BasicPhysicsScene.cs 7.0 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.BasicPhysicsPlugin
  34. {
  35. /// <summary>
  36. /// This is an incomplete extremely basic physics implementation
  37. /// </summary>
  38. /// <remarks>
  39. /// Not useful for anything at the moment apart from some regression testing in other components where some form
  40. /// of physics plugin is needed.
  41. /// </remarks>
  42. public class BasicScene : PhysicsScene
  43. {
  44. private List<BasicActor> _actors = new List<BasicActor>();
  45. private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
  46. private float[] _heightMap;
  47. //protected internal string sceneIdentifier;
  48. public BasicScene(string engineType, string _sceneIdentifier)
  49. {
  50. EngineType = engineType;
  51. Name = EngineType + "/" + _sceneIdentifier;
  52. //sceneIdentifier = _sceneIdentifier;
  53. }
  54. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  55. {
  56. }
  57. public override void Dispose() {}
  58. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  59. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  60. {
  61. BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
  62. prim.IsPhysical = isPhysical;
  63. _prims.Add(prim);
  64. return prim;
  65. }
  66. public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
  67. {
  68. BasicActor act = new BasicActor(size);
  69. act.Position = position;
  70. act.Flying = isFlying;
  71. _actors.Add(act);
  72. return act;
  73. }
  74. public override void RemovePrim(PhysicsActor actor)
  75. {
  76. BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
  77. if (_prims.Contains(prim))
  78. _prims.Remove(prim);
  79. }
  80. public override void RemoveAvatar(PhysicsActor actor)
  81. {
  82. BasicActor act = (BasicActor)actor;
  83. if (_actors.Contains(act))
  84. _actors.Remove(act);
  85. }
  86. public override void AddPhysicsActorTaint(PhysicsActor prim)
  87. {
  88. }
  89. public override float Simulate(float timeStep)
  90. {
  91. // Console.WriteLine("Simulating");
  92. float fps = 0;
  93. for (int i = 0; i < _actors.Count; ++i)
  94. {
  95. BasicActor actor = _actors[i];
  96. Vector3 actorPosition = actor.Position;
  97. Vector3 actorVelocity = actor.Velocity;
  98. // Console.WriteLine(
  99. // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
  100. actorPosition.X += actor.Velocity.X * timeStep;
  101. actorPosition.Y += actor.Velocity.Y * timeStep;
  102. if (actor.Position.Y < 0)
  103. {
  104. actorPosition.Y = 0.1F;
  105. }
  106. else if (actor.Position.Y >= Constants.RegionSize)
  107. {
  108. actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
  109. }
  110. if (actor.Position.X < 0)
  111. {
  112. actorPosition.X = 0.1F;
  113. }
  114. else if (actor.Position.X >= Constants.RegionSize)
  115. {
  116. actorPosition.X = ((int)Constants.RegionSize - 0.1f);
  117. }
  118. float terrainHeight = 0;
  119. if (_heightMap != null)
  120. terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
  121. float height = terrainHeight + actor.Size.Z;
  122. if (actor.Flying)
  123. {
  124. if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
  125. {
  126. actorPosition.Z = height;
  127. actorVelocity.Z = 0;
  128. actor.IsColliding = true;
  129. }
  130. else
  131. {
  132. actorPosition.Z += actor.Velocity.Z * timeStep;
  133. actor.IsColliding = false;
  134. }
  135. }
  136. else
  137. {
  138. actorPosition.Z = height;
  139. actorVelocity.Z = 0;
  140. actor.IsColliding = true;
  141. }
  142. actor.Position = actorPosition;
  143. actor.Velocity = actorVelocity;
  144. }
  145. return fps;
  146. }
  147. public override void GetResults()
  148. {
  149. }
  150. public override bool IsThreaded
  151. {
  152. get { return (false); // for now we won't be multithreaded
  153. }
  154. }
  155. public override void SetTerrain(float[] heightMap)
  156. {
  157. _heightMap = heightMap;
  158. }
  159. public override void DeleteTerrain()
  160. {
  161. }
  162. public override void SetWaterLevel(float baseheight)
  163. {
  164. }
  165. public override Dictionary<uint, float> GetTopColliders()
  166. {
  167. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  168. return returncolliders;
  169. }
  170. }
  171. }