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C# AuroraODEPhysicsScene.GetWaterLevel方法代码示例

本文整理汇总了C#中Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPhysicsScene.GetWaterLevel方法的典型用法代码示例。如果您正苦于以下问题:C# AuroraODEPhysicsScene.GetWaterLevel方法的具体用法?C# AuroraODEPhysicsScene.GetWaterLevel怎么用?C# AuroraODEPhysicsScene.GetWaterLevel使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPhysicsScene的用法示例。


在下文中一共展示了AuroraODEPhysicsScene.GetWaterLevel方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: MoveLinear

        }   // end Step

        private void MoveLinear(float pTimestep, AuroraODEPhysicsScene _pParentScene)
        {
            d.Vector3 pos = d.BodyGetPosition (Body);
            d.Vector3 oldPos = pos;

            if (m_lastPositionVector.X != pos.X ||
                m_lastPositionVector.Y != pos.Y ||
                m_lastPositionVector.Z != pos.Z)
            {
                m_lastPositionVector = d.BodyGetPosition (Body);
                m_lastAngularVelocity = new Vector3 ((float)d.BodyGetAngularVel (Body).X, (float)d.BodyGetAngularVel (Body).Y, (float)d.BodyGetAngularVel (Body).Z);
            }
            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 * m_linearMotorDecayTimescale / (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;
            }
            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;
            }
            m_linearMotorDirection = 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;

            // Preserve the current Z velocity
            d.Vector3 vel_now = d.BodyGetLinearVel(Body);
            m_dir.Z += (float)vel_now.Z;        // Preserve the accumulated falling velocity

            #region Blocking End Points

            //This makes sure that the vehicle doesn't leave the defined limits of position
            if (m_BlockingEndPoint != Vector3.Zero)
            {
                Vector3 posChange = new Vector3();
                posChange.X = (float)(pos.X - m_lastPositionVector.X);
                posChange.Y = (float)(pos.Y - m_lastPositionVector.Y);
                posChange.Z = (float)(pos.Z - m_lastPositionVector.Z);

                if (pos.X >= (m_BlockingEndPoint.X - (float)1))
                    pos.X -= posChange.X + 1;

                if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
                    pos.Y -= posChange.Y + 1;

                if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
                    pos.Z -= posChange.Z + 1;

                if (pos.X <= 0)
                    pos.X += posChange.X + 1;

                if (pos.Y <= 0)
                    pos.Y += posChange.Y + 1;
            }

            #endregion

            // 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 = (float)_pParentScene.GetWaterLevel((float)pos.X, (float)pos.Y) + m_VhoverHeight;
                }
                if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY((float)pos.X, (float)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 already heigher, use its height as target height
                    if (pos.Z > m_VhoverTargetHeight)
                        m_VhoverTargetHeight = (float)pos.Z;
//.........这里部分代码省略.........
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:101,代码来源:AODEDynamics.cs

示例2: MoveLinear


//.........这里部分代码省略.........
                if (pos.Y <= 0)
                {
                    pos.Y += m_lastposChange.Y + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
            }

            #endregion

            #region Terrain checks

            float terrainHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
            if(pos.Z < terrainHeight - 5)
            {
                pos.Z = terrainHeight + 2;
                m_lastPositionVector = pos;//Make sure that we don't have an explosion the next frame with the posChange
                d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
            }
            else if(pos.Z < terrainHeight)
            {
                m_dir.Z += 1;
            }

            #endregion

            #region Hover

            // 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
                if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = (float)_pParentScene.GetWaterLevel (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                float tempHoverHeight = m_VhoverTargetHeight;
                if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
                {
                    // If body is aready heigher, use its height as target height
                    if(pos.Z > tempHoverHeight)
                        tempHoverHeight = pos.Z;
                }
                if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if((pos.Z - tempHoverHeight) > .2 || (pos.Z - tempHoverHeight) < -.2)
                    {
                        float h = tempHoverHeight;
                        float groundHeight = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y);
                        if(groundHeight >= tempHoverHeight)
                            h = groundHeight;

                        d.BodySetPosition(Body, pos.X, pos.Y, tempHoverHeight);
                    }
                }
                else
                {
                    float herr0 = pos.Z - tempHoverHeight;
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:67,代码来源:AODEDynamics.cs

示例3: MoveLinear


//.........这里部分代码省略.........
                }
                if (needUpdateBody)
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
            }

            #endregion

            #region Terrain checks

            float terrainHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
            if (pos.Z < terrainHeight - 5)
            {
                pos.Z = terrainHeight + 2;
                m_lastPositionVector = pos;
                    //Make sure that we don't have an explosion the next frame with the posChange
                d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
            }
            else if (pos.Z < terrainHeight)
            {
                m_newVelocity.Z += 1;
            }

            #endregion

            #region Hover

            // 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
                if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = (float) _pParentScene.GetWaterLevel(pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                float tempHoverHeight = m_VhoverTargetHeight;
                if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
                {
                    // If body is aready heigher, use its height as target height
                    if (pos.Z > tempHoverHeight)
                        tempHoverHeight = pos.Z;
                }
                if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if ((pos.Z - tempHoverHeight) > .2 || (pos.Z - tempHoverHeight) < -.2)
                    {
                        float h = tempHoverHeight;
                        float groundHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
                        if (groundHeight >= tempHoverHeight)
                            h = groundHeight;

                        d.BodySetPosition(Body, pos.X, pos.Y, tempHoverHeight);
                    }
                }
                else
                {
                    float herr0 = pos.Z - tempHoverHeight;
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:67,代码来源:AODEDynamics.cs

示例4: MoveLinear


//.........这里部分代码省略.........
                if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
                {
                    pos.Y -= posChange.Y + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
                {
                    pos.Z -= posChange.Z + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.X <= 0)
                {
                    pos.X += posChange.X + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y <= 0)
                {
                    pos.Y += posChange.Y + 1;
                    d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
                }
            }
            if (pos.Z < _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y))
            {
                pos.Z = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + 2;
                d.BodySetPosition (Body, pos.X, pos.Y, pos.Z);
            }

            // 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
                if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = (float)_pParentScene.GetWaterLevel (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY (pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                if ((m_flags & 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_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
                    {
                        d.BodySetPosition (Body, pos.X, pos.Y, m_VhoverTargetHeight);
                    }
                }
                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
                    }
开发者ID:RevolutionSmythe,项目名称:Aurora-Sim,代码行数:67,代码来源:AODEDynamics.cs


注:本文中的Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPhysicsScene.GetWaterLevel方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。