Example #1
0
void Actor::setRot(const Math::Angle &pitchParam, const Math::Angle &yawParam, const Math::Angle &rollParam) {
	_pitch = pitchParam;
	setYaw(yawParam);
	_moveYaw = _yaw;
	_roll = rollParam;
	_turning = false;
}
		/*
		 * Searches for the area with the most features visible between a given angle to the left and to the right.
		 * @param[in] angle The maximum angle it will turn to the left and the right (in rad).
		 * @param[in] speed Scale factor of the speed.
		 * @param[in] deleteData If true, all old data of the odometer will be deleted beforehand.
		 * @return The yaw value where the most features have been found.
		 * */
		double searchMaxFeatures(double angle, double speed = 1.0, bool deleteData = true)
			{
			double yaw, pitch, roll, yawBegin;
			odometer_.getBasis().getEulerYPR(yaw, pitch, roll);
			yawBegin = yaw;
			turnByAngle(angle, speed, deleteData);
			// Memorize at which node it started
			int nodeIdxBegin = odometer_.nodes_.size() - 1;
			turnByAngle(-2 * angle, speed, false);
			int nodeIdxEnd = odometer_.nodes_.size() - 1;
			// Turn back so the robot has the same orientation as in the beginning
			setYaw(yawBegin, speed, false);
			
			// Now search for the node with the most features and store its yaw
			unsigned int maxFeatures = 0, maxIndex;
			for (unsigned int i = nodeIdxBegin; i <= nodeIdxEnd; ++i)
				{
				if (odometer_.nodes_[i].stereoPoints_l_.size() > maxFeatures)
					{
					maxFeatures = odometer_.nodes_[i].stereoPoints_l_.size();
					maxIndex = i;
					}
				}
			// Get yaw
			odometer_.transforms_[maxIndex].getBasis().getEulerYPR(yaw, pitch, roll);
			return yaw;
			}
Example #3
0
void GameObject::setDirection(const Ogre::Vector3 direction)
{
  Ogre::Radian r = initialForward.angleBetween(direction);
  Ogre::Vector3 initialRight = initialForward.crossProduct(Ogre::Vector3::UNIT_Y);
  if (initialRight.dotProduct(direction) > 0.f)
    r *= -1;
  setYaw(r);
}
Example #4
0
void Navigator_Dcm::updateFast(float dt) {

    if (_board->getMode() != AP_Board::MODE_LIVE)
        return;

    setTimeStamp(micros()); // if running in live mode, record new time stamp

    // use range finder if attached and close to the ground
    if (_rangeFinderDown != NULL && _rangeFinderDown->distance <= 695) {
        setAlt(_rangeFinderDown->distance);

    // otherwise if you have a baro attached, use it
    } else if (_board->baro) {
        /**
         * The altitued is read off the barometer by implementing the following formula:
         * altitude (in m) = 44330*(1-(p/po)^(1/5.255)),
         * where, po is pressure in Pa at sea level (101325 Pa).
         * See http://www.sparkfun.com/tutorials/253 or type this formula
         * in a search engine for more information.
         * altInt contains the altitude in meters.
         *
         * pressure input is in pascals
         * temp input is in deg C *10
         */
        _board->baro->Read();		// Get new data from absolute pressure sensor
        float reference = 44330 * (1.0 - (pow(_groundPressure.get()/101325.0,0.190295)));
        setAlt(_baroLowPass.update((44330 * (1.0 - (pow((_board->baro->Press/101325.0),0.190295)))) - reference,dt));
        //_board->debug->printf_P(PSTR("Ground Pressure %f\tAltitude = %f\tGround Temperature = %f\tPress = %ld\tTemp = %d\n"),_groundPressure.get(),getAlt(),_groundTemperature.get(),_board->baro->Press,_board->baro->Temp);
        
    // last resort, use gps altitude
    } else if (_board->gps && _board->gps->fix) {
        setAlt_intM(_board->gps->altitude * 10); // gps in cm, intM in mm
    }

    // update dcm calculations and navigator data
    //
    _dcm.update_DCM_fast();
    setRoll(_dcm.roll);
    setPitch(_dcm.pitch);
    setYaw(_dcm.yaw);
    setRollRate(_dcm.get_gyro().x);
    setPitchRate(_dcm.get_gyro().y);
    setYawRate(_dcm.get_gyro().z);
    setXAccel(_dcm.get_accel().x);
    setYAccel(_dcm.get_accel().y);
    setZAccel(_dcm.get_accel().z);

    /*
     * accel/gyro debug
     */
    /*
     Vector3f accel = _board->imu->get_accel();
     Vector3f gyro = _board->imu->get_gyro();
     Serial.printf_P(PSTR("accel: %f %f %f gyro: %f %f %f\n"),
     accel.x,accel.y,accel.z,gyro.x,gyro.y,gyro.z);
     */
}
Example #5
0
    void Camera::rotateCamera(const Ogre::Vector3 &rot, bool adjust)
    {
        if (adjust) {
            setYaw(getYaw() + rot.z);
            setPitch(getPitch() + rot.x);
        } else {
            setYaw(rot.z);
            setPitch(rot.x);
        }

        Ogre::Quaternion xr(Ogre::Radian(getPitch() + Ogre::Math::HALF_PI), Ogre::Vector3::UNIT_X);
        if (!mVanity.enabled && !mPreviewMode) {
            mCamera->getParentNode()->setOrientation(xr);
        } else {
            Ogre::Quaternion zr(Ogre::Radian(getYaw()), Ogre::Vector3::UNIT_Z);
            mCamera->getParentNode()->setOrientation(zr * xr);
        }
    }
Example #6
0
 void Camera::rotateCamera(float pitch, float yaw, bool adjust)
 {
     if (adjust)
     {
         pitch += getPitch();
         yaw += getYaw();
     }
     setYaw(yaw);
     setPitch(pitch);
 }
		/*
		 * Callback function of destination subscriber.
		 * Sets dest_ to received pose.
		 * @param[in] dest Pointer to received pose.
		 * */
		void destCallback(const geometry_msgs::Pose::ConstPtr& dest)
			{
			double destX = dest->position.x;
			double destY = dest->position.y;
			double currX = odometer_.getOrigin().getX();
			double currY = odometer_.getOrigin().getY();
			// Look towards destination
			lookTowards(destX, destY);
			// Search for area with most features between +-30 degrees
			double bestYaw = searchMaxFeatures(0.5, 0.8);
			double distance = getDistance(destX, destY);
			
			// If distance is further than 1m, go halfway first
			if (distance > 1.0)
				{
				// Get distance to destination and angle to the area with most features to plan path
				double yaw, pitch, roll, alpha;
				odometer_.getBasis().getEulerYPR(yaw, pitch, roll);
				alpha = bestYaw - yaw;
				// Get stopover point
				tf::Vector3 vec(destX - currX, destY - currY, 0.0);
				vec = vec.rotate(tf::Vector3(0, 0, 1), alpha);
				vec *= 0.5/cos(alpha);
				double midX = currX + vec.getX();
				double midY = currY + vec.getY();
				// Turn to area with most features and move to the point in mid distance
				setYaw(bestYaw);
				goTo(midX, midY);
				// Run sBA to optimize Pose
				odometer_.runSBA(50, false);
				// Recursively repeat until distance < 1m
				destCallback(dest);
				}
			else
				{
				setYaw(bestYaw);
				// Move to destination
				goTo(destX, destY);
				// Try to optimize pose again and correct position
				odometer_.runSBA(50, false);
				goTo(destX, destY);
				}
			}
void RoboState::odomCallback(const nav_msgs::Odometry::ConstPtr& msg)
{
  
  // set odometry
  setXodom(msg->pose.pose.position.x);
  setYodom(msg->pose.pose.position.y);
  
  // convert from quaternions to angles
  tf::Quaternion q(msg->pose.pose.position.x, msg->pose.pose.position.y, msg->pose.pose.orientation.z,msg->pose.pose.orientation.w);
  tf::Matrix3x3 m(q);
  double roll, pitch, tempYaw;
  m.getRPY(roll, pitch, tempYaw);
  
  tempYaw*=ANGLE_CONVERT;
  // determine whether to send positive or negative angles
  bool isTempYawNeg = (tempYaw < 0);
  
  // we always want a positive yaw value (for consistency)
  if(getY() >= 0){
    if(isTempYawNeg)
      setYaw(360+tempYaw);
    else
      setYaw(tempYaw);
  }
  // we always want a negative yaw value (for consistency)
  else{
    if(isTempYawNeg)
      setYaw(tempYaw);
    else
      setYaw(-360+tempYaw);
  }
  //spams you
  /*
  // we do not want to get spammed with messages about yaw.
    ROS_INFO("The yaw was %f", getYaw());

    if(getY() >= 0)
      ROS_INFO("The yaw is supposed to be positive.");
    else
      ROS_INFO("The yaw is supposed to be negative.");
}
  */
}
// Manage physics from this loop
// Please don't alter the Ogre scene manager directly. Instead use the designated methods (setPositionX, setPositionY, setPositionZ, setRoll, setPitch, setYaw, animate)
void loop(Ogre::SceneManager* smgr){
	int dir = 1;
	int timeStep = 10;
	while(true){
		// If the message array has any elements, the render loop is applying changes from physics loop
		// If so, abort this timestep
		if((*::message).size() == 1){
			continue;
		}
		Sleep(timeStep);
		Ogre::SceneManager::MovableObjectIterator iterator = smgr->getMovableObjectIterator("Entity");
		while(iterator.hasMoreElements()){
			// If the message array has any elements, the render loop is applying changes from physics loop
			// If so, abort this timestep
			if((*::message).size() == 1){
				continue;
			}
			Ogre::Entity* entity = static_cast<Ogre::Entity*>(iterator.getNext());

			// <>< <>< Make the cute fishy swim <>< <><
			// This only moves fish
			if(entity->hasAnimationState("swim")){
			
				Ogre::SceneNode* sceneNode = entity->getParentSceneNode();

				// Update position
				Ogre::Vector3 pos = sceneNode->getPosition();
				if(pos.x > 120){
					dir = -1;
					setYaw(entity, 180);
				}
				if(pos.x < -120){
					dir = 1;
					setYaw(entity, 180);
				}
				setPositionX(entity, sceneNode->getPosition().x + dir);
				animate(entity, "swim");
			}

		}
	}
}
Example #10
0
void Player::deSerialize(std::istream &is, std::string playername)
{
	Settings args;
	
	for(;;)
	{
		if(is.eof())
			throw SerializationError
					(("Player::deSerialize(): PlayerArgsEnd of player \"" + playername + "\" not found").c_str());
		std::string line;
		std::getline(is, line);
		std::string trimmedline = trim(line);
		if(trimmedline == "PlayerArgsEnd")
			break;
		args.parseConfigLine(line);
	}

	//args.getS32("version"); // Version field value not used
	std::string name = args.get("name");
	updateName(name.c_str());
	setPitch(args.getFloat("pitch"));
	setYaw(args.getFloat("yaw"));
	setPosition(args.getV3F("position"));
	try{
		hp = args.getS32("hp");
	}catch(SettingNotFoundException &e){
		hp = 20;
	}
	try{
		m_breath = args.getS32("breath");
	}catch(SettingNotFoundException &e){
		m_breath = 11;
	}

	inventory.deSerialize(is);

	if(inventory.getList("craftpreview") == NULL)
	{
		// Convert players without craftpreview
		inventory.addList("craftpreview", 1);

		bool craftresult_is_preview = true;
		if(args.exists("craftresult_is_preview"))
			craftresult_is_preview = args.getBool("craftresult_is_preview");
		if(craftresult_is_preview)
		{
			// Clear craftresult
			inventory.getList("craftresult")->changeItem(0, ItemStack());
		}
	}

	// Set m_last_*
	checkModified();
}
Example #11
0
void Camera::lookAt(QVector3D lookPos)
{
    // Reconstruct pitch/yaw from the look direction
    const QVector3D lookDir= (lookPos - _position).normalized();

    const float theta= acosf(lookDir.y());
    const float phi= atan2f(lookDir.z(), lookDir.x());

    setPitch(90.0f - (theta * 180.0f / M_PI));
    setYaw  (90.0f - (phi   * 180.0f / M_PI));
}
/**
 * update attitude
 *
 * @param 
 * 		void
 *
 * @return
 *		void
 *
 */
void attitudeUpdate(){

	float yrpAttitude[3];
	float pryRate[3];
	float xyzAcc[3];
	float xComponent[3];
	float yComponent[3];
	float zComponent[3];
	float xyzMagnet[3];
#if CHECK_ATTITUDE_UPDATE_LOOP_TIME
	struct timeval tv_c;
	static struct timeval tv_l;
	unsigned long timeDiff=0;
	
	gettimeofday(&tv_c,NULL);
	timeDiff=GET_USEC_TIMEDIFF(tv_c,tv_l);
	_DEBUG(DEBUG_NORMAL,"attitude update duration=%ld us\n",timeDiff);
	UPDATE_LAST_TIME(tv_c,tv_l);
#endif	
			
	getYawPitchRollInfo(yrpAttitude, pryRate, xyzAcc, xComponent, yComponent, zComponent,xyzMagnet); 

	setYaw(yrpAttitude[0]);
	setRoll(yrpAttitude[1]);
	setPitch(yrpAttitude[2]);
	setYawGyro(-pryRate[2]);
	setPitchGyro(pryRate[0]);
	setRollGyro(-pryRate[1]);
	setXAcc(xyzAcc[0]);
	setYAcc(xyzAcc[1]);
	setZAcc(xyzAcc[2]);
	setXGravity(zComponent[0]);
	setYGravity(zComponent[1]);
	setZGravity(zComponent[2]);
	setVerticalAcceleration(deadband((getXAcc() * zComponent[0] + getYAcc() * zComponent[1]
		+ getZAcc() * zComponent[2] - 1.f) * 100.f,3.f) );
	setXAcceleration(deadband((getXAcc() * xComponent[0] + getYAcc() * xComponent[1]
		+ getZAcc() * xComponent[2]) * 100.f,3.f) );
	setYAcceleration(deadband((getXAcc() * yComponent[0] + getYAcc() * yComponent[1]
		+ getZAcc() * yComponent[2]) * 100.f,3.f) );

	_DEBUG(DEBUG_ATTITUDE,
			"(%s-%d) ATT: Roll=%3.3f Pitch=%3.3f Yaw=%3.3f\n", __func__,
			__LINE__, getRoll(), getPitch(), getYaw());
	_DEBUG(DEBUG_GYRO,
			"(%s-%d) GYRO: Roll=%3.3f Pitch=%3.3f Yaw=%3.3f\n",
			__func__, __LINE__, getRollGyro(), getPitchGyro(),
			getYawGyro());
	_DEBUG(DEBUG_ACC, "(%s-%d) ACC: x=%3.3f y=%3.3f z=%3.3f\n",
			__func__, __LINE__, getXAcc(), getYAcc(), getZAcc());
	
}
Example #13
0
void Collectible::onPrepare( float dt )
{
	//update yaw
	setYaw(getYaw() + (SPIN_SPEED * dt));
	
	//get bullet representation
	btMotionState *ms = getRigidBody()->getMotionState();
	btTransform transform = getRigidBody()->getWorldTransform();

	//update bullet representation
	btQuaternion q = btQuaternion(getYaw(), getPitch(), 0.0f);
	transform *= btTransform(q);
	ms->setWorldTransform(transform);
}
Example #14
0
void Player::deSerialize(std::istream &is, std::string playername)
{
	Settings args;

	if (!args.parseConfigLines(is, "PlayerArgsEnd")) {
		throw SerializationError("PlayerArgsEnd of player " +
				playername + " not found!");
	}

	m_dirty = true;
	//args.getS32("version"); // Version field value not used
	std::string name = args.get("name");
	strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE);
	setPitch(args.getFloat("pitch"));
	setYaw(args.getFloat("yaw"));
	setPosition(args.getV3F("position"));
	try{
		hp = args.getS32("hp");
	}catch(SettingNotFoundException &e) {
		hp = PLAYER_MAX_HP;
	}
	try{
		m_breath = args.getS32("breath");
	}catch(SettingNotFoundException &e) {
		m_breath = PLAYER_MAX_BREATH;
	}

	inventory.deSerialize(is);

	if(inventory.getList("craftpreview") == NULL) {
		// Convert players without craftpreview
		inventory.addList("craftpreview", 1);

		bool craftresult_is_preview = true;
		if(args.exists("craftresult_is_preview"))
			craftresult_is_preview = args.getBool("craftresult_is_preview");
		if(craftresult_is_preview)
		{
			// Clear craftresult
			inventory.getList("craftresult")->changeItem(0, ItemStack());
		}
	}
}
Example #15
0
void Player::deSerialize(std::istream &is)
{
	Settings args;
	
	for(;;)
	{
		if(is.eof())
			throw SerializationError
					("Player::deSerialize(): PlayerArgsEnd not found");
		std::string line;
		std::getline(is, line);
		std::string trimmedline = trim(line);
		if(trimmedline == "PlayerArgsEnd")
			break;
		args.parseConfigLine(line);
	}

	//args.getS32("version"); // Version field value not used
	std::string name = args.get("name");
	updateName(name.c_str());
	setPitch(args.getFloat("pitch"));
	setYaw(args.getFloat("yaw"));
	setPosition(args.getV3F("position"));
	try{
		craftresult_is_preview = args.getBool("craftresult_is_preview");
	}catch(SettingNotFoundException &e){
		craftresult_is_preview = true;
	}
	try{
		hp = args.getS32("hp");
	}catch(SettingNotFoundException &e){
		hp = 20;
	}

	inventory.deSerialize(is, m_gamedef);
}
Example #16
0
void LocalPlayer::applyControl(float dtime)
{
	// Clear stuff
	swimming_up = false;

	// Random constants
	f32 walk_acceleration = 4.0 * BS;
	f32 walkspeed_max = 4.0 * BS;
	
	setPitch(control.pitch);
	setYaw(control.yaw);
	
	v3f move_direction = v3f(0,0,1);
	move_direction.rotateXZBy(getYaw());
	
	v3f speed = v3f(0,0,0);

	bool free_move = g_settings->getBool("free_move");
	bool fast_move = g_settings->getBool("fast_move");
	bool continuous_forward = g_settings->getBool("continuous_forward");

	if(free_move || is_climbing)
	{
		v3f speed = getSpeed();
		speed.Y = 0;
		setSpeed(speed);
	}

	// Whether superspeed mode is used or not
	bool superspeed = false;
	
	// If free movement and fast movement, always move fast
	if(free_move && fast_move)
		superspeed = true;
	
	// Auxiliary button 1 (E)
	if(control.aux1)
	{
		if(free_move)
		{
			// In free movement mode, aux1 descends
			v3f speed = getSpeed();
			if(fast_move)
				speed.Y = -20*BS;
			else
				speed.Y = -walkspeed_max;
			setSpeed(speed);
		}
		else if(is_climbing)
		{
		        v3f speed = getSpeed();
			speed.Y = -3*BS;
			setSpeed(speed);
		}
		else
		{
			// If not free movement but fast is allowed, aux1 is
			// "Turbo button"
			if(fast_move)
				superspeed = true;
		}
	}

	if(continuous_forward)
		speed += move_direction;

	if(control.up)
	{
		if(continuous_forward)
			superspeed = true;
		else
			speed += move_direction;
	}
	if(control.down)
	{
		speed -= move_direction;
	}
	if(control.left)
	{
		speed += move_direction.crossProduct(v3f(0,1,0));
	}
	if(control.right)
	{
		speed += move_direction.crossProduct(v3f(0,-1,0));
	}
	if(control.jump)
	{
		if(free_move)
		{
			v3f speed = getSpeed();
			if(fast_move)
				speed.Y = 20*BS;
			else
				speed.Y = walkspeed_max;
			setSpeed(speed);
		}
		else if(touching_ground)
		{
			v3f speed = getSpeed();
			/*
				NOTE: The d value in move() affects jump height by
				raising the height at which the jump speed is kept
				at its starting value
			*/
			speed.Y = 6.5*BS;
			setSpeed(speed);
		}
		// Use the oscillating value for getting out of water
		// (so that the player doesn't fly on the surface)
		else if(in_water)
		{
			v3f speed = getSpeed();
			speed.Y = 1.5*BS;
			setSpeed(speed);
			swimming_up = true;
		}
		else if(is_climbing)
		{
	                v3f speed = getSpeed();
			speed.Y = 3*BS;
			setSpeed(speed);
		}
	}

	// The speed of the player (Y is ignored)
	if(superspeed)
		speed = speed.normalize() * walkspeed_max * 5.0;
	else if(control.sneak)
		speed = speed.normalize() * walkspeed_max / 3.0;
	else
		speed = speed.normalize() * walkspeed_max;
	
	f32 inc = walk_acceleration * BS * dtime;
	
	// Faster acceleration if fast and free movement
	if(free_move && fast_move)
		inc = walk_acceleration * BS * dtime * 10;
	
	// Accelerate to target speed with maximum increment
	accelerate(speed, inc);
}
Example #17
0
//-----------------------------------------------------------------------------------------------------------
ObjectPose::ObjectPose(float x, float y, float yaw)
{
  setX(x);
  setY(y);
  setYaw(yaw);
}
void PlayerSAO::setYawAndSend(const float yaw)
{
	setYaw(yaw);
	m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
Example #19
0
void Actor::update(uint frameTime) {
	// Snap actor to walkboxes if following them.  This might be
	// necessary for example after activating/deactivating
	// walkboxes, etc.
	if (_constrain && !_walking) {
		g_grim->getCurrSet()->findClosestSector(_pos, NULL, &_pos);
	}

	if (_turning) {
		float turnAmt = g_grim->getPerSecond(_turnRate) * 5.f;
		Math::Angle dyaw = _moveYaw - _yaw;
		dyaw.normalize(-180);
		// If the actor won't turn because the rate is set to zero then
		// have the actor turn all the way to the destination yaw.
		// Without this some actors will lock the interface on changing
		// scenes, this affects the Bone Wagon in particular.
		if (turnAmt == 0 || turnAmt >= fabsf(dyaw.getDegrees())) {
			setYaw(_moveYaw);
			_turning = false;
		} else if (dyaw > 0) {
			setYaw(_yaw + turnAmt);
		} else {
			setYaw(_yaw - turnAmt);
		}
		_currTurnDir = (dyaw > 0 ? 1 : -1);
	}

	if (_walking) {
		updateWalk();
	}

	if (_walkChore.isValid()) {
		if (_walkedCur) {
			if (!_walkChore.isPlaying()) {
				_walkChore.playLooping(true);
			}
			if (_restChore.isPlaying()) {
				_restChore.stop(true);
			}
		} else {
			if (_walkedLast && _walkChore.isPlaying()) {
				_walkChore.stop(true);
				if (!_restChore.isPlaying()) {
					_restChore.playLooping(true);
				}
			}
		}
	}

	if (_leftTurnChore.isValid()) {
		if (_walkedCur || _walkedLast)
			_currTurnDir = 0;

		if (_restChore.isValid()) {
			if (_currTurnDir != 0) {
				if (getTurnChore(_currTurnDir)->isPlaying() && _restChore.isPlaying()) {
					_restChore.stop(true, 500);
				}
			} else if (_lastTurnDir != 0) {
				if (!_walkedCur && getTurnChore(_lastTurnDir)->isPlaying()) {
					_restChore.playLooping(true);
				}
			}
		}

		if (_lastTurnDir != 0 && _lastTurnDir != _currTurnDir) {
			getTurnChore(_lastTurnDir)->stop(true);
		}
		if (_currTurnDir != 0 && _currTurnDir != _lastTurnDir) {
			getTurnChore(_currTurnDir)->playLooping(true, 500);
		}
	} else {
		_currTurnDir = 0;
	}

	// The rest chore might have been stopped because of a
	// StopActorChore(nil).  Restart it if so.
	if (!_walkedCur && _currTurnDir == 0 && !_restChore.isPlaying()) {
		_restChore.playLooping(true);
	}

	_walkedLast = _walkedCur;
	_walkedCur = false;
	_lastTurnDir = _currTurnDir;
	_currTurnDir = 0;

	// Update lip syncing
	if (_lipSync) {
		int posSound;

		// While getPosIn60HzTicks will return "-1" to indicate that the
		// sound is no longer playing, it is more appropriate to check first
		if (g_grim->getSpeechMode() != GrimEngine::TextOnly && g_sound->getSoundStatus(_talkSoundName.c_str()))
			posSound = g_sound->getPosIn60HzTicks(_talkSoundName.c_str());
		else
			posSound = -1;
		if (posSound != -1) {
			int anim = _lipSync->getAnim(posSound);
			if (_talkAnim != anim) {
				if (anim != -1) {
					if (_talkChore[anim].isValid()) {
						stopMumbleChore();
						if (_talkAnim != -1) {
							_talkChore[_talkAnim].stop();
						}

						// Run the stop_talk chore so that it resets the components
						// to the right visibility.
						stopTalking();
						_talkAnim = anim;
						_talkChore[_talkAnim].play();
					} else if (_mumbleChore.isValid() && !_mumbleChore.isPlaying()) {
						_mumbleChore.playLooping();
						_talkAnim = -1;
					}
				} else {
					stopMumbleChore();
					if (_talkAnim != -1)
						_talkChore[_talkAnim].stop();

					_talkAnim = 0;
					stopTalking();
				}
			}
		}
	}

	frameTime = (uint)(frameTime * _timeScale);
	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->setPosRotate(_pos, _pitch, _yaw, _roll);
		int marker = c->update(frameTime);
		if (marker > 0) {
			costumeMarkerCallback(marker);
		}
	}

	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->animate();
	}

	for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		Costume *c = *i;
		c->moveHead(_lookingMode, _lookAtVector);
	}
}
void Server::handleCommand_PlayerPos(NetworkPacket* pkt) {
	const auto peer_id = pkt->getPeerId();
	auto & packet = *(pkt->packet);
	auto player = m_env->getPlayer(pkt->getPeerId());
	if (!player) {
		m_con.DisconnectPeer(pkt->getPeerId());
		return;
	}
	auto playersao = player->getPlayerSAO();
	if (!playersao) {
		m_con.DisconnectPeer(pkt->getPeerId());
		return;
	}

	// If player is dead we don't care of this packet

	if (player->hp != 0 && playersao->m_ms_from_last_respawn > 1000)
		player->setPosition(packet[TOSERVER_PLAYERPOS_POSITION].as<v3f>());
	player->setSpeed(packet[TOSERVER_PLAYERPOS_SPEED].as<v3f>());
	player->setPitch(modulo360f(packet[TOSERVER_PLAYERPOS_PITCH].as<f32>()));
	player->setYaw(modulo360f(packet[TOSERVER_PLAYERPOS_YAW].as<f32>()));
	u32 keyPressed = packet[TOSERVER_PLAYERPOS_KEY_PRESSED].as<u32>();
	player->keyPressed = keyPressed;
	{
		std::lock_guard<Mutex> lock(player->control_mutex);
		player->control.up = (bool)(keyPressed & 1);
		player->control.down = (bool)(keyPressed & 2);
		player->control.left = (bool)(keyPressed & 4);
		player->control.right = (bool)(keyPressed & 8);
		player->control.jump = (bool)(keyPressed & 16);
		player->control.aux1 = (bool)(keyPressed & 32);
		player->control.sneak = (bool)(keyPressed & 64);
		player->control.LMB = (bool)(keyPressed & 128);
		player->control.RMB = (bool)(keyPressed & 256);
	}
	auto old_pos = playersao->m_last_good_position;
	if(playersao->checkMovementCheat()) {
		// Call callbacks
		m_script->on_cheat(playersao, "moved_too_fast");
		SendMovePlayer(peer_id);
	} else if (playersao->m_ms_from_last_respawn > 3000) {
		auto dist = (old_pos / BS).getDistanceFrom(playersao->m_last_good_position / BS);
		if (dist)
			stat.add("move", playersao->getPlayer()->getName(), dist);
	}

	if (playersao->m_ms_from_last_respawn > 2000) {
		auto obj = playersao; // copypasted from server step:
		auto uptime = m_uptime.get();
		if (!obj->m_uptime_last)  // not very good place, but minimum modifications
			obj->m_uptime_last = uptime - 0.1;
		if (uptime - obj->m_uptime_last > 0.5) {
			obj->step(uptime - obj->m_uptime_last, true); //todo: maybe limit count per time
			obj->m_uptime_last = uptime;
		}
	}

	/*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to "
														<<"("<<position.X<<","<<position.Y<<","<<position.Z<<")"
														<<" pitch="<<pitch<<" yaw="<<yaw<<std::endl;*/
}
Example #21
0
void Viewport::keyPressEvent(QKeyEvent *event)
{
    switch (event->key())
    {
        case Qt::Key_Up:
            if (event->modifiers() & Qt::ShiftModifier)
                /* move camera z-down */
                if (event->modifiers() & Qt::AltModifier) pan(QVector3D(0, 0, -1 / (8 * log(scale))));
                /* camera zoom in */
                else setScale(scale * 1.1);
            /* move camera y-down */
            else if (event->modifiers() & Qt::AltModifier) pan(QVector3D(0, -1 / (8 * log(scale)), 0));
            /* rotate camera up */
            else setPitch(fmin(0, fmin(M_PI, pitch + M_PI/16)));
            break;

        case Qt::Key_Down:
            if (event->modifiers() & Qt::ShiftModifier)
                /* move camera z-up */
                if (event->modifiers() & Qt::AltModifier) pan(QVector3D(0, 0, 1 / (8 * log(scale))));
                /* camera zoom out */
                else setScale(scale * 0.9);
            /* move camera y-up */
            else if (event->modifiers() & Qt::AltModifier) pan(QVector3D(0, 1 / (8 * log(scale)), 0));
            /* rotate camera down */
            else setPitch(fmin(0, fmax(-M_PI, pitch - M_PI/16)));
            break;

        case Qt::Key_Right:
            /* move camera left */
            if (event->modifiers() & Qt::AltModifier) pan(QVector3D(-1 / (8 * log(scale)), 0, 0));
            /* move camera counter-clockwise */
            else setYaw(fmod(yaw - M_PI / (8 * log(scale)), 2*M_PI));
            break;

        case Qt::Key_Left:
            /* move camera right */
            if (event->modifiers() & Qt::AltModifier) pan(QVector3D(1 / (8 * log(scale)), 0, 0));
            /* move camera clockwise */
            else setYaw(fmod(yaw + M_PI / (8 * log(scale)), 2*M_PI));
            break;

        /* hierarchical add menu */
        case Qt::Key_A:
            if (event->modifiers() & Qt::ShiftModifier)
            {
                QObject* w = this;
                while (!dynamic_cast<MainWindow*>(w))
                    w = w->parent();
                Q_ASSERT(w);
                QMenu* m = new QMenu(static_cast<MainWindow*>(w));
                static_cast<MainWindow*>(w)->populateMenu(m, false, this);

                m->exec(QCursor::pos());
                delete m;
            }
            break;

        /* spacebar menu */
        case Qt::Key_Space:
            break;

        default:
            QGraphicsView::keyPressEvent(event);
            break;
    }
}
Example #22
0
void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
{
	// Clear stuff
	swimming_vertical = false;

	setPitch(control.pitch);
	setYaw(control.yaw);

	// Nullify speed and don't run positioning code if the player is attached
	if(isAttached)
	{
		setSpeed(v3f(0,0,0));
		return;
	}

	v3f move_direction = v3f(0,0,1);
	move_direction.rotateXZBy(getYaw());

	v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
	v3f speedV = v3f(0,0,0); // Vertical (Y)

	bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
	bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");

	free_move = fly_allowed && g_settings->getBool("free_move");
	bool fast_move = fast_allowed && g_settings->getBool("fast_move");
	// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
	bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
	bool continuous_forward = g_settings->getBool("continuous_forward");
	bool fast_pressed = false;
	bool always_fly_fast = g_settings->getBool("always_fly_fast");

	// Whether superspeed mode is used or not
	superspeed = false;

	if (always_fly_fast && free_move && fast_move)
		superspeed = true;

	// Old descend control
	if(g_settings->getBool("aux1_descends"))
	{
		// If free movement and fast movement, always move fast
		if(free_move && fast_move)
			superspeed = true;

		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(free_move)
			{
				// In free movement mode, aux1 descends
				if(fast_move)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			}
			else if(in_liquid || in_liquid_stable)
			{
				speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			}
			else if(is_climbing)
			{
				speedV.Y = -movement_speed_climb;
			}
			else
			{
				// If not free movement but fast is allowed, aux1 is
				// "Turbo button"
				if(fast_allowed)
					superspeed = true;
			}
		}
	}
	// New minecraft-like descend control
	else
	{
		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(!is_climbing)
			{
				// aux1 is "Turbo button"
				if(fast_allowed)
					superspeed = true;
			}
			if(fast_allowed)
				fast_pressed = true;
		}

		if(control.sneak)
		{
			if(free_move)
			{
				// In free movement mode, sneak descends
				if (fast_move && (control.aux1 || always_fly_fast))
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			}
			else if(in_liquid || in_liquid_stable)
			{
				if(fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			}
			else if(is_climbing)
			{
				if(fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_climb;
			}
		}
	}

	if (continuous_forward)
		speedH += move_direction;

	if (control.up) {
		if (continuous_forward) {
			if (fast_move)
				superspeed = true;
		} else {
			speedH += move_direction;
		}
	}
	if(control.down)
	{
		speedH -= move_direction;
	}
	if(control.left)
	{
		speedH += move_direction.crossProduct(v3f(0,1,0));
	}
	if(control.right)
	{
		speedH += move_direction.crossProduct(v3f(0,-1,0));
	}
	if(control.jump)
	{
		if (free_move) {
			if (g_settings->getBool("aux1_descends") || always_fly_fast) {
				if (fast_move)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			} else {
				if(fast_move && control.aux1)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			}
		}
		else if(m_can_jump)
		{
			/*
				NOTE: The d value in move() affects jump height by
				raising the height at which the jump speed is kept
				at its starting value
			*/
			v3f speedJ = getSpeed();
			if(speedJ.Y >= -0.5 * BS)
			{
				speedJ.Y = movement_speed_jump * physics_override_jump;
				setSpeed(speedJ);

				MtEvent *e = new SimpleTriggerEvent("PlayerJump");
				m_gamedef->event()->put(e);
			}
		}
		else if(in_liquid)
		{
			if(fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_walk;
			swimming_vertical = true;
		}
		else if(is_climbing)
		{
			if(fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_climb;
		}
	}

	// The speed of the player (Y is ignored)
	if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb) || fast_pressed)
		speedH = speedH.normalize() * movement_speed_fast;
	else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
		speedH = speedH.normalize() * movement_speed_crouch;
	else
		speedH = speedH.normalize() * movement_speed_walk;

	// Acceleration increase
	f32 incH = 0; // Horizontal (X, Z)
	f32 incV = 0; // Vertical (Y)
	if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
	{
		// Jumping and falling
		if(superspeed || (fast_move && control.aux1))
			incH = movement_acceleration_fast * BS * dtime;
		else
			incH = movement_acceleration_air * BS * dtime;
		incV = 0; // No vertical acceleration in air

		// better air control when falling fast
		float speed = m_speed.getLength();
		if (!superspeed && speed > movement_speed_fast && (control.down || control.up || control.left || control.right)) {
			v3f rotate = move_direction * (speed / (movement_fall_aerodynamics * BS));

			if(control.up)		rotate = rotate.crossProduct(v3f(0,1,0));
			if(control.down)	rotate = rotate.crossProduct(v3f(0,-1,0));
			if(control.left)	rotate *=-1;
			m_speed.rotateYZBy(rotate.X);
			m_speed.rotateXZBy(rotate.Y);
			m_speed.rotateXYBy(rotate.Z);
			m_speed = m_speed.normalize() * speed * (1-speed*0.00001); // 0.998
			if (m_speed.Y)
				return;
		}
	}
	else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
		incH = incV = movement_acceleration_fast * BS * dtime;
	else
		incH = incV = movement_acceleration_default * BS * dtime;

	// Accelerate to target speed with maximum increment
	INodeDefManager *nodemgr = m_gamedef->ndef();
	Map *map = &env->getMap();
	v3s16 p = floatToInt(getPosition() - v3f(0,BS/2,0), BS);
	float slippery = 0;
	try {
		slippery = itemgroup_get(nodemgr->get(map->getNode(p)).groups, "slippery");
	}
	catch (...) {}
	accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed, slippery);
	accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}
Example #23
0
 Rotate::Rotate(unsigned int order) : Ambisonic(order)
 {
     setYaw(0.);
 }
Example #24
0
void LocalPlayer::applyControl(float dtime)
{
	// Clear stuff
	swimming_up = false;

	// Random constants
	f32 walk_acceleration = 4.0 * BS;
	f32 walkspeed_max = 4.0 * BS;
	
	setPitch(control.pitch);
	setYaw(control.yaw);

	// Nullify speed and don't run positioning code if the player is attached
	if(isAttached)
	{
		setSpeed(v3f(0,0,0));
		return;
	}

	v3f move_direction = v3f(0,0,1);
	move_direction.rotateXZBy(getYaw());
	
	v3f speed = v3f(0,0,0);
	
	bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
	bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");

	bool free_move = fly_allowed && g_settings->getBool("free_move");
	bool fast_move = fast_allowed && g_settings->getBool("fast_move");
	bool continuous_forward = g_settings->getBool("continuous_forward");

	if(free_move || is_climbing)
	{
		v3f speed = getSpeed();
		speed.Y = 0;
		setSpeed(speed);
	}

	// Whether superspeed mode is used or not
	bool superspeed = false;
	
	// Old descend control
	if(g_settings->getBool("aux1_descends"))
	{
		// If free movement and fast movement, always move fast
		if(free_move && fast_move)
			superspeed = true;
		
		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(free_move)
			{
				// In free movement mode, aux1 descends
				v3f speed = getSpeed();
				if(fast_move)
					speed.Y = -20*BS;
				else
					speed.Y = -walkspeed_max;
				setSpeed(speed);
			}
			else if(is_climbing)
			{
					v3f speed = getSpeed();
				speed.Y = -3*BS;
				setSpeed(speed);
			}
			else
			{
				// If not free movement but fast is allowed, aux1 is
				// "Turbo button"
				if(fast_move)
					superspeed = true;
			}
		}
	}
	// New minecraft-like descend control
	else
	{
		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(!is_climbing)
			{
				// aux1 is "Turbo button"
				if(fast_move)
					superspeed = true;
			}
		}

		if(control.sneak)
		{
			if(free_move)
			{
				// In free movement mode, sneak descends
				v3f speed = getSpeed();
				if(fast_move && control.aux1)
					speed.Y = -20*BS;
				else
					speed.Y = -walkspeed_max;
					setSpeed(speed);
			}
			else if(is_climbing)
			{
				v3f speed = getSpeed();
				speed.Y = -3*BS;
				setSpeed(speed);
			}
		}
	}

	if(continuous_forward)
		speed += move_direction;

	if(control.up)
	{
		if(continuous_forward)
			superspeed = true;
		else
			speed += move_direction;
	}
	if(control.down)
	{
		speed -= move_direction;
	}
	if(control.left)
	{
		speed += move_direction.crossProduct(v3f(0,1,0));
	}
	if(control.right)
	{
		speed += move_direction.crossProduct(v3f(0,-1,0));
	}
	if(control.jump)
	{
		if(free_move)
		{
			v3f speed = getSpeed();
			
			if(g_settings->getBool("aux1_descends"))
			{
				if(fast_move)
					speed.Y = 20*BS;
				else
					speed.Y = walkspeed_max;
			} else {
				if(fast_move && control.aux1)
					speed.Y = 20*BS;
				else
					speed.Y = walkspeed_max;
			}
			
			setSpeed(speed);
		}
		else if(m_can_jump)
		{
			/*
				NOTE: The d value in move() affects jump height by
				raising the height at which the jump speed is kept
				at its starting value
			*/
			v3f speed = getSpeed();
			if(speed.Y >= -0.5*BS)
			{
				speed.Y = 6.5*BS;
				setSpeed(speed);
				
				MtEvent *e = new SimpleTriggerEvent("PlayerJump");
				m_gamedef->event()->put(e);
			}
		}
		// Use the oscillating value for getting out of water
		// (so that the player doesn't fly on the surface)
		else if(in_water)
		{
			v3f speed = getSpeed();
			speed.Y = 1.5*BS;
			setSpeed(speed);
			swimming_up = true;
		}
		else if(is_climbing)
		{
	                v3f speed = getSpeed();
			speed.Y = 3*BS;
			setSpeed(speed);
		}
	}

	// The speed of the player (Y is ignored)
	if(superspeed)
		speed = speed.normalize() * walkspeed_max * 5.0;
	else if(control.sneak && !free_move)
		speed = speed.normalize() * walkspeed_max / 3.0;
	else
		speed = speed.normalize() * walkspeed_max;
	
	f32 inc = walk_acceleration * BS * dtime;
	
	// Faster acceleration if fast and free movement
	if(free_move && fast_move && superspeed)
		inc = walk_acceleration * BS * dtime * 10;
	
	// Accelerate to target speed with maximum increment
	accelerate(speed, inc);
}
Example #25
0
void LocalPlayer::applyControl(float dtime)
{
	// Clear stuff
	swimming_vertical = false;

	setPitch(control.pitch);
	setYaw(control.yaw);

	// Nullify speed and don't run positioning code if the player is attached
	if(isAttached)
	{
		setSpeed(v3f(0,0,0));
		return;
	}

	v3f move_direction = v3f(0,0,1);
	move_direction.rotateXZBy(getYaw());

	v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
	v3f speedV = v3f(0,0,0); // Vertical (Y)

	bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
	bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");

	bool free_move = fly_allowed && g_settings->getBool("free_move");
	bool fast_move = fast_allowed && g_settings->getBool("fast_move");
	// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
	bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
	bool continuous_forward = g_settings->getBool("continuous_forward");
	bool always_fly_fast = g_settings->getBool("always_fly_fast");

	// Whether superspeed mode is used or not
	bool superspeed = false;

	if (always_fly_fast && free_move && fast_move)
		superspeed = true;

	// Old descend control
	if(g_settings->getBool("aux1_descends"))
	{
		// If free movement and fast movement, always move fast
		if(free_move && fast_move)
			superspeed = true;

		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(free_move)
			{
				// In free movement mode, aux1 descends
				if(fast_move)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			}
			else if(in_liquid || in_liquid_stable)
			{
				speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			}
			else if(is_climbing)
			{
				speedV.Y = -movement_speed_climb;
			}
			else
			{
				// If not free movement but fast is allowed, aux1 is
				// "Turbo button"
				if(fast_move)
					superspeed = true;
			}
		}
	}
	// New minecraft-like descend control
	else
	{
		// Auxiliary button 1 (E)
		if(control.aux1)
		{
			if(!is_climbing)
			{
				// aux1 is "Turbo button"
				if(fast_move)
					superspeed = true;
			}
		}

		if(control.sneak)
		{
			if(free_move)
			{
				// In free movement mode, sneak descends
				if (fast_move && (control.aux1 || always_fly_fast))
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			}
			else if(in_liquid || in_liquid_stable)
			{
				if(fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			}
			else if(is_climbing)
			{
				if(fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_climb;
			}
		}
	}

	if (continuous_forward)
		speedH += move_direction;

	if (control.up) {
		if (continuous_forward) {
			if (fast_move)
				superspeed = true;
		} else {
			speedH += move_direction;
		}
	}
	if(control.down)
	{
		speedH -= move_direction;
	}
	if(control.left)
	{
		speedH += move_direction.crossProduct(v3f(0,1,0));
	}
	if(control.right)
	{
		speedH += move_direction.crossProduct(v3f(0,-1,0));
	}
	if(control.jump)
	{
		if (free_move) {
			if (g_settings->getBool("aux1_descends") || always_fly_fast) {
				if (fast_move)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			} else {
				if(fast_move && control.aux1)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			}
		}
		else if(m_can_jump)
		{
			/*
				NOTE: The d value in move() affects jump height by
				raising the height at which the jump speed is kept
				at its starting value
			*/
			v3f speedJ = getSpeed();
			if(speedJ.Y >= -0.5 * BS)
			{
				speedJ.Y = movement_speed_jump * physics_override_jump;
				setSpeed(speedJ);

				MtEvent *e = new SimpleTriggerEvent("PlayerJump");
				m_gamedef->event()->put(e);
			}
		}
		else if(in_liquid)
		{
			if(fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_walk;
			swimming_vertical = true;
		}
		else if(is_climbing)
		{
			if(fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_climb;
		}
	}

	// The speed of the player (Y is ignored)
	if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
		speedH = speedH.normalize() * movement_speed_fast;
	else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
		speedH = speedH.normalize() * movement_speed_crouch;
	else
		speedH = speedH.normalize() * movement_speed_walk;

	// Acceleration increase
	f32 incH = 0; // Horizontal (X, Z)
	f32 incV = 0; // Vertical (Y)
	if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
	{
		// Jumping and falling
		if(superspeed || (fast_move && control.aux1))
			incH = movement_acceleration_fast * BS * dtime;
		else
			incH = movement_acceleration_air * BS * dtime;
		incV = 0; // No vertical acceleration in air
	}
	else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
		incH = incV = movement_acceleration_fast * BS * dtime;
	else
		incH = incV = movement_acceleration_default * BS * dtime;

	// Accelerate to target speed with maximum increment
	accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
	accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}
Example #26
0
Turn::Turn(Robot *robot, double yaw) : Behavior(robot) {
	setYaw(yaw);
}