* Adding some organization of vehicle type stuff in the ODEPlugin.

* Vehicles do NOT work.  This is just organization and a bit of logical code to make doing vehicles easier
0.6.5-rc1
Teravus Ovares 2009-04-14 09:03:18 +00:00
parent a0417f5791
commit d34d5eb3f7
3 changed files with 535 additions and 183 deletions

View File

@ -0,0 +1,113 @@
/*
* 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;
namespace OpenSim.Region.Physics.Manager
{
public enum Vehicle : int
{
/// <summary>
/// Turns off Vehicle Support
/// </summary>
TYPE_NONE = 0,
/// <summary>
/// No Angular motor, High Left right friction, No Hover, Linear Deflection 1, no angular deflection
/// no vertical attractor, No banking, Identity rotation frame
/// </summary>
TYPE_SLED = 1,
/// <summary>
/// Needs Motors to be driven by timer or control events High left/right friction, No angular friction
/// Linear Motor wins in a second, decays in 60 seconds. Angular motor wins in a second, decays in 8/10ths of a second
/// linear deflection 2 seconds
/// Vertical Attractor locked UP
/// </summary>
TYPE_CAR = 2,
TYPE_BOAT = 3,
TYPE_AIRPLANE = 4,
TYPE_BALLOON = 5,
LINEAR_FRICTION_TIMESCALE = 16,
/// <summary>
/// vector of timescales for exponential decay of angular velocity about three axis
/// </summary>
ANGULAR_FRICTION_TIMESCALE = 17,
/// <summary>
/// linear velocity vehicle will try for
/// </summary>
LINEAR_MOTOR_DIRECTION = 18,
/// <summary>
/// Offset from center of mass where linear motor forces are added
/// </summary>
LINEAR_MOTOR_OFFSET = 20,
/// <summary>
/// angular velocity that vehicle will try for
/// </summary>
ANGULAR_MOTOR_DIRECTION = 19,
HOVER_HEIGHT = 24,
HOVER_EFFICIENCY = 25,
HOVER_TIMESCALE = 26,
BUOYANCY = 27,
LINEAR_DEFLECTION_EFFICIENCY = 28,
LINEAR_DEFLECTION_TIMESCALE = 29,
LINEAR_MOTOR_TIMESCALE = 30,
LINEAR_MOTOR_DECAY_TIMESCALE = 31,
/// <summary>
/// slide between 0 and 1
/// </summary>
ANGULAR_DEFLECTION_EFFICIENCY = 32,
ANGULAR_DEFLECTION_TIMESCALE = 33,
ANGULAR_MOTOR_TIMESCALE = 34,
ANGULAR_MOTOR_DECAY_TIMESCALE = 35,
VERTICAL_ATTRACTION_EFFICIENCY = 36,
VERTICAL_ATTRACTION_TIMESCALE = 37,
BANKING_EFFICIENCY = 38,
BANKING_MIX = 39,
BANKING_TIMESCALE = 40,
REFERENCE_FRAME = 44
}
[Flags]
public enum VehicleFlag
{
NO_DEFLECTION_UP = 1,
LIMIT_ROLL_ONLY = 2,
HOVER_WATER_ONLY = 4,
HOVER_TERRAIN_ONLY = 8,
HOVER_GLOBAL_HEIGHT = 16,
HOVER_UP_ONLY = 32,
LIMIT_MOTOR_UP = 64,
MOUSELOOK_STEER = 128,
MOUSELOOK_BANK = 256,
CAMERA_DECOUPLED = 512
}
}

View File

@ -166,10 +166,13 @@ namespace OpenSim.Region.Physics.OdePlugin
public volatile bool childPrim = false;
private ODEVehicleSettings m_vehicle;
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
_target_velocity = new PhysicsVector(0, 0, 0);
m_vehicle = new ODEVehicleSettings();
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
ode = dode;
_velocity = new PhysicsVector();
@ -308,7 +311,10 @@ namespace OpenSim.Region.Physics.OdePlugin
if (!childPrim)
{
if (m_isphysical && Body != IntPtr.Zero)
{
d.BodyEnable(Body);
m_vehicle.Enable(Body, _parent_scene);
}
m_disabled = false;
}
@ -319,7 +325,10 @@ namespace OpenSim.Region.Physics.OdePlugin
m_disabled = true;
if (m_isphysical && Body != IntPtr.Zero)
{
d.BodyDisable(Body);
m_vehicle.Disable();
}
}
public void enableBody()
@ -358,6 +367,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
createAMotor(m_angularlock);
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
{
m_vehicle.Enable(Body, _parent_scene);
}
_parent_scene.addActivePrim(this);
}
@ -722,7 +735,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_vehicle.Destroy();
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@ -925,10 +938,16 @@ namespace OpenSim.Region.Physics.OdePlugin
Amotor = IntPtr.Zero;
}
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
{
m_vehicle.Reset();
}
}
}
// Store this for later in case we get turned into a separate body
m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
}
private void changelink(float timestep)
@ -1113,7 +1132,7 @@ namespace OpenSim.Region.Physics.OdePlugin
createAMotor(m_angularlock);
}
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
m_vehicle.Enable(Body, _parent_scene);
_parent_scene.addActivePrim(this);
}
}
@ -1706,6 +1725,8 @@ namespace OpenSim.Region.Physics.OdePlugin
fy = nmin;
d.BodyAddForce(Body, fx, fy, fz);
}
m_vehicle.Step(timestep);
}
else
{
@ -1816,11 +1837,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public void changesize(float timestamp)
{
//if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
//{
// m_taintsize = _size;
//return;
//}
string oldname = _parent_scene.geom_name_map[prim_geom];
if (_size.X <= 0) _size.X = 0.01f;
@ -1915,177 +1932,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintsize = _size;
}
//public void changesize(float timestamp)
//{
// //if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
// //{
// // m_taintsize = _size;
// //return;
// //}
// string oldname = _parent_scene.geom_name_map[prim_geom];
// if (_size.X <= 0) _size.X = 0.01f;
// if (_size.Y <= 0) _size.Y = 0.01f;
// if (_size.Z <= 0) _size.Z = 0.01f;
// // Cleanup of old prim geometry
// if (_mesh != null)
// {
// // Cleanup meshing here
// }
// //kill body to rebuild
// if (IsPhysical && Body != (IntPtr) 0)
// {
// disableBody();
// }
// if (d.SpaceQuery(m_targetSpace, prim_geom))
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// d.SpaceRemove(m_targetSpace, prim_geom);
// }
// d.GeomDestroy(prim_geom);
// prim_geom = (IntPtr)0;
// // we don't need to do space calculation because the client sends a position update also.
// // Construction of new prim
// if (_parent_scene.needsMeshing(_pbs))
// {
// float meshlod = _parent_scene.meshSculptLOD;
// if (IsPhysical)
// meshlod = _parent_scene.MeshSculptphysicalLOD;
// // Don't need to re-enable body.. it's done in SetMesh
// IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
// // createmesh returns null when it's a shape that isn't a cube.
// if (mesh != null)
// {
// setMesh(_parent_scene, mesh);
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
// if (IsPhysical && Body == (IntPtr)0)
// {
// // Re creates body on size.
// // EnableBody also does setMass()
// enableBody();
// d.BodyEnable(Body);
// }
// }
// else
// {
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
// {
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// if (((_size.X / 2f) > 0f) && ((_size.X / 2f) < 1000))
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
// }
// else
// {
// m_log.Info("[PHYSICS]: Failed to load a sphere bad size");
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
// //{
// //Cyllinder
// //if (_size.X == _size.Y)
// //{
// // prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
// //}
// //else
// //{
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// //}
// //}
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// }
// }
// else
// {
// if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
// {
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
// }
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// }
// //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
// //{
// //Cyllinder
// //if (_size.X == _size.Y)
// //{
// //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
// //}
// //else
// //{
// //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
// //}
// //}
// else
// {
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
// SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
// }
// d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
// d.Quaternion myrot = new d.Quaternion();
// myrot.W = _orientation.w;
// myrot.X = _orientation.X;
// myrot.Y = _orientation.Y;
// myrot.Z = _orientation.Z;
// d.GeomSetQuaternion(prim_geom, ref myrot);
// //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
// if (IsPhysical && Body == (IntPtr) 0)
// {
// // Re creates body on size.
// // EnableBody also does setMass()
// enableBody();
// d.BodyEnable(Body);
// }
// }
// _parent_scene.geom_name_map[prim_geom] = oldname;
// changeSelectedStatus(timestamp);
// resetCollisionAccounting();
// m_taintsize = _size;
//}
public void changefloatonwater(float timestep)
{
@ -2380,23 +2227,23 @@ namespace OpenSim.Region.Physics.OdePlugin
public override int VehicleType
{
get { return 0; }
set { return; }
get { return (int)m_vehicle.Type; }
set { m_vehicle.ProcessTypeChange((Vehicle)value); }
}
public override void VehicleFloatParam(int param, float value)
{
m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
}
public override void VehicleVectorParam(int param, PhysicsVector value)
{
m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
}
public override void SetVolumeDetect(int param)

View File

@ -0,0 +1,392 @@
/*
* 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; }
}
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_lMotor = 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_linearFrictionTimescale = Vector3.Zero;
private Vector3 m_linearMotorDirection = 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 VehicleFlag m_flags = (VehicleFlag) 0;
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
m_angularDeflectionEfficiency = pValue;
break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
m_angularDeflectionTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
m_angularMotorDecayTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
m_angularMotorTimescale = pValue;
break;
case Vehicle.BANKING_EFFICIENCY:
m_bankingEfficiency = pValue;
break;
case Vehicle.BANKING_MIX:
m_bankingMix = pValue;
break;
case Vehicle.BANKING_TIMESCALE:
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:
m_hoverTimescale = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
m_linearDeflectionEfficiency = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
m_linearDeflectionTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
m_linearMotorDecayTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
m_linearMotorTimescale = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
m_verticalAttractionEfficiency = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
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);
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);
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);
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);
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)
{
Destroy();
}
}
internal void Disable()
{
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
return;
}
internal void Enable(IntPtr pBody, OdeScene pParentScene)
{
if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
return;
m_body = pBody;
m_parentScene = pParentScene;
}
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;
}
internal void Step(float pTimestep)
{
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
return;
}
private void SetDefaultsForType(Vehicle 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;
}
}
}
}