my broken version of vehicle mouse steer on ubOde (no bank,needs better damp)
parent
e7b0963db8
commit
804d4971e2
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@ -406,6 +406,16 @@ namespace OpenSim.Region.Framework.Scenes
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ph.SetVehicle(vd);
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}
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public bool CameraDecoupled
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{
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get
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{
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if((vd.m_flags & VehicleFlag.CAMERA_DECOUPLED) != 0)
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return true;
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return false;
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}
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}
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private XmlTextWriter writer;
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private void XWint(string name, int i)
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@ -5431,7 +5431,6 @@ Label_GroupsDone:
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}
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}
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}
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}
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public void DeleteFromStorage(UUID uuid)
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@ -2162,9 +2162,19 @@ namespace OpenSim.Region.Framework.Scenes
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{
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AddToPhysics(isPhysical, isPhantom, building, isPhysical);
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UpdatePhysicsSubscribedEvents(); // not sure if appliable here
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if(!_VolumeDetectActive &&
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m_vehicleParams != null &&
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m_vehicleParams.CameraDecoupled &&
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m_localId == ParentGroup.RootPart.LocalId)
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AddFlag(PrimFlags.CameraDecoupled);
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else
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RemFlag(PrimFlags.CameraDecoupled);
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}
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else
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{
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PhysActor = null; // just to be sure
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RemFlag(PrimFlags.CameraDecoupled);
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}
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}
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}
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@ -3539,6 +3549,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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set
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{
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m_vehicleParams = value;
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}
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}
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@ -3583,7 +3594,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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m_vehicleParams.ProcessVehicleFlags(param, remove);
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if (_parentID ==0 && PhysActor != null)
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if (_parentID == 0 && PhysActor != null)
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{
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PhysActor.VehicleFlags(param, remove);
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}
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@ -4662,6 +4673,11 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (ParentGroup != null)
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{
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if(UsePhysics && !SetPhantom && m_localId == ParentGroup.RootPart.LocalId &&
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m_vehicleParams != null && m_vehicleParams.CameraDecoupled)
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AddFlag(PrimFlags.CameraDecoupled);
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else
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RemFlag(PrimFlags.CameraDecoupled);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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@ -4722,9 +4738,16 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (VolumeDetectActive) // change if not the default only
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pa.SetVolumeDetect(1);
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if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
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if (m_vehicleParams != null && m_localId == ParentGroup.RootPart.LocalId)
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{
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m_vehicleParams.SetVehicle(pa);
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if(isPhysical && !isPhantom && m_vehicleParams.CameraDecoupled)
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AddFlag(PrimFlags.CameraDecoupled);
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else
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RemFlag(PrimFlags.CameraDecoupled);
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}
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else
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RemFlag(PrimFlags.CameraDecoupled);
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// we are going to tell rest of code about physics so better have this here
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PhysActor = pa;
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@ -4800,6 +4823,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
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}
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RemFlag(PrimFlags.CameraDecoupled);
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PhysActor = null;
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}
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@ -5442,6 +5442,7 @@ namespace OpenSim.Region.Framework.Scenes
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Valid = true,
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MouseLook = this.m_mouseLook,
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CameraRotation = this.CameraRotation,
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CameraAtAxis = this.CameraAtAxis
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};
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}
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@ -648,6 +648,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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break;
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}
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// disable mouse steering
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m_flags &= ~(VehicleFlag.MOUSELOOK_STEER |
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VehicleFlag.MOUSELOOK_BANK |
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VehicleFlag.CAMERA_DECOUPLED);
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m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
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m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
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@ -794,6 +798,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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float ldampZ = 0;
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bool mousemode = false;
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if((m_flags & (VehicleFlag.MOUSELOOK_STEER |VehicleFlag.MOUSELOOK_BANK)) != 0 )
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mousemode = true;
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float bankingEfficiency;
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if(mousemode)
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bankingEfficiency = 0;
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else
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bankingEfficiency = m_bankingEfficiency;
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// linear motor
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if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
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{
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@ -967,7 +981,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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torque.Y += effpitch * ftmp;
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}
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if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
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if (bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
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{
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float broll = effroll;
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@ -1018,57 +1032,107 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_amdampZ = 1 / m_angularFrictionTimescale.Z;
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}
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// angular motor
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if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
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if(mousemode)
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{
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tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
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tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
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torque.X += tmpV.X * m_ampwr;
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torque.Y += tmpV.Y * m_ampwr;
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torque.Z += tmpV.Z;
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CameraData cam = rootPrim.TryGetCameraData();
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if(cam.Valid && cam.MouseLook)
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{
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Vector3 dirv = cam.CameraAtAxis * irotq;
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m_amEfect *= m_amDecay;
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}
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else
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m_amEfect = 0;
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float tmp;
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if(Math.Abs(dirv.X) > 0.01f)
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{
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if (Math.Abs(dirv.Z) > 0.01)
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{
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tmp = -(float)Math.Atan2(dirv.Z, dirv.X) * m_angularMotorDirection.Y;
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if(tmp < -4f)
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tmp = -4f;
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else if(tmp > 4f)
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tmp = 4f;
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torque.Y += (tmp - curLocalAngVel.Y) / m_angularMotorTimescale;
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}
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// angular deflection
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if (m_angularDeflectionEfficiency > 0)
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{
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Vector3 dirv;
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if (curLocalVel.X > 0.01f)
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dirv = curLocalVel;
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else if (curLocalVel.X < -0.01f)
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// use oposite
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dirv = -curLocalVel;
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if (Math.Abs(dirv.Y) > 0.01)
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{
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tmp = (float)Math.Atan2(dirv.Y, dirv.X) * m_angularMotorDirection.Z;
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if(tmp < -4f)
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tmp = -4f;
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else if(tmp > 4f)
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tmp = 4f;
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torque.Z += (tmp - curLocalAngVel.Z) / m_angularMotorTimescale;
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}
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}
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// angular friction
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if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
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{
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torque.X -= curLocalAngVel.X * m_amdampX;
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torque.Y -= curLocalAngVel.Y * m_amdampY;
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torque.Z -= curLocalAngVel.Z * m_amdampZ;
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}
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}
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else
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{
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// make it fall into small positive x case
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dirv.X = 0.01f;
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dirv.Y = curLocalVel.Y;
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dirv.Z = curLocalVel.Z;
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}
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float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
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if (Math.Abs(dirv.Z) > 0.01)
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{
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torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
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}
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if (Math.Abs(dirv.Y) > 0.01)
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{
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torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
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if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
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{
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torque.X -= curLocalAngVel.X * 10f;
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torque.Y -= curLocalAngVel.Y * 10f;
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torque.Z -= curLocalAngVel.Z * 10f;
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}
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}
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}
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// angular friction
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if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
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else
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{
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torque.X -= curLocalAngVel.X * m_amdampX;
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torque.Y -= curLocalAngVel.Y * m_amdampY;
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torque.Z -= curLocalAngVel.Z * m_amdampZ;
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// angular motor
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if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
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{
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tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
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tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
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torque.X += tmpV.X * m_ampwr;
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torque.Y += tmpV.Y * m_ampwr;
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torque.Z += tmpV.Z;
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m_amEfect *= m_amDecay;
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}
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else
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m_amEfect = 0;
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// angular deflection
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if (m_angularDeflectionEfficiency > 0)
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{
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Vector3 dirv;
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if (curLocalVel.X > 0.01f)
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dirv = curLocalVel;
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else if (curLocalVel.X < -0.01f)
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// use oposite
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dirv = -curLocalVel;
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else
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{
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// make it fall into small positive x case
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dirv.X = 0.01f;
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dirv.Y = curLocalVel.Y;
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dirv.Z = curLocalVel.Z;
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}
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float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
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if (Math.Abs(dirv.Z) > 0.01)
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{
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torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
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}
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if (Math.Abs(dirv.Y) > 0.01)
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{
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torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
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}
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}
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if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
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{
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torque.X -= curLocalAngVel.X * m_amdampX;
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torque.Y -= curLocalAngVel.Y * m_amdampY;
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torque.Z -= curLocalAngVel.Z * m_amdampZ;
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}
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}
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force *= dmass.mass;
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