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| author | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
|---|---|---|
| committer | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
| commit | 8737f191f3b59f001a77bf6c08091109211c1c9f (patch) | |
| tree | dbbf05c004d9b026f2c1f23f06600fe0add82c36 /mp/src/game/server/ai_basenpc_physicsflyer.cpp | |
| parent | Update .gitignore. (diff) | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.tar.xz source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.zip | |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'mp/src/game/server/ai_basenpc_physicsflyer.cpp')
| -rw-r--r-- | mp/src/game/server/ai_basenpc_physicsflyer.cpp | 764 |
1 files changed, 382 insertions, 382 deletions
diff --git a/mp/src/game/server/ai_basenpc_physicsflyer.cpp b/mp/src/game/server/ai_basenpc_physicsflyer.cpp index 44f51667..96ce265d 100644 --- a/mp/src/game/server/ai_basenpc_physicsflyer.cpp +++ b/mp/src/game/server/ai_basenpc_physicsflyer.cpp @@ -1,382 +1,382 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base class for many flying NPCs
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_basenpc_physicsflyer.h"
-#include "ai_route.h"
-#include "ai_navigator.h"
-#include "ai_motor.h"
-#include "physics_saverestore.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CAI_BasePhysicsFlyingBot )
-
- DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR),
- DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR),
- DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR),
- DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT),
- DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR),
-
- DEFINE_PHYSPTR( m_pMotionController ),
-
-END_DATADESC()
-
-
-//------------------------------------------------------------------------------
-// Purpose : Override to return correct velocity
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CAI_BasePhysicsFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
-{
- Assert( GetMoveType() == MOVETYPE_VPHYSICS );
- if ( VPhysicsGetObject() )
- {
- VPhysicsGetObject()->GetVelocity( vVelocity, vAngVelocity );
- }
- else
- {
- if ( vVelocity )
- {
- vVelocity->Init();
- }
- if ( vAngVelocity )
- {
- vAngVelocity->Init();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Turn head yaw into facing direction
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-QAngle CAI_BasePhysicsFlyingBot::BodyAngles()
-{
- return QAngle(0,m_fHeadYaw,0);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CAI_BasePhysicsFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget )
-{
- float desYaw = UTIL_AngleDiff(VecToYaw(MoveTarget - GetLocalOrigin()), 0 );
-
- m_fHeadYaw = desYaw;
-
- return;
-
- // If I've flipped completely around, reverse angles
- float fYawDiff = m_fHeadYaw - desYaw;
- if (fYawDiff > 180)
- {
- m_fHeadYaw -= 360;
- }
- else if (fYawDiff < -180)
- {
- m_fHeadYaw += 360;
- }
-
- // RIGHT NOW, this affects every flying bot. This rate should be member data that individuals
- // can manipulate. THIS change for MANHACKS E3 2003 (sjb)
- float iRate = 0.8;
-
- // Make frame rate independent
- float timeToUse = flInterval;
- while (timeToUse > 0)
- {
- m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw;
- timeToUse -= 0.1;
- }
-
- while( m_fHeadYaw > 360 )
- {
- m_fHeadYaw -= 360.0f;
- }
-
- while( m_fHeadYaw < 0 )
- {
- m_fHeadYaw += 360.f;
- }
-
- // SetBoneController( 0, m_fHeadYaw );
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-float CAI_BasePhysicsFlyingBot::MinGroundDist(void)
-{
- return 0;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-Vector CAI_BasePhysicsFlyingBot::VelocityToAvoidObstacles(float flInterval)
-{
- // --------------------------------
- // Avoid banging into stuff
- // --------------------------------
- trace_t tr;
- Vector vTravelDir = m_vCurrentVelocity*flInterval;
- Vector endPos = GetAbsOrigin() + vTravelDir;
- AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr);
- if (tr.fraction != 1.0)
- {
- // Bounce off in normal
- Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length();
- return (vBounce);
- }
-
- // --------------------------------
- // Try to remain above the ground.
- // --------------------------------
- float flMinGroundDist = MinGroundDist();
- AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist),
- MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr);
- if (tr.fraction < 1)
- {
- // Clamp veloctiy
- if (tr.fraction < 0.1)
- {
- tr.fraction = 0.1;
- }
-
- return Vector(0, 0, 50/tr.fraction);
- }
- return vec3_origin;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CAI_BasePhysicsFlyingBot::StartTask( const Task_t *pTask )
-{
- switch (pTask->iTask)
- {
- // Skip as done via bone controller
- case TASK_FACE_ENEMY:
- {
- TaskComplete();
- break;
- }
- // Activity is just idle (have no run)
- case TASK_RUN_PATH:
- {
- GetNavigator()->SetMovementActivity(ACT_IDLE);
- TaskComplete();
- break;
- }
- // Don't check for run/walk activity
- case TASK_SCRIPT_RUN_TO_TARGET:
- case TASK_SCRIPT_WALK_TO_TARGET:
- {
- if (GetTarget() == NULL)
- {
- TaskFail(FAIL_NO_TARGET);
- }
- else
- {
- if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) )
- {
- TaskFail(FAIL_NO_ROUTE);
- GetNavigator()->ClearGoal();
- }
- }
- TaskComplete();
- break;
- }
- // Override to get more to get a directional path
- case TASK_GET_PATH_TO_RANDOM_NODE:
- {
- if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) )
- TaskComplete();
- else
- TaskFail(FAIL_NO_REACHABLE_NODE);
- break;
- }
- default:
- {
- BaseClass::StartTask(pTask);
- }
- }
-}
-
-//------------------------------------------------------------------------------
-
-void CAI_BasePhysicsFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget)
-{
- Assert(0); // This must be overridden in the leaf classes
-}
-
-//------------------------------------------------------------------------------
-
-AI_NavPathProgress_t CAI_BasePhysicsFlyingBot::ProgressFlyPath(
- float flInterval,
- const CBaseEntity *pNewTarget,
- unsigned collisionMask,
- bool bNewTrySimplify,
- float strictPointTolerance)
-{
- AI_ProgressFlyPathParams_t params( collisionMask );
- params.strictPointTolerance = strictPointTolerance;
- params.SetCurrent( pNewTarget, bNewTrySimplify );
-
- AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params );
-
- switch ( progress )
- {
- case AINPP_NO_CHANGE:
- case AINPP_ADVANCED:
- {
- MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos());
- break;
- }
-
- case AINPP_COMPLETE:
- {
- TaskMovementComplete();
- break;
- }
-
- case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression
- default:
- {
- AssertMsg( 0, ( "Unexpected result" ) );
- break;
- }
- }
-
- return progress;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CAI_BasePhysicsFlyingBot::CAI_BasePhysicsFlyingBot()
-{
-#ifdef _DEBUG
- m_vCurrentVelocity.Init();
- m_vCurrentBanking.Init();
- m_vLastPatrolDir.Init();
-#endif
-}
-
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot( void )
-{
- physenv->DestroyMotionController( m_pMotionController );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-bool CAI_BasePhysicsFlyingBot::CreateVPhysics( void )
-{
- // Create the object in the physics system
- IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
-
- m_pMotionController = physenv->CreateMotionController( this );
- m_pMotionController->AttachObject( pPhysicsObject, true );
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pTarget -
-// &chasePosition -
-//-----------------------------------------------------------------------------
-void CAI_BasePhysicsFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition )
-{
- Assert( pTarget != NULL );
-
- if ( pTarget == NULL )
- {
- chasePosition = vec3_origin;
- return;
- }
-
- // Chase their eyes
- chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pController -
-// *pObject -
-// deltaTime -
-// &linear -
-// &angular -
-// Output : IMotionEvent::simresult_e
-//-----------------------------------------------------------------------------
-IMotionEvent::simresult_e CAI_BasePhysicsFlyingBot::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
-{
- static int count;
-
- IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
- // Assert( pPhysicsObject );
- if (!pPhysicsObject)
- return SIM_NOTHING;
-
- // move
- Vector actualVelocity;
- AngularImpulse actualAngularVelocity;
- pPhysicsObject->GetVelocity( &actualVelocity, &actualAngularVelocity );
- linear = (m_vCurrentVelocity - actualVelocity) * (0.1 / deltaTime) * 10.0;
-
- /*
- DevMsg("Sim %d : %5.1f %5.1f %5.1f\n", count++,
- m_vCurrentVelocity.x - actualVelocity.x,
- m_vCurrentVelocity.y - actualVelocity.y,
- m_vCurrentVelocity.z - actualVelocity.z );
- */
-
- // do angles.
- Vector actualPosition;
- QAngle actualAngles;
- pPhysicsObject->GetPosition( &actualPosition, &actualAngles );
-
- // FIXME: banking currently disabled, forces simple upright posture
- angular.x = (UTIL_AngleDiff( m_vCurrentBanking.z, actualAngles.z ) - actualAngularVelocity.x) * (1 / deltaTime);
- angular.y = (UTIL_AngleDiff( m_vCurrentBanking.x, actualAngles.x ) - actualAngularVelocity.y) * (1 / deltaTime);
-
- // turn toward target
- angular.z = UTIL_AngleDiff( m_fHeadYaw, actualAngles.y + actualAngularVelocity.z * 0.1 ) * (1 / deltaTime);
-
- // angular = m_vCurrentAngularVelocity - actualAngularVelocity;
-
- // DevMsg("Sim %d : %.1f %.1f %.1f (%.1f)\n", count++, actualAngles.x, actualAngles.y, actualAngles.z, m_fHeadYaw );
-
- // FIXME: remove the stuff from MoveExecute();
- // FIXME: check MOVE?
-
- ClampMotorForces( linear, angular );
-
- return SIM_GLOBAL_ACCELERATION; // on my local axis. SIM_GLOBAL_ACCELERATION
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base class for many flying NPCs +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc_physicsflyer.h" +#include "ai_route.h" +#include "ai_navigator.h" +#include "ai_motor.h" +#include "physics_saverestore.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CAI_BasePhysicsFlyingBot ) + + DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR), + DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR), + DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR), + DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT), + DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR), + + DEFINE_PHYSPTR( m_pMotionController ), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose : Override to return correct velocity +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BasePhysicsFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity) +{ + Assert( GetMoveType() == MOVETYPE_VPHYSICS ); + if ( VPhysicsGetObject() ) + { + VPhysicsGetObject()->GetVelocity( vVelocity, vAngVelocity ); + } + else + { + if ( vVelocity ) + { + vVelocity->Init(); + } + if ( vAngVelocity ) + { + vAngVelocity->Init(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Turn head yaw into facing direction +// Input : +// Output : +//----------------------------------------------------------------------------- +QAngle CAI_BasePhysicsFlyingBot::BodyAngles() +{ + return QAngle(0,m_fHeadYaw,0); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_BasePhysicsFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget ) +{ + float desYaw = UTIL_AngleDiff(VecToYaw(MoveTarget - GetLocalOrigin()), 0 ); + + m_fHeadYaw = desYaw; + + return; + + // If I've flipped completely around, reverse angles + float fYawDiff = m_fHeadYaw - desYaw; + if (fYawDiff > 180) + { + m_fHeadYaw -= 360; + } + else if (fYawDiff < -180) + { + m_fHeadYaw += 360; + } + + // RIGHT NOW, this affects every flying bot. This rate should be member data that individuals + // can manipulate. THIS change for MANHACKS E3 2003 (sjb) + float iRate = 0.8; + + // Make frame rate independent + float timeToUse = flInterval; + while (timeToUse > 0) + { + m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw; + timeToUse -= 0.1; + } + + while( m_fHeadYaw > 360 ) + { + m_fHeadYaw -= 360.0f; + } + + while( m_fHeadYaw < 0 ) + { + m_fHeadYaw += 360.f; + } + + // SetBoneController( 0, m_fHeadYaw ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +float CAI_BasePhysicsFlyingBot::MinGroundDist(void) +{ + return 0; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +Vector CAI_BasePhysicsFlyingBot::VelocityToAvoidObstacles(float flInterval) +{ + // -------------------------------- + // Avoid banging into stuff + // -------------------------------- + trace_t tr; + Vector vTravelDir = m_vCurrentVelocity*flInterval; + Vector endPos = GetAbsOrigin() + vTravelDir; + AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr); + if (tr.fraction != 1.0) + { + // Bounce off in normal + Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length(); + return (vBounce); + } + + // -------------------------------- + // Try to remain above the ground. + // -------------------------------- + float flMinGroundDist = MinGroundDist(); + AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist), + MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr); + if (tr.fraction < 1) + { + // Clamp veloctiy + if (tr.fraction < 0.1) + { + tr.fraction = 0.1; + } + + return Vector(0, 0, 50/tr.fraction); + } + return vec3_origin; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CAI_BasePhysicsFlyingBot::StartTask( const Task_t *pTask ) +{ + switch (pTask->iTask) + { + // Skip as done via bone controller + case TASK_FACE_ENEMY: + { + TaskComplete(); + break; + } + // Activity is just idle (have no run) + case TASK_RUN_PATH: + { + GetNavigator()->SetMovementActivity(ACT_IDLE); + TaskComplete(); + break; + } + // Don't check for run/walk activity + case TASK_SCRIPT_RUN_TO_TARGET: + case TASK_SCRIPT_WALK_TO_TARGET: + { + if (GetTarget() == NULL) + { + TaskFail(FAIL_NO_TARGET); + } + else + { + if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) ) + { + TaskFail(FAIL_NO_ROUTE); + GetNavigator()->ClearGoal(); + } + } + TaskComplete(); + break; + } + // Override to get more to get a directional path + case TASK_GET_PATH_TO_RANDOM_NODE: + { + if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) ) + TaskComplete(); + else + TaskFail(FAIL_NO_REACHABLE_NODE); + break; + } + default: + { + BaseClass::StartTask(pTask); + } + } +} + +//------------------------------------------------------------------------------ + +void CAI_BasePhysicsFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget) +{ + Assert(0); // This must be overridden in the leaf classes +} + +//------------------------------------------------------------------------------ + +AI_NavPathProgress_t CAI_BasePhysicsFlyingBot::ProgressFlyPath( + float flInterval, + const CBaseEntity *pNewTarget, + unsigned collisionMask, + bool bNewTrySimplify, + float strictPointTolerance) +{ + AI_ProgressFlyPathParams_t params( collisionMask ); + params.strictPointTolerance = strictPointTolerance; + params.SetCurrent( pNewTarget, bNewTrySimplify ); + + AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params ); + + switch ( progress ) + { + case AINPP_NO_CHANGE: + case AINPP_ADVANCED: + { + MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos()); + break; + } + + case AINPP_COMPLETE: + { + TaskMovementComplete(); + break; + } + + case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression + default: + { + AssertMsg( 0, ( "Unexpected result" ) ); + break; + } + } + + return progress; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CAI_BasePhysicsFlyingBot::CAI_BasePhysicsFlyingBot() +{ +#ifdef _DEBUG + m_vCurrentVelocity.Init(); + m_vCurrentBanking.Init(); + m_vLastPatrolDir.Init(); +#endif +} + + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot( void ) +{ + physenv->DestroyMotionController( m_pMotionController ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +bool CAI_BasePhysicsFlyingBot::CreateVPhysics( void ) +{ + // Create the object in the physics system + IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); + + m_pMotionController = physenv->CreateMotionController( this ); + m_pMotionController->AttachObject( pPhysicsObject, true ); + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pTarget - +// &chasePosition - +//----------------------------------------------------------------------------- +void CAI_BasePhysicsFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition ) +{ + Assert( pTarget != NULL ); + + if ( pTarget == NULL ) + { + chasePosition = vec3_origin; + return; + } + + // Chase their eyes + chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pController - +// *pObject - +// deltaTime - +// &linear - +// &angular - +// Output : IMotionEvent::simresult_e +//----------------------------------------------------------------------------- +IMotionEvent::simresult_e CAI_BasePhysicsFlyingBot::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) +{ + static int count; + + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + // Assert( pPhysicsObject ); + if (!pPhysicsObject) + return SIM_NOTHING; + + // move + Vector actualVelocity; + AngularImpulse actualAngularVelocity; + pPhysicsObject->GetVelocity( &actualVelocity, &actualAngularVelocity ); + linear = (m_vCurrentVelocity - actualVelocity) * (0.1 / deltaTime) * 10.0; + + /* + DevMsg("Sim %d : %5.1f %5.1f %5.1f\n", count++, + m_vCurrentVelocity.x - actualVelocity.x, + m_vCurrentVelocity.y - actualVelocity.y, + m_vCurrentVelocity.z - actualVelocity.z ); + */ + + // do angles. + Vector actualPosition; + QAngle actualAngles; + pPhysicsObject->GetPosition( &actualPosition, &actualAngles ); + + // FIXME: banking currently disabled, forces simple upright posture + angular.x = (UTIL_AngleDiff( m_vCurrentBanking.z, actualAngles.z ) - actualAngularVelocity.x) * (1 / deltaTime); + angular.y = (UTIL_AngleDiff( m_vCurrentBanking.x, actualAngles.x ) - actualAngularVelocity.y) * (1 / deltaTime); + + // turn toward target + angular.z = UTIL_AngleDiff( m_fHeadYaw, actualAngles.y + actualAngularVelocity.z * 0.1 ) * (1 / deltaTime); + + // angular = m_vCurrentAngularVelocity - actualAngularVelocity; + + // DevMsg("Sim %d : %.1f %.1f %.1f (%.1f)\n", count++, actualAngles.x, actualAngles.y, actualAngles.z, m_fHeadYaw ); + + // FIXME: remove the stuff from MoveExecute(); + // FIXME: check MOVE? + + ClampMotorForces( linear, angular ); + + return SIM_GLOBAL_ACCELERATION; // on my local axis. SIM_GLOBAL_ACCELERATION +} + |