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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.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Runtime.InteropServices;
- using log4net;
- using OpenMetaverse;
- using Ode.NET;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.OdePlugin
- {
- public class ODEVehicleSettings
- {
- public Vehicle Type
- {
- get { return m_type; }
- }
- public IntPtr Body
- {
- get { return m_body; }
- }
- private int frcount = 0;
- // private float frmod = 3.0f;
- private Vehicle m_type = Vehicle.TYPE_NONE;
- // private OdeScene m_parentScene = null;
- private IntPtr m_body = IntPtr.Zero;
- private IntPtr m_jointGroup = IntPtr.Zero;
- private IntPtr m_aMotor = IntPtr.Zero;
- private IntPtr m_lMotor1 = IntPtr.Zero;
- // private IntPtr m_lMotor2 = IntPtr.Zero;
- // private IntPtr m_lMotor3 = IntPtr.Zero;
- // Vehicle properties
- // private Quaternion m_referenceFrame = Quaternion.Identity;
- private Vector3 m_angularFrictionTimescale = Vector3.Zero;
- private Vector3 m_angularMotorDirection = Vector3.Zero;
- private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
- private Vector3 m_linearFrictionTimescale = Vector3.Zero;
- private Vector3 m_linearMotorDirection = Vector3.Zero;
- private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero;
- // private Vector3 m_linearMotorOffset = Vector3.Zero;
- // private float m_angularDeflectionEfficiency = 0;
- // private float m_angularDeflectionTimescale = 0;
- private float m_angularMotorDecayTimescale = 0;
- private float m_angularMotorTimescale = 0;
- // private float m_bankingEfficiency = 0;
- // private float m_bankingMix = 0;
- // private float m_bankingTimescale = 0;
- // private float m_buoyancy = 0;
- // private float m_hoverHeight = 0;
- // private float m_hoverEfficiency = 0;
- // private float m_hoverTimescale = 0;
- // private float m_linearDeflectionEfficiency = 0;
- // private float m_linearDeflectionTimescale = 0;
- private float m_linearMotorDecayTimescale = 0;
- private float m_linearMotorTimescale = 0;
- private float m_verticalAttractionEfficiency = 0;
- private float m_verticalAttractionTimescale = 0;
- private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
- private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
- private VehicleFlag m_flags = (VehicleFlag) 0;
- // private bool m_LinearMotorSetLastFrame = false;
-
- 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:
- // m_buoyancy = pValue;
- break;
- case Vehicle.HOVER_EFFICIENCY:
- // m_hoverEfficiency = pValue;
- break;
- case Vehicle.HOVER_HEIGHT:
- // m_hoverHeight = pValue;
- break;
- case Vehicle.HOVER_TIMESCALE:
- if (pValue < 0.01f) pValue = 0.01f;
- // m_hoverTimescale = 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 < 0.01f) pValue = 0.01f;
- 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_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
- 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;
- }
- Reset();
- }
- internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector 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);
- m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
- 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;
- }
- Reset();
- }
- internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
- {
- switch (pParam)
- {
- case Vehicle.REFERENCE_FRAME:
- // m_referenceFrame = pValue;
- break;
- }
- Reset();
- }
- internal void ProcessTypeChange(Vehicle pType)
- {
- if (m_type == Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE)
- {
- // Activate whatever it is
- SetDefaultsForType(pType);
- Reset();
- }
- else if (m_type != Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE)
- {
- // Set properties
- SetDefaultsForType(pType);
- // then reset
- Reset();
- }
- else if (m_type != Vehicle.TYPE_NONE && pType == Vehicle.TYPE_NONE)
- {
- m_type = pType;
- Destroy();
- }
- }
- internal void Disable()
- {
- if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
- return;
- if (m_aMotor != IntPtr.Zero)
- {
-
- }
-
- }
- internal void Enable(IntPtr pBody, OdeScene pParentScene)
- {
- if (m_type == Vehicle.TYPE_NONE)
- return;
- m_body = pBody;
- // m_parentScene = pParentScene;
- if (m_jointGroup == IntPtr.Zero)
- m_jointGroup = d.JointGroupCreate(3);
-
- if (pBody != IntPtr.Zero)
- {
- if (m_lMotor1 == IntPtr.Zero)
- {
- d.BodySetAutoDisableFlag(Body, false);
- m_lMotor1 = d.JointCreateLMotor(pParentScene.world, m_jointGroup);
- d.JointSetLMotorNumAxes(m_lMotor1, 1);
- d.JointAttach(m_lMotor1, Body, IntPtr.Zero);
- }
- if (m_aMotor == IntPtr.Zero)
- {
- m_aMotor = d.JointCreateAMotor(pParentScene.world, m_jointGroup);
- d.JointSetAMotorNumAxes(m_aMotor, 3);
- d.JointAttach(m_aMotor, Body, IntPtr.Zero);
- }
- }
- }
- internal void Reset()
- {
- if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
- return;
-
- }
- internal void Destroy()
- {
- if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
- return;
- if (m_aMotor != IntPtr.Zero)
- {
- d.JointDestroy(m_aMotor);
- }
- if (m_lMotor1 != IntPtr.Zero)
- {
- d.JointDestroy(m_lMotor1);
- }
-
- }
- internal void Step(float pTimestep)
- {
- if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
- return;
- frcount++;
- if (frcount > 100)
- frcount = 0;
- VerticalAttractor(pTimestep);
- LinearMotor(pTimestep);
-
-
- AngularMotor(pTimestep);
-
- }
- private void SetDefaultsForType(Vehicle pType)
- {
- m_type = pType;
- switch (pType)
- {
- 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_hoverHeight = 0;
- // m_hoverEfficiency = 10;
- // m_hoverTimescale = 10;
- // m_buoyancy = 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_flags &=
- ~(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_hoverHeight = 0;
- // // m_hoverEfficiency = 0;
- // // m_hoverTimescale = 1000;
- // // m_buoyancy = 0;
- // // m_linearDeflectionEfficiency = 1;
- // // m_linearDeflectionTimescale = 2;
- // // m_angularDeflectionEfficiency = 0;
- // m_angularDeflectionTimescale = 10;
- m_verticalAttractionEfficiency = 1;
- m_verticalAttractionTimescale = 10;
- // m_bankingEfficiency = -0.2f;
- // m_bankingMix = 1;
- // m_bankingTimescale = 1;
- // m_referenceFrame = Quaternion.Identity;
- m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
- VehicleFlag.LIMIT_MOTOR_UP);
- 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_hoverHeight = 0;
- // m_hoverEfficiency = 0.5f;
- // m_hoverTimescale = 2;
- // m_buoyancy = 1;
- // m_linearDeflectionEfficiency = 0.5f;
- // m_linearDeflectionTimescale = 3;
- // m_angularDeflectionEfficiency = 0.5f;
- // m_angularDeflectionTimescale = 5;
- m_verticalAttractionEfficiency = 0.5f;
- m_verticalAttractionTimescale = 5;
- // m_bankingEfficiency = -0.3f;
- // m_bankingMix = 0.8f;
- // m_bankingTimescale = 1;
- // m_referenceFrame = Quaternion.Identity;
- m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_UP_ONLY |
- VehicleFlag.LIMIT_MOTOR_UP);
- 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_hoverHeight = 0;
- // m_hoverEfficiency = 0.5f;
- // m_hoverTimescale = 1000;
- // m_buoyancy = 0;
- // m_linearDeflectionEfficiency = 0.5f;
- // m_linearDeflectionTimescale = 3;
- // m_angularDeflectionEfficiency = 1;
- // m_angularDeflectionTimescale = 2;
- m_verticalAttractionEfficiency = 0.9f;
- m_verticalAttractionTimescale = 2;
- // m_bankingEfficiency = 1;
- // m_bankingMix = 0.7f;
- // m_bankingTimescale = 2;
- // m_referenceFrame = Quaternion.Identity;
- m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | 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_hoverHeight = 5;
- // m_hoverEfficiency = 0.8f;
- // m_hoverTimescale = 10;
- // m_buoyancy = 1;
- // m_linearDeflectionEfficiency = 0;
- // m_linearDeflectionTimescale = 5;
- // m_angularDeflectionEfficiency = 0;
- // m_angularDeflectionTimescale = 5;
- m_verticalAttractionEfficiency = 1;
- m_verticalAttractionTimescale = 1000;
- // m_bankingEfficiency = 0;
- // m_bankingMix = 0.7f;
- // m_bankingTimescale = 5;
- // m_referenceFrame = Quaternion.Identity;
- m_flags = (VehicleFlag)0;
- break;
- }
- }
-
- private void VerticalAttractor(float pTimestep)
- {
- // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
- // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
- // change appearance and when you enter the simulator
- // After this routine is done, the amotor stabilizes much quicker
- d.Mass objMass;
- d.BodyGetMass(Body, out objMass);
- //d.BodyGetS
- d.Vector3 feet;
- d.Vector3 head;
- d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet);
- d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head);
- float posture = head.Z - feet.Z;
- //Console.WriteLine(String.Format("head: <{0},{1},{2}>, feet:<{3},{4},{5}> diff:<{6},{7},{8}>", head.X, head.Y, head.Z, feet.X,
- // feet.Y, feet.Z, head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
- //Console.WriteLine(String.Format("diff:<{0},{1},{2}>",head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z));
-
- // restoring force proportional to lack of posture:
- float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass;
- d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
- d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
- //d.BodyAddTorque(m_body, (head.X - feet.X) * servo, (head.Y - feet.Y) * servo, (head.Z - feet.Z) * servo);
- //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
- //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
- }
- private void LinearMotor(float pTimestep)
- {
- if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
- {
-
- Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
- m_lastLinearVelocityVector += (addAmount*10);
- // This will work temporarily, but we really need to compare speed on an axis
- 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;
- //Console.WriteLine("add: " + addAmount);
- Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
- //Console.WriteLine("decay: " + decayfraction);
- m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
- //Console.WriteLine("actual: " + m_linearMotorDirection);
- }
- //System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector);
- SetLinearMotorProperties();
- Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
- m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
-
- //m_linearMotorDirection *= decayamount;
- }
- private void SetLinearMotorProperties()
- {
- Vector3 dirNorm = m_lastLinearVelocityVector;
- dirNorm.Normalize();
- d.Mass objMass;
- d.BodyGetMass(Body, out objMass);
- d.Quaternion rot = d.BodyGetQuaternion(Body);
- Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
- dirNorm *= rotq;
- if (m_lMotor1 != IntPtr.Zero)
- {
- d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z);
- d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_lastLinearVelocityVector.Length());
- d.JointSetLMotorParam(m_lMotor1, (int)dParam.FMax, 35f * objMass.mass);
- }
- }
- private void AngularMotor(float pTimestep)
- {
- if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
- {
- Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
- m_lastAngularVelocityVector += (addAmount * 10);
- // This will work temporarily, but we really need to compare speed on an axis
- if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
- m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
- if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y))
- m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
- if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
- m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
- //Console.WriteLine("add: " + addAmount);
- Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
- //Console.WriteLine("decay: " + decayfraction);
- m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
- //Console.WriteLine("actual: " + m_linearMotorDirection);
- }
- //System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector);
- SetAngularMotorProperties();
- Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
- m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
- //m_linearMotorDirection *= decayamount;
- }
- private void SetAngularMotorProperties()
- {
-
- d.Mass objMass;
- d.BodyGetMass(Body, out objMass);
- //d.Quaternion rot = d.BodyGetQuaternion(Body);
- //Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
- Vector3 axis0 = Vector3.UnitX;
- Vector3 axis1 = Vector3.UnitY;
- Vector3 axis2 = Vector3.UnitZ;
- //axis0 *= rotq;
- //axis1 *= rotq;
- //axis2 *= rotq;
-
- if (m_aMotor != IntPtr.Zero)
- {
- d.JointSetAMotorAxis(m_aMotor, 0, 1, axis0.X, axis0.Y, axis0.Z);
- d.JointSetAMotorAxis(m_aMotor, 1, 1, axis1.X, axis1.Y, axis1.Z);
- d.JointSetAMotorAxis(m_aMotor, 2, 1, axis2.X, axis2.Y, axis2.Z);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax, 30*objMass.mass);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax2, 30*objMass.mass);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.FMax3, 30 * objMass.mass);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel, m_lastAngularVelocityVector.X);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel2, m_lastAngularVelocityVector.Y);
- d.JointSetAMotorParam(m_aMotor, (int)dParam.Vel3, m_lastAngularVelocityVector.Z);
- }
- }
-
- }
- }
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