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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
- * call the BulletSim system.
- */
- /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
- * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
- * ODEPrim.cs contains methods dealing with Prim editing, Prim
- * characteristics and Kinetic motion.
- * ODEDynamics.cs contains methods dealing with Prim Physical motion
- * (dynamics) and the associated settings. Old Linear and angular
- * motors for dynamic motion have been replace with MoveLinear()
- * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
- * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
- * switch between 'VEHICLE' parameter use and general dynamics
- * settings use.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Runtime.InteropServices;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSDynamics
- {
- private int frcount = 0; // Used to limit dynamics debug output to
- // every 100th frame
- // private BSScene m_parentScene = null;
- private BSPrim m_prim; // the prim this dynamic controller belongs to
- // Vehicle properties
- private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
- public Vehicle Type
- {
- get { return m_type; }
- }
- // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
- private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
- // HOVER_TERRAIN_ONLY
- // HOVER_GLOBAL_HEIGHT
- // NO_DEFLECTION_UP
- // HOVER_WATER_ONLY
- // HOVER_UP_ONLY
- // LIMIT_MOTOR_UP
- // LIMIT_ROLL_ONLY
- private VehicleFlag m_Hoverflags = (VehicleFlag)0;
- private Vector3 m_BlockingEndPoint = Vector3.Zero;
- private Quaternion m_RollreferenceFrame = Quaternion.Identity;
- // Linear properties
- private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
- private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
- private Vector3 m_dir = Vector3.Zero; // velocity applied to body
- private Vector3 m_linearFrictionTimescale = Vector3.Zero;
- private float m_linearMotorDecayTimescale = 0;
- private float m_linearMotorTimescale = 0;
- private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
- private Vector3 m_lastPositionVector = Vector3.Zero;
- // private bool m_LinearMotorSetLastFrame = false;
- // private Vector3 m_linearMotorOffset = Vector3.Zero;
- //Angular properties
- private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
- private int m_angularMotorApply = 0; // application frame counter
- private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
- private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
- private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
- private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
- private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
- // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
- //Deflection properties
- // private float m_angularDeflectionEfficiency = 0;
- // private float m_angularDeflectionTimescale = 0;
- // private float m_linearDeflectionEfficiency = 0;
- // private float m_linearDeflectionTimescale = 0;
- //Banking properties
- // private float m_bankingEfficiency = 0;
- // private float m_bankingMix = 0;
- // private float m_bankingTimescale = 0;
- //Hover and Buoyancy properties
- private float m_VhoverHeight = 0f;
- // private float m_VhoverEfficiency = 0f;
- private float m_VhoverTimescale = 0f;
- private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
- private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
- // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
- // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
- // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
- //Attractor properties
- private float m_verticalAttractionEfficiency = 1.0f; // damped
- private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
- public BSDynamics(BSPrim myPrim)
- {
- m_prim = myPrim;
- m_type = Vehicle.TYPE_NONE;
- }
- internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
- {
- switch (pParam)
- {
- case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_angularDeflectionEfficiency = pValue;
- break;
- case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_angularDeflectionTimescale = pValue;
- break;
- case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_angularMotorDecayTimescale = pValue;
- break;
- case Vehicle.ANGULAR_MOTOR_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_angularMotorTimescale = pValue;
- break;
- case Vehicle.BANKING_EFFICIENCY:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_bankingEfficiency = pValue;
- break;
- case Vehicle.BANKING_MIX:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_bankingMix = pValue;
- break;
- case Vehicle.BANKING_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_bankingTimescale = pValue;
- break;
- case Vehicle.BUOYANCY:
- if (pValue < -1f) pValue = -1f;
- if (pValue > 1f) pValue = 1f;
- m_VehicleBuoyancy = pValue;
- break;
- // case Vehicle.HOVER_EFFICIENCY:
- // if (pValue < 0f) pValue = 0f;
- // if (pValue > 1f) pValue = 1f;
- // m_VhoverEfficiency = pValue;
- // break;
- case Vehicle.HOVER_HEIGHT:
- m_VhoverHeight = pValue;
- break;
- case Vehicle.HOVER_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_VhoverTimescale = pValue;
- break;
- case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_linearDeflectionEfficiency = pValue;
- break;
- case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_linearDeflectionTimescale = pValue;
- break;
- case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_linearMotorDecayTimescale = pValue;
- break;
- case Vehicle.LINEAR_MOTOR_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_linearMotorTimescale = pValue;
- break;
- case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
- if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
- if (pValue > 1.0f) pValue = 1.0f;
- m_verticalAttractionEfficiency = pValue;
- break;
- case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- m_verticalAttractionTimescale = pValue;
- break;
- // These are vector properties but the engine lets you use a single float value to
- // set all of the components to the same value
- case Vehicle.ANGULAR_FRICTION_TIMESCALE:
- m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
- break;
- case Vehicle.ANGULAR_MOTOR_DIRECTION:
- m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
- m_angularMotorApply = 10;
- break;
- case Vehicle.LINEAR_FRICTION_TIMESCALE:
- m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
- break;
- case Vehicle.LINEAR_MOTOR_DIRECTION:
- m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
- m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
- break;
- case Vehicle.LINEAR_MOTOR_OFFSET:
- // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
- break;
- }
- }//end ProcessFloatVehicleParam
- internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
- {
- switch (pParam)
- {
- case Vehicle.ANGULAR_FRICTION_TIMESCALE:
- m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
- break;
- case Vehicle.ANGULAR_MOTOR_DIRECTION:
- m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
- // Limit requested angular speed to 2 rps= 4 pi rads/sec
- if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
- if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
- if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
- if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
- if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
- if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
- m_angularMotorApply = 10;
- break;
- case Vehicle.LINEAR_FRICTION_TIMESCALE:
- m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
- break;
- case Vehicle.LINEAR_MOTOR_DIRECTION:
- m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
- m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
- break;
- case Vehicle.LINEAR_MOTOR_OFFSET:
- // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
- break;
- case Vehicle.BLOCK_EXIT:
- m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
- break;
- }
- }//end ProcessVectorVehicleParam
- internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
- {
- switch (pParam)
- {
- case Vehicle.REFERENCE_FRAME:
- // m_referenceFrame = pValue;
- break;
- case Vehicle.ROLL_FRAME:
- m_RollreferenceFrame = pValue;
- break;
- }
- }//end ProcessRotationVehicleParam
- internal void ProcessVehicleFlags(int pParam, bool remove)
- {
- if (remove)
- {
- if (pParam == -1)
- {
- m_flags = (VehicleFlag)0;
- m_Hoverflags = (VehicleFlag)0;
- return;
- }
- if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
- {
- if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0)
- m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT);
- }
- if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
- {
- if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0)
- m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY);
- }
- if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
- {
- if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0)
- m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY);
- }
- if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
- {
- if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0)
- m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY);
- }
- if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
- {
- if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP);
- }
- if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY)
- {
- if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
- }
- if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
- {
- if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.MOUSELOOK_BANK);
- }
- if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
- {
- if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.MOUSELOOK_STEER);
- }
- if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
- {
- if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP);
- }
- if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
- {
- if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED);
- }
- if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
- {
- if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.NO_X);
- }
- if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
- {
- if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.NO_Y);
- }
- if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
- {
- if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.NO_Z);
- }
- if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
- {
- if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0)
- m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT);
- }
- if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
- {
- if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.NO_DEFLECTION);
- }
- if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
- {
- if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0)
- m_flags &= ~(VehicleFlag.LOCK_ROTATION);
- }
- }
- else
- {
- if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
- {
- m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags);
- }
- if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
- {
- m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags);
- }
- if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
- {
- m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags);
- }
- if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
- {
- m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags);
- }
- if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
- {
- m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags);
- }
- if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
- {
- m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags);
- }
- if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
- {
- m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags);
- }
- if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
- {
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags);
- }
- if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
- {
- m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags);
- }
- if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
- {
- m_flags |= (VehicleFlag.NO_X);
- }
- if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
- {
- m_flags |= (VehicleFlag.NO_Y);
- }
- if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
- {
- m_flags |= (VehicleFlag.NO_Z);
- }
- if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
- {
- m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT);
- }
- if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
- {
- m_flags |= (VehicleFlag.NO_DEFLECTION);
- }
- if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
- {
- m_flags |= (VehicleFlag.LOCK_ROTATION);
- }
- }
- }//end ProcessVehicleFlags
- internal void ProcessTypeChange(Vehicle pType)
- {
- // Set Defaults For Type
- m_type = pType;
- switch (pType)
- {
- case Vehicle.TYPE_NONE:
- m_linearFrictionTimescale = new Vector3(0, 0, 0);
- m_angularFrictionTimescale = new Vector3(0, 0, 0);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 0;
- m_linearMotorDecayTimescale = 0;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 0;
- m_angularMotorDecayTimescale = 0;
- m_VhoverHeight = 0;
- m_VhoverTimescale = 0;
- m_VehicleBuoyancy = 0;
- m_flags = (VehicleFlag)0;
- break;
- case Vehicle.TYPE_SLED:
- m_linearFrictionTimescale = new Vector3(30, 1, 1000);
- m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 1000;
- m_linearMotorDecayTimescale = 120;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 1000;
- m_angularMotorDecayTimescale = 120;
- m_VhoverHeight = 0;
- // m_VhoverEfficiency = 1;
- m_VhoverTimescale = 10;
- m_VehicleBuoyancy = 0;
- // m_linearDeflectionEfficiency = 1;
- // m_linearDeflectionTimescale = 1;
- // m_angularDeflectionEfficiency = 1;
- // m_angularDeflectionTimescale = 1000;
- // m_bankingEfficiency = 0;
- // m_bankingMix = 1;
- // m_bankingTimescale = 10;
- // m_referenceFrame = Quaternion.Identity;
- m_Hoverflags &=
- ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
- break;
- case Vehicle.TYPE_CAR:
- m_linearFrictionTimescale = new Vector3(100, 2, 1000);
- m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 1;
- m_linearMotorDecayTimescale = 60;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 1;
- m_angularMotorDecayTimescale = 0.8f;
- m_VhoverHeight = 0;
- // m_VhoverEfficiency = 0;
- m_VhoverTimescale = 1000;
- m_VehicleBuoyancy = 0;
- // // m_linearDeflectionEfficiency = 1;
- // // m_linearDeflectionTimescale = 2;
- // // m_angularDeflectionEfficiency = 0;
- // m_angularDeflectionTimescale = 10;
- m_verticalAttractionEfficiency = 1f;
- m_verticalAttractionTimescale = 10f;
- // m_bankingEfficiency = -0.2f;
- // m_bankingMix = 1;
- // m_bankingTimescale = 1;
- // m_referenceFrame = Quaternion.Identity;
- m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
- VehicleFlag.LIMIT_MOTOR_UP);
- m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY);
- break;
- case Vehicle.TYPE_BOAT:
- m_linearFrictionTimescale = new Vector3(10, 3, 2);
- m_angularFrictionTimescale = new Vector3(10,10,10);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 5;
- m_linearMotorDecayTimescale = 60;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 4;
- m_angularMotorDecayTimescale = 4;
- m_VhoverHeight = 0;
- // m_VhoverEfficiency = 0.5f;
- m_VhoverTimescale = 2;
- m_VehicleBuoyancy = 1;
- // m_linearDeflectionEfficiency = 0.5f;
- // m_linearDeflectionTimescale = 3;
- // m_angularDeflectionEfficiency = 0.5f;
- // m_angularDeflectionTimescale = 5;
- m_verticalAttractionEfficiency = 0.5f;
- m_verticalAttractionTimescale = 5f;
- // m_bankingEfficiency = -0.3f;
- // m_bankingMix = 0.8f;
- // m_bankingTimescale = 1;
- // m_referenceFrame = Quaternion.Identity;
- m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
- m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
- VehicleFlag.LIMIT_MOTOR_UP);
- m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY);
- break;
- case Vehicle.TYPE_AIRPLANE:
- m_linearFrictionTimescale = new Vector3(200, 10, 5);
- m_angularFrictionTimescale = new Vector3(20, 20, 20);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 2;
- m_linearMotorDecayTimescale = 60;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 4;
- m_angularMotorDecayTimescale = 4;
- m_VhoverHeight = 0;
- // m_VhoverEfficiency = 0.5f;
- m_VhoverTimescale = 1000;
- m_VehicleBuoyancy = 0;
- // m_linearDeflectionEfficiency = 0.5f;
- // m_linearDeflectionTimescale = 3;
- // m_angularDeflectionEfficiency = 1;
- // m_angularDeflectionTimescale = 2;
- m_verticalAttractionEfficiency = 0.9f;
- m_verticalAttractionTimescale = 2f;
- // m_bankingEfficiency = 1;
- // m_bankingMix = 0.7f;
- // m_bankingTimescale = 2;
- // m_referenceFrame = Quaternion.Identity;
- m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
- m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
- m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
- break;
- case Vehicle.TYPE_BALLOON:
- m_linearFrictionTimescale = new Vector3(5, 5, 5);
- m_angularFrictionTimescale = new Vector3(10, 10, 10);
- m_linearMotorDirection = Vector3.Zero;
- m_linearMotorTimescale = 5;
- m_linearMotorDecayTimescale = 60;
- m_angularMotorDirection = Vector3.Zero;
- m_angularMotorTimescale = 6;
- m_angularMotorDecayTimescale = 10;
- m_VhoverHeight = 5;
- // m_VhoverEfficiency = 0.8f;
- m_VhoverTimescale = 10;
- m_VehicleBuoyancy = 1;
- // m_linearDeflectionEfficiency = 0;
- // m_linearDeflectionTimescale = 5;
- // m_angularDeflectionEfficiency = 0;
- // m_angularDeflectionTimescale = 5;
- m_verticalAttractionEfficiency = 1f;
- m_verticalAttractionTimescale = 100f;
- // m_bankingEfficiency = 0;
- // m_bankingMix = 0.7f;
- // m_bankingTimescale = 5;
- // m_referenceFrame = Quaternion.Identity;
- m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_UP_ONLY);
- m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
- m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
- m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
- break;
- }
- }//end SetDefaultsForType
- internal void Step(float pTimestep, BSScene pParentScene)
- {
- if (m_type == Vehicle.TYPE_NONE) return;
- frcount++; // used to limit debug comment output
- if (frcount > 100)
- frcount = 0;
- MoveLinear(pTimestep, pParentScene);
- MoveAngular(pTimestep);
- LimitRotation(pTimestep);
- }// end Step
- private void MoveLinear(float pTimestep, BSScene _pParentScene)
- {
- if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
- {
- // 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;
- Quaternion rot = m_prim.Orientation;
- 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.
- float objMass = m_prim.Mass;
- // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
- grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy);
- // Preserve the current Z velocity
- Vector3 vel_now = m_prim.Velocity;
- m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
- Vector3 pos = m_prim.Position;
- // 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;
- m_prim.Position = pos;
- }
- if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
- {
- pos.Y -= posChange.Y + 1;
- m_prim.Position = pos;
- }
- if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
- {
- pos.Z -= posChange.Z + 1;
- m_prim.Position = pos;
- }
- if (pos.X <= 0)
- {
- pos.X += posChange.X + 1;
- m_prim.Position = pos;
- }
- if (pos.Y <= 0)
- {
- pos.Y += posChange.Y + 1;
- m_prim.Position = pos;
- }
- }
- if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
- {
- pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
- m_prim.Position = pos;
- }
- // 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)
- {
- m_prim.Position = pos;
- }
- }
- 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 = m_prim.Position;
- // Apply velocity
- m_prim.Velocity = m_dir;
- // apply gravity force
- m_prim.Force = grav;
- // apply friction
- Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
- m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
- } // end MoveLinear()
- private void MoveAngular(float pTimestep)
- {
- /*
- private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
- private int m_angularMotorApply = 0; // application frame counter
- private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
- private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
- private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
- private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
- private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
- */
- // Get what the body is doing, this includes 'external' influences
- Vector3 angularVelocity = m_prim.AngularVelocity;
- // Vector3 angularVelocity = Vector3.Zero;
- if (m_angularMotorApply > 0)
- {
- // ramp up to new value
- // current velocity += error / (time to get there / step interval)
- // requested speed - last motor speed
- m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
- m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
- m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
- m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
- // velocity may still be acheived.
- }
- else
- {
- // no motor recently applied, keep the body velocity
- /* m_angularMotorVelocity.X = angularVelocity.X;
- m_angularMotorVelocity.Y = angularVelocity.Y;
- m_angularMotorVelocity.Z = angularVelocity.Z; */
- // and decay the velocity
- m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
- } // end motor section
- // Vertical attractor section
- Vector3 vertattr = Vector3.Zero;
- if (m_verticalAttractionTimescale < 300)
- {
- float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
- // get present body rotation
- Quaternion rotq = m_prim.Orientation;
- // make a vector pointing up
- Vector3 verterr = Vector3.Zero;
- verterr.Z = 1.0f;
- // rotate it to Body Angle
- verterr = verterr * rotq;
- // 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.
- // 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
- // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
- if (verterr.Z < 0.0f)
- {
- verterr.X = 2.0f - verterr.X;
- verterr.Y = 2.0f - verterr.Y;
- }
- // Error is 0 (no error) to +/- 2 (max error)
- // scale it by VAservo
- verterr = verterr * VAservo;
- //if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
- // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
- // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
- vertattr.X = verterr.Y;
- vertattr.Y = - verterr.X;
- vertattr.Z = 0f;
- // scaling appears better usingsquare-law
- float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
- vertattr.X += bounce * angularVelocity.X;
- vertattr.Y += bounce * angularVelocity.Y;
- } // else vertical attractor is off
- // m_lastVertAttractor = vertattr;
- // Bank section tba
- // Deflection section tba
- // Sum velocities
- m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
-
- if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
- {
- m_lastAngularVelocity.X = 0;
- m_lastAngularVelocity.Y = 0;
- }
- if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
- {
- m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
- }
- // apply friction
- Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
- m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
- // Apply to the body
- m_prim.AngularVelocity = m_lastAngularVelocity;
- } //end MoveAngular
- internal void LimitRotation(float timestep)
- {
- Quaternion rotq = m_prim.Orientation; // rotq = rotation of object
- Quaternion m_rot = rotq;
- bool changed = false;
- if (m_RollreferenceFrame != Quaternion.Identity)
- {
- if (rotq.X >= m_RollreferenceFrame.X)
- {
- m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
- }
- if (rotq.Y >= m_RollreferenceFrame.Y)
- {
- m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
- }
- if (rotq.X <= -m_RollreferenceFrame.X)
- {
- m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
- }
- if (rotq.Y <= -m_RollreferenceFrame.Y)
- {
- m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
- }
- changed = true;
- }
- if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
- {
- m_rot.X = 0;
- m_rot.Y = 0;
- changed = true;
- }
- if (changed)
- m_prim.Orientation = m_rot;
- }
- }
- }
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