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Airplane/Spaceship Controller


tkunze
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Is it possible to use the controller for airplanes/spaceship. The idea is that the controller always moves in the camera direction. I see only

one angle i can provide to the controller and the only way i found is to add the height using the jump value. However in this case i would

need to calculate the whole movement by my own.

 

Is there someone who can provide a sample?

 

Thanks in advance

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Short answer: no.

Long answer: I'm sure there's a way to hack it in but it will be really awkward. After all, they're called character controllers for a reason. :)

 

From the wiki:

 

Controllers are specialized bodies used to control the movement of liviing entities in the world. They allow you to move, strafe, sprint, jump, and lunge.

 

Why do you need to use a controller anyway? Can't you just use the body commands to achieve the behaviour you need?

 

Cheers!

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When you want to have an airplane/spaceship which is physically interactive you should have look at

CalcBodyVelocity() and SetBodyVelocity(). Same for CalcBodyOmega() and SetBodyOmega().

 

What i tried was:

 

Load a ship/airplane. (Ship)

 

Create a pivot. (Piv)

 

Every loop:

// Reset the pivot position
SetEntityMatrix(Piv, GetEntityMatrix(Ship));

 

//Move the pivot around (user input / AI) 
MoveEntity(Piv, SomeUserInputVector); 

 

// Calculate the ships velocity
TVec3 Vec3Velocity = CalcBodyVelocity (Ship, EntityPosition (Piv, 0), 1.0f);
SetBodyVelocity (Ship, Vec3Velocity, 0);

// Calculate the ships angular velocity
TVec3 Vec3Omega = CalcBodyOmega (Ship, EntityRotation (Piv, 0), 1.0f);
SetBodyOmega (Ship, Vec3Omega, 0);

 

 

That way any projectile hitting your ship will automatically affect it via physics (with zero programming) :)

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

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