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 _sceneIdentifier)
  43. {
  44. //sceneIdentifier = _sceneIdentifier;
  45. }
  46. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  47. {
  48. }
  49. public override void Dispose()
  50. {
  51. }
  52. public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
  53. {
  54. POSCharacter act = new POSCharacter();
  55. act.Position = position;
  56. act.Flying = isFlying;
  57. _characters.Add(act);
  58. return act;
  59. }
  60. public override void RemovePrim(PhysicsActor prim)
  61. {
  62. POSPrim p = (POSPrim) prim;
  63. if (_prims.Contains(p))
  64. {
  65. _prims.Remove(p);
  66. }
  67. }
  68. public override void RemoveAvatar(PhysicsActor character)
  69. {
  70. POSCharacter act = (POSCharacter) character;
  71. if (_characters.Contains(act))
  72. {
  73. _characters.Remove(act);
  74. }
  75. }
  76. /*
  77. public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
  78. {
  79. return null;
  80. }
  81. */
  82. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  83. PhysicsVector size, Quaternion rotation)
  84. {
  85. return AddPrimShape(primName, pbs, position, size, rotation, false);
  86. }
  87. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  88. PhysicsVector size, Quaternion rotation, bool isPhysical)
  89. {
  90. POSPrim prim = new POSPrim();
  91. prim.Position = position;
  92. prim.Orientation = rotation;
  93. prim.Size = size;
  94. _prims.Add(prim);
  95. return prim;
  96. }
  97. private bool isColliding(POSCharacter c, POSPrim p)
  98. {
  99. Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
  100. c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
  101. Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
  102. if (Math.Abs(rotatedPos.X) >= (p.Size.X*0.5 + Math.Abs(avatarSize.X)) ||
  103. Math.Abs(rotatedPos.Y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) ||
  104. Math.Abs(rotatedPos.Z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)))
  105. {
  106. return false;
  107. }
  108. return true;
  109. }
  110. private bool isCollidingWithPrim(POSCharacter c)
  111. {
  112. for (int i = 0; i < _prims.Count; ++i)
  113. {
  114. if (isColliding(c, _prims[i]))
  115. {
  116. return true;
  117. }
  118. }
  119. return false;
  120. }
  121. public override void AddPhysicsActorTaint(PhysicsActor prim)
  122. {
  123. }
  124. public override float Simulate(float timeStep)
  125. {
  126. float fps = 0;
  127. for (int i = 0; i < _characters.Count; ++i)
  128. {
  129. fps++;
  130. POSCharacter character = _characters[i];
  131. float oldposX = character.Position.X;
  132. float oldposY = character.Position.Y;
  133. float oldposZ = character.Position.Z;
  134. if (!character.Flying)
  135. {
  136. character._target_velocity.Z += gravity * timeStep;
  137. }
  138. character.Position.X += character._target_velocity.X * timeStep;
  139. character.Position.Y += character._target_velocity.Y * timeStep;
  140. character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  141. character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  142. bool forcedZ = false;
  143. float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
  144. if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
  145. {
  146. character.Position.Z = terrainheight + character.Size.Z;
  147. forcedZ = true;
  148. }
  149. else
  150. {
  151. character.Position.Z += character._target_velocity.Z*timeStep;
  152. }
  153. /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
  154. /// Completely Bogus Collision Detection!!!
  155. /// better known as the CBCD algorithm
  156. if (isCollidingWithPrim(character))
  157. {
  158. character.Position.Z = oldposZ; // first try Z axis
  159. if (isCollidingWithPrim(character))
  160. {
  161. character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder
  162. if (isCollidingWithPrim(character))
  163. {
  164. character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
  165. if (isCollidingWithPrim(character))
  166. {
  167. character.Position.X = oldposX;
  168. character.Position.Y = oldposY;
  169. character.Position.Z = oldposZ;
  170. character.Position.X += character._target_velocity.X * timeStep;
  171. if (isCollidingWithPrim(character))
  172. {
  173. character.Position.X = oldposX;
  174. }
  175. character.Position.Y += character._target_velocity.Y * timeStep;
  176. if (isCollidingWithPrim(character))
  177. {
  178. character.Position.Y = oldposY;
  179. }
  180. }
  181. else
  182. {
  183. forcedZ = true;
  184. }
  185. }
  186. else
  187. {
  188. forcedZ = true;
  189. }
  190. }
  191. else
  192. {
  193. forcedZ = true;
  194. }
  195. }
  196. character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  197. character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  198. character._velocity.X = (character.Position.X - oldposX)/timeStep;
  199. character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
  200. if (forcedZ)
  201. {
  202. character._velocity.Z = 0;
  203. character._target_velocity.Z = 0;
  204. ((PhysicsActor)character).IsColliding = true;
  205. character.RequestPhysicsterseUpdate();
  206. }
  207. else
  208. {
  209. ((PhysicsActor)character).IsColliding = false;
  210. character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
  211. }
  212. }
  213. return fps;
  214. }
  215. public override void GetResults()
  216. {
  217. }
  218. public override bool IsThreaded
  219. {
  220. // for now we won't be multithreaded
  221. get { return (false); }
  222. }
  223. public override void SetTerrain(float[] heightMap)
  224. {
  225. _heightMap = heightMap;
  226. }
  227. public override void DeleteTerrain()
  228. {
  229. }
  230. public override void SetWaterLevel(float baseheight)
  231. {
  232. }
  233. public override Dictionary<uint, float> GetTopColliders()
  234. {
  235. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  236. return returncolliders;
  237. }
  238. }
  239. }