POSScene.cs 10 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using Nini.Config;
  30. using OpenMetaverse;
  31. using OpenSim.Framework;
  32. using OpenSim.Region.Physics.Manager;
  33. namespace OpenSim.Region.Physics.POSPlugin
  34. {
  35. public class POSScene : PhysicsScene
  36. {
  37. private List<POSCharacter> _characters = new List<POSCharacter>();
  38. private List<POSPrim> _prims = new List<POSPrim>();
  39. private float[] _heightMap;
  40. private const float gravity = -9.8f;
  41. //protected internal string sceneIdentifier;
  42. public POSScene(string engineType, String _sceneIdentifier)
  43. {
  44. EngineType = engineType;
  45. Name = EngineType + "/" + _sceneIdentifier;
  46. //sceneIdentifier = _sceneIdentifier;
  47. }
  48. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  49. {
  50. }
  51. public override void Dispose()
  52. {
  53. }
  54. public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
  55. {
  56. POSCharacter act = new POSCharacter();
  57. act.Position = position;
  58. act.Flying = isFlying;
  59. _characters.Add(act);
  60. return act;
  61. }
  62. public override void RemovePrim(PhysicsActor prim)
  63. {
  64. POSPrim p = (POSPrim) prim;
  65. if (_prims.Contains(p))
  66. {
  67. _prims.Remove(p);
  68. }
  69. }
  70. public override void RemoveAvatar(PhysicsActor character)
  71. {
  72. POSCharacter act = (POSCharacter) character;
  73. if (_characters.Contains(act))
  74. {
  75. _characters.Remove(act);
  76. }
  77. }
  78. /*
  79. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  80. {
  81. return null;
  82. }
  83. */
  84. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  85. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  86. {
  87. POSPrim prim = new POSPrim();
  88. prim.Position = position;
  89. prim.Orientation = rotation;
  90. prim.Size = size;
  91. _prims.Add(prim);
  92. return prim;
  93. }
  94. private bool isColliding(POSCharacter c, POSPrim p)
  95. {
  96. Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
  97. c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
  98. Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
  99. return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
  100. Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
  101. Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
  102. }
  103. private bool isCollidingWithPrim(POSCharacter c)
  104. {
  105. foreach (POSPrim p in _prims)
  106. {
  107. if (isColliding(c, p))
  108. {
  109. return true;
  110. }
  111. }
  112. return false;
  113. }
  114. public override void AddPhysicsActorTaint(PhysicsActor prim)
  115. {
  116. }
  117. public override float Simulate(float timeStep)
  118. {
  119. float fps = 0;
  120. for (int i = 0; i < _characters.Count; ++i)
  121. {
  122. fps++;
  123. POSCharacter character = _characters[i];
  124. float oldposX = character.Position.X;
  125. float oldposY = character.Position.Y;
  126. float oldposZ = character.Position.Z;
  127. if (!character.Flying)
  128. {
  129. character._target_velocity.Z += gravity * timeStep;
  130. }
  131. Vector3 characterPosition = character.Position;
  132. characterPosition.X += character._target_velocity.X * timeStep;
  133. characterPosition.Y += character._target_velocity.Y * timeStep;
  134. characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  135. characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  136. bool forcedZ = false;
  137. float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
  138. if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
  139. {
  140. characterPosition.Z = terrainheight + character.Size.Z;
  141. forcedZ = true;
  142. }
  143. else
  144. {
  145. characterPosition.Z += character._target_velocity.Z*timeStep;
  146. }
  147. /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
  148. /// Completely Bogus Collision Detection!!!
  149. /// better known as the CBCD algorithm
  150. if (isCollidingWithPrim(character))
  151. {
  152. characterPosition.Z = oldposZ; // first try Z axis
  153. if (isCollidingWithPrim(character))
  154. {
  155. characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
  156. if (isCollidingWithPrim(character))
  157. {
  158. characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
  159. if (isCollidingWithPrim(character))
  160. {
  161. characterPosition.X = oldposX;
  162. characterPosition.Y = oldposY;
  163. characterPosition.Z = oldposZ;
  164. characterPosition.X += character._target_velocity.X * timeStep;
  165. if (isCollidingWithPrim(character))
  166. {
  167. characterPosition.X = oldposX;
  168. }
  169. characterPosition.Y += character._target_velocity.Y * timeStep;
  170. if (isCollidingWithPrim(character))
  171. {
  172. characterPosition.Y = oldposY;
  173. }
  174. }
  175. else
  176. {
  177. forcedZ = true;
  178. }
  179. }
  180. else
  181. {
  182. forcedZ = true;
  183. }
  184. }
  185. else
  186. {
  187. forcedZ = true;
  188. }
  189. }
  190. characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  191. characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  192. character.Position = characterPosition;
  193. character._velocity.X = (character.Position.X - oldposX)/timeStep;
  194. character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
  195. if (forcedZ)
  196. {
  197. character._velocity.Z = 0;
  198. character._target_velocity.Z = 0;
  199. ((PhysicsActor)character).IsColliding = true;
  200. character.RequestPhysicsterseUpdate();
  201. }
  202. else
  203. {
  204. ((PhysicsActor)character).IsColliding = false;
  205. character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
  206. }
  207. }
  208. return fps;
  209. }
  210. public override void GetResults()
  211. {
  212. }
  213. public override bool IsThreaded
  214. {
  215. // for now we won't be multithreaded
  216. get { return (false); }
  217. }
  218. public override void SetTerrain(float[] heightMap)
  219. {
  220. _heightMap = heightMap;
  221. }
  222. public override void DeleteTerrain()
  223. {
  224. }
  225. public override void SetWaterLevel(float baseheight)
  226. {
  227. }
  228. public override Dictionary<uint, float> GetTopColliders()
  229. {
  230. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  231. return returncolliders;
  232. }
  233. }
  234. }