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- /*
- * 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 Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.POSPlugin
- {
- public class POSScene : PhysicsScene
- {
- private List<POSCharacter> _characters = new List<POSCharacter>();
- private List<POSPrim> _prims = new List<POSPrim>();
- private float[] _heightMap;
- private const float gravity = -9.8f;
- //protected internal string sceneIdentifier;
- public POSScene(string engineType, String _sceneIdentifier)
- {
- EngineType = engineType;
- Name = EngineType + "/" + _sceneIdentifier;
- //sceneIdentifier = _sceneIdentifier;
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- }
- public override void Dispose()
- {
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- POSCharacter act = new POSCharacter();
- act.Position = position;
- act.Flying = isFlying;
- _characters.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- POSPrim p = (POSPrim) prim;
- if (_prims.Contains(p))
- {
- _prims.Remove(p);
- }
- }
- public override void RemoveAvatar(PhysicsActor character)
- {
- POSCharacter act = (POSCharacter) character;
- if (_characters.Contains(act))
- {
- _characters.Remove(act);
- }
- }
- /*
- public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
- {
- return null;
- }
- */
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
- {
- POSPrim prim = new POSPrim();
- prim.Position = position;
- prim.Orientation = rotation;
- prim.Size = size;
- _prims.Add(prim);
- return prim;
- }
- private bool isColliding(POSCharacter c, POSPrim p)
- {
- Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
- c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
- Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
- return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
- Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
- Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
- }
- private bool isCollidingWithPrim(POSCharacter c)
- {
- foreach (POSPrim p in _prims)
- {
- if (isColliding(c, p))
- {
- return true;
- }
- }
- return false;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0;
- for (int i = 0; i < _characters.Count; ++i)
- {
- fps++;
- POSCharacter character = _characters[i];
- float oldposX = character.Position.X;
- float oldposY = character.Position.Y;
- float oldposZ = character.Position.Z;
- if (!character.Flying)
- {
- character._target_velocity.Z += gravity * timeStep;
- }
- Vector3 characterPosition = character.Position;
- characterPosition.X += character._target_velocity.X * timeStep;
- characterPosition.Y += character._target_velocity.Y * timeStep;
- characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
- characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
- bool forcedZ = false;
- float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
- if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
- {
- characterPosition.Z = terrainheight + character.Size.Z;
- forcedZ = true;
- }
- else
- {
- characterPosition.Z += character._target_velocity.Z*timeStep;
- }
- /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
- /// Completely Bogus Collision Detection!!!
- /// better known as the CBCD algorithm
- if (isCollidingWithPrim(character))
- {
- characterPosition.Z = oldposZ; // first try Z axis
- if (isCollidingWithPrim(character))
- {
- characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
- if (isCollidingWithPrim(character))
- {
- characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
- if (isCollidingWithPrim(character))
- {
- characterPosition.X = oldposX;
- characterPosition.Y = oldposY;
- characterPosition.Z = oldposZ;
- characterPosition.X += character._target_velocity.X * timeStep;
- if (isCollidingWithPrim(character))
- {
- characterPosition.X = oldposX;
- }
- characterPosition.Y += character._target_velocity.Y * timeStep;
- if (isCollidingWithPrim(character))
- {
- characterPosition.Y = oldposY;
- }
- }
- else
- {
- forcedZ = true;
- }
- }
- else
- {
- forcedZ = true;
- }
- }
- else
- {
- forcedZ = true;
- }
- }
- characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
- characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
- character.Position = characterPosition;
- character._velocity.X = (character.Position.X - oldposX)/timeStep;
- character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
- if (forcedZ)
- {
- character._velocity.Z = 0;
- character._target_velocity.Z = 0;
- ((PhysicsActor)character).IsColliding = true;
- character.RequestPhysicsterseUpdate();
- }
- else
- {
- ((PhysicsActor)character).IsColliding = false;
- character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
- }
- }
- return fps;
- }
- public override void GetResults()
- {
- }
- public override bool IsThreaded
- {
- // for now we won't be multithreaded
- get { return (false); }
- }
- public override void SetTerrain(float[] heightMap)
- {
- _heightMap = heightMap;
- }
- public override void DeleteTerrain()
- {
- }
- public override void SetWaterLevel(float baseheight)
- {
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
- return returncolliders;
- }
- }
- }
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