |
||
650 | { // requested is not significant |
||
651 | // if what remains of applied is small, zero it. |
||
652 | if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) |
||
653 | m_lastLinearVelocityVector = Vector3.Zero; |
||
654 | } |
||
655 | |||
656 | // convert requested object velocity to world-referenced vector |
||
657 | m_dir = m_lastLinearVelocityVector; |
||
658 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
||
659 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object |
||
660 | m_dir *= rotq; // apply obj rotation to velocity vector |
||
661 | |||
662 | // add Gravity andBuoyancy |
||
663 | // KF: So far I have found no good method to combine a script-requested |
||
664 | // .Z velocity and gravity. Therefore only 0g will used script-requested |
||
665 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. |
||
666 | Vector3 grav = Vector3.Zero; |
||
667 | // There is some gravity, make a gravity force vector |
||
668 | // that is applied after object velocity. |
||
669 | d.Mass objMass; |
||
670 | d.BodyGetMass(Body, out objMass); |
||
671 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
||
672 | grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); |
||
673 | // Preserve the current Z velocity |
||
674 | d.Vector3 vel_now = d.BodyGetLinearVel(Body); |
||
675 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
||
676 | |||
677 | d.Vector3 pos = d.BodyGetPosition(Body); |
||
678 | // 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); |
||
679 | Vector3 posChange = new Vector3(); |
||
680 | posChange.X = pos.X - m_lastPositionVector.X; |
||
681 | posChange.Y = pos.Y - m_lastPositionVector.Y; |
||
682 | posChange.Z = pos.Z - m_lastPositionVector.Z; |
||
683 | double Zchange = Math.Abs(posChange.Z); |
||
684 | if (m_BlockingEndPoint != Vector3.Zero) |
||
685 | { |
||
686 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) |
||
687 | { |
||
688 | pos.X -= posChange.X + 1; |
||
689 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
690 | } |
||
691 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) |
||
692 | { |
||
693 | pos.Y -= posChange.Y + 1; |
||
694 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
695 | } |
||
696 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) |
||
697 | { |
||
698 | pos.Z -= posChange.Z + 1; |
||
699 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
700 | } |
||
701 | if (pos.X <= 0) |
||
702 | { |
||
703 | pos.X += posChange.X + 1; |
||
704 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
705 | } |
||
706 | if (pos.Y <= 0) |
||
707 | { |
||
708 | pos.Y += posChange.Y + 1; |
||
709 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
710 | } |
||
711 | } |
||
712 | if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y)) |
||
713 | { |
||
714 | pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2; |
||
715 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
||
716 | } |
||
717 | |||
718 | // Check if hovering |
||
719 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
||
720 | { |
||
721 | // We should hover, get the target height |
||
722 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
||
723 | { |
||
724 | m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight; |
||
725 | } |
||
726 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
||
727 | { |
||
728 | m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
||
729 | } |
||
730 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
||
731 | { |
||
732 | m_VhoverTargetHeight = m_VhoverHeight; |
||
733 | } |
||
734 | |||
735 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) |
||
736 | { |
||
737 | // If body is aready heigher, use its height as target height |
||
738 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
||
739 | } |
||
740 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
||
741 | { |
||
742 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
||
743 | { |
||
744 | d.BodySetPosition(Body, pos.X, pos.Y, m_VhoverTargetHeight); |
||
745 | } |
||
746 | } |
||
747 | else |
||
748 | { |
||
749 | float herr0 = pos.Z - m_VhoverTargetHeight; |
||
750 | // Replace Vertical speed with correction figure if significant |
||
751 | if (Math.Abs(herr0) > 0.01f) |
||
752 | { |
||
753 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
||
754 | //KF: m_VhoverEfficiency is not yet implemented |
||
755 | } |
||
756 | else |
||
757 | { |
||
758 | m_dir.Z = 0f; |
||
759 | } |
||
760 | } |
||
761 | |||
762 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
||
763 | // m_VhoverTimescale = 0f; // time to acheive height |
||
764 | // pTimestep is time since last frame,in secs |
||
765 | } |
||
766 | |||
767 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
||
768 | { |
||
769 | //Start Experimental Values |
||
770 | if (Zchange > .3) |
||
771 | { |
||
772 | grav.Z = (float)(grav.Z * 3); |
||
773 | } |
||
774 | if (Zchange > .15) |
||
775 | { |
||
776 | grav.Z = (float)(grav.Z * 2); |
||
777 | } |
||
778 | if (Zchange > .75) |
||
779 | { |
||
780 | grav.Z = (float)(grav.Z * 1.5); |
||
781 | } |
||
782 | if (Zchange > .05) |
||
783 | { |
||
784 | grav.Z = (float)(grav.Z * 1.25); |
||
785 | } |
||
786 | if (Zchange > .025) |
||
787 | { |
||
788 | grav.Z = (float)(grav.Z * 1.125); |
||
789 | } |
||
790 | float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); |
||
791 | float postemp = (pos.Z - terraintemp); |
||
792 | if (postemp > 2.5f) |
||
793 | { |
||
794 | grav.Z = (float)(grav.Z * 1.037125); |
||
795 | } |
||
796 | //End Experimental Values |
||
797 | } |
||
798 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
||
799 | { |
||
800 | m_dir.X = 0; |
||
801 | } |
||
802 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
||
803 | { |
||
804 | m_dir.Y = 0; |
||
805 | } |
||
806 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
||
807 | { |
||
808 | m_dir.Z = 0; |
||
809 | } |
||
810 | |||
811 | m_lastPositionVector = d.BodyGetPosition(Body); |
||
812 | |||
813 | // Apply velocity |
||
814 | d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z); |
||
815 | // apply gravity force |
||
816 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); |
||
817 | |||
818 | |||
819 | // apply friction |
||
820 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
||
821 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
||
822 | } // end MoveLinear() |
||
823 | |||
824 | private void MoveAngular(float pTimestep) |
||
825 | { |
||
826 | /* |
||
827 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
||
828 | private int m_angularMotorApply = 0; // application frame counter |
||
829 | private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down) |
||
830 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
||
831 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
||
832 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
||
833 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body |
||
834 | */ |
||
835 | |||
836 | // Get what the body is doing, this includes 'external' influences |
||
837 | d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); |
||
838 | // Vector3 angularVelocity = Vector3.Zero; |
||
839 | |||
840 | if (m_angularMotorApply > 0) |
||
841 | { |
||
842 | // ramp up to new value |
||
843 | // current velocity += error / (time to get there / step interval) |
||
844 | // requested speed - last motor speed |
||
845 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
||
846 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
||
847 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
||
848 | |||
849 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
||
850 | // velocity may still be acheived. |
||
851 | } |
||
852 | else |
||
853 | { |
||
854 | // no motor recently applied, keep the body velocity |
||
855 | /* m_angularMotorVelocity.X = angularVelocity.X; |
||
856 | m_angularMotorVelocity.Y = angularVelocity.Y; |
||
857 | m_angularMotorVelocity.Z = angularVelocity.Z; */ |
||
858 | |||
859 | // and decay the velocity |
||
860 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
||
861 | } // end motor section |
||
862 | |||
863 | // Vertical attractor section |
||
864 | Vector3 vertattr = Vector3.Zero; |
||
865 | |||
866 | if (m_verticalAttractionTimescale < 300) |
||
867 | { |
||
868 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); |
||
869 | // get present body rotation |
||
870 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
||
871 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); |
||
872 | // make a vector pointing up |
||
873 | Vector3 verterr = Vector3.Zero; |
||
874 | verterr.Z = 1.0f; |
||
875 | // rotate it to Body Angle |
||
876 | verterr = verterr * rotq; |
||
877 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. |
||
878 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go |
||
879 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. |
||
880 | if (verterr.Z < 0.0f) |
||
881 | { |
||
882 | verterr.X = 2.0f - verterr.X; |
||
883 | verterr.Y = 2.0f - verterr.Y; |
||
884 | } |
||
885 | // Error is 0 (no error) to +/- 2 (max error) |
||
886 | // scale it by VAservo |
||
887 | verterr = verterr * VAservo; |
||
888 | //if (frcount == 0) Console.WriteLine("VAerr=" + verterr); |
||
889 | |||
890 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so |
||
891 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. |
||
892 | vertattr.X = verterr.Y; |
||
893 | vertattr.Y = - verterr.X; |
||
894 | vertattr.Z = 0f; |
||
895 | |||
896 | // scaling appears better usingsquare-law |
||
897 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
||
898 | vertattr.X += bounce * angularVelocity.X; |
||
899 | vertattr.Y += bounce * angularVelocity.Y; |
||
900 | |||
901 | } // else vertical attractor is off |
||
902 | |||
903 | // m_lastVertAttractor = vertattr; |
||
904 | |||
905 | // Bank section tba |
||
906 | // Deflection section tba |
||
907 | |||
908 | // Sum velocities |
||
909 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection |
||
910 | |||
911 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
||
912 | { |
||
913 | m_lastAngularVelocity.X = 0; |
||
914 | m_lastAngularVelocity.Y = 0; |
||
915 | } |
||
916 | |||
917 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
||
918 | { |
||
919 | if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); |
||
920 | } |
||
921 | else |
||
922 | { |
||
923 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
||
924 | } |
||
925 | |||
926 | // apply friction |
||
927 | Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep); |
||
928 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; |
||
929 | |||
930 | // Apply to the body |
||
931 | d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); |
||
932 | |||
933 | } //end MoveAngular |
||
934 | internal void LimitRotation(float timestep) |
||
935 | { |
||
936 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
||
937 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object |
||
938 | d.Quaternion m_rot = new d.Quaternion(); |
||
939 | bool changed = false; |
||
940 | m_rot.X = rotq.X; |
||
941 | m_rot.Y = rotq.Y; |
||
942 | m_rot.Z = rotq.Z; |
||
943 | m_rot.W = rotq.W; |
||
944 | if (m_RollreferenceFrame != Quaternion.Identity) |
||
945 | { |
||
946 | if (rotq.X >= m_RollreferenceFrame.X) |
||
947 | { |
||
948 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); |
||
949 | } |
||
950 | if (rotq.Y >= m_RollreferenceFrame.Y) |
||
951 | { |
||
952 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); |
||
953 | } |
||
954 | if (rotq.X <= -m_RollreferenceFrame.X) |
||
955 | { |
||
956 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); |
||
957 | } |
||
958 | if (rotq.Y <= -m_RollreferenceFrame.Y) |
||
959 | { |
||
960 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); |
||
961 | } |
||
962 | changed = true; |
||
963 | } |
||
964 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) |
||
965 | { |
||
966 | m_rot.X = 0; |
||
967 | m_rot.Y = 0; |
||
968 | changed = true; |
||
969 | } |
||
970 | if (changed) |
||
971 | d.BodySetQuaternion(Body, ref m_rot); |
||
972 | } |
||
973 | } |
||
974 | } |