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- /*
- * Revised August 26 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.
- *
- * 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 ODEDynamics
- {
- public Vehicle Type
- {
- get { return m_type; }
- }
- public IntPtr Body
- {
- get { return m_body; }
- }
- private int frcount = 0; // Used to limit dynamics debug output to
- // every 100th frame
- // private OdeScene m_parentScene = null;
- private IntPtr m_body = IntPtr.Zero;
- private IntPtr m_jointGroup = IntPtr.Zero;
- private IntPtr m_aMotor = IntPtr.Zero;
-
- // Vehicle properties
- private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
- // 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
-
- // 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 bool m_LinearMotorSetLastFrame = false;
- // private Vector3 m_linearMotorOffset = Vector3.Zero;
-
- //Angular properties
- private Vector3 m_angularMotorDirection = Vector3.Zero;
- private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
- private Vector3 m_angularFrictionTimescale = Vector3.Zero;
- private float m_angularMotorDecayTimescale = 0;
- private float m_angularMotorTimescale = 0;
- private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
- //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 = 0;
- private float m_verticalAttractionTimescale = 0;
-
-
- 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 < 0.0f) pValue = 0.0f;
- 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_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;
- }
-
- }//end ProcessFloatVehicleParam
- 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;
- }
-
- }//end ProcessVectorVehicleParam
- internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
- {
- switch (pParam)
- {
- case Vehicle.REFERENCE_FRAME:
- // m_referenceFrame = pValue;
- break;
- }
-
- }//end ProcessRotationVehicleParam
- internal void ProcessTypeChange(Vehicle pType)
- {
- Console.WriteLine("ProcessTypeChange to " + pType);
-
- // Set Defaults For Type
- 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_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_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_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 = 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_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 = 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 | VehicleFlag.HOVER_UP_ONLY);
- m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_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_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 = 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_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 = 1;
- m_verticalAttractionTimescale = 1000;
- // m_bankingEfficiency = 0;
- // m_bankingMix = 0.7f;
- // m_bankingTimescale = 5;
- // m_referenceFrame = Quaternion.Identity;
- m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
- VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
- m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
- break;
- }
- }//end SetDefaultsForType
- internal void Enable(IntPtr pBody, OdeScene pParentScene)
- {
- //Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
- if (m_type == Vehicle.TYPE_NONE)
- return;
- m_body = pBody;
- //KF: This used to set up the linear and angular joints
- }
- internal void Step(float pTimestep, OdeScene pParentScene)
- {
- if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
- return;
- frcount++; // used to limit debug comment output
- if (frcount > 100)
- frcount = 0;
- MoveLinear(pTimestep, pParentScene);
- MoveAngular(pTimestep);
- }// end Step
- private void MoveLinear(float pTimestep, OdeScene _pParentScene)
- {
- if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
- {
- if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
- // 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;
- //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;
- d.Quaternion rot = d.BodyGetQuaternion(Body);
- 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;
- if(m_VehicleBuoyancy < 1.0f)
- {
- // There is some gravity, make a gravity force vector
- // that is applied after object velocity.
- d.Mass objMass;
- d.BodyGetMass(Body, out objMass);
- // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
- grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
- // Preserve the current Z velocity
- d.Vector3 vel_now = d.BodyGetLinearVel(Body);
- m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
- } // else its 1.0, no gravity.
-
- // Check if hovering
- if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
- {
- // We should hover, get the target height
- d.Vector3 pos = d.BodyGetPosition(Body);
- if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
- {
- m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
- }
- else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
- {
- m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
- }
- else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
- {
- m_VhoverTargetHeight = m_VhoverHeight;
- }
-
- if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
- {
- // If body is aready heigher, use its height as target height
- if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
- }
-
- // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
- // m_VhoverTimescale = 0f; // time to acheive height
- // pTimestep is time since last frame,in secs
- float herr0 = pos.Z - m_VhoverTargetHeight;
- //if(frcount == 0) Console.WriteLine("herr0=" + herr0);
- // Replace Vertical speed with correction figure if significant
- if(Math.Abs(herr0) > 0.01f )
- {
- d.Mass objMass;
- d.BodyGetMass(Body, out objMass);
- m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
- // m_VhoverEfficiency is not yet implemented
- }
- else
- {
- m_dir.Z = 0f;
- }
- }
-
- // Apply velocity
- d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
- //if(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
- // apply gravity force
- d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
- //if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
- // apply friction
- Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
- m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
- } // end MoveLinear()
-
- private void MoveAngular(float pTimestep)
- {
-
- // m_angularMotorDirection is the latest value from the script, and is decayed here
- // m_angularMotorDirectionLASTSET is the latest value from the script
- // m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
-
- if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
- {
- if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
- // ramp up to new value
- Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
- m_lastAngularVelocityVector += (addAmount * 10f);
- //if(frcount == 0) Console.WriteLine("add: " + addAmount);
- // limit applied value to what was set by script
- // 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;
- // decay the requested value
- Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
- //Console.WriteLine("decay: " + decayfraction);
- m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
- //Console.WriteLine("actual: " + m_linearMotorDirection);
- }
- // KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
-
- // Vertical attractor section
-
- // d.Mass objMass;
- // d.BodyGetMass(Body, out objMass);
- // float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
- float servo = 0.1f * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
- // get present body rotation
- d.Quaternion rot = d.BodyGetQuaternion(Body);
- Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
- // 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 servo
- verterr = verterr * servo;
-
- // rotate to object frame
- // verterr = verterr * rotq;
-
- // 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.
- m_lastAngularVelocityVector.X += verterr.Y;
- m_lastAngularVelocityVector.Y -= verterr.X;
- /*
- if(frcount == 0)
- {
- // Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
- Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
- Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
- }
- */
- d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
- // apply friction
- Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
- m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
- } //end MoveAngular
- }
- }
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