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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 OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using PhysXWrapper;
- using Quaternion=OpenMetaverse.Quaternion;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.PhysXPlugin
- {
- public class PhysXScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
- private List<PhysXPrim> _prims = new List<PhysXPrim>();
- private float[] _heightMap = null;
- private NxPhysicsSDK mySdk;
- private NxScene scene;
- // protected internal string sceneIdentifier;
- public PhysXScene(string _sceneIdentifier)
- {
- //sceneIdentifier = _sceneIdentifier;
- mySdk = NxPhysicsSDK.CreateSDK();
- m_log.Info("Sdk created - now creating scene");
- scene = mySdk.CreateScene();
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- // Does nothing right now
- }
- public override void Dispose()
- {
- }
- public override void SetWaterLevel(float baseheight)
- {
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
- act.Flying = isFlying;
- act.Position = position;
- _characters.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- }
- private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- Vec3 siz = new Vec3();
- siz.X = size.X;
- siz.Y = size.Y;
- siz.Z = size.Z;
- PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
- _prims.Add(act);
- return act;
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation) //To be removed
- {
- return AddPrimShape(primName, pbs, position, size, rotation, false);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical)
- {
- return AddPrim(position, size, rotation);
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0f;
- try
- {
- foreach (PhysXCharacter actor in _characters)
- {
- actor.Move(timeStep);
- }
- scene.Simulate(timeStep);
- scene.FetchResults();
- scene.UpdateControllers();
- foreach (PhysXCharacter actor in _characters)
- {
- actor.UpdatePosition();
- }
- }
- catch (Exception e)
- {
- m_log.Error(e.Message);
- }
- 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)
- {
- if (_heightMap != null)
- {
- m_log.Debug("PhysX - deleting old terrain");
- scene.DeleteTerrain();
- }
- _heightMap = heightMap;
- scene.AddTerrain(heightMap);
- }
- public override void DeleteTerrain()
- {
- scene.DeleteTerrain();
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
- return returncolliders;
- }
- }
- }
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