BasicPhysicsScene.cs 6.2 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. public class BasicScene : PhysicsScene
  36. {
  37. private List<BasicActor> _actors = new List<BasicActor>();
  38. private float[] _heightMap;
  39. //protected internal string sceneIdentifier;
  40. public BasicScene(string _sceneIdentifier)
  41. {
  42. //sceneIdentifier = _sceneIdentifier;
  43. }
  44. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  45. {
  46. }
  47. public override void Dispose()
  48. {
  49. }
  50. public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
  51. {
  52. BasicActor act = new BasicActor();
  53. act.Position = position;
  54. act.Flying = isFlying;
  55. _actors.Add(act);
  56. return act;
  57. }
  58. public override void RemovePrim(PhysicsActor prim)
  59. {
  60. }
  61. public override void RemoveAvatar(PhysicsActor actor)
  62. {
  63. BasicActor act = (BasicActor) actor;
  64. if (_actors.Contains(act))
  65. {
  66. _actors.Remove(act);
  67. }
  68. }
  69. /*
  70. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  71. {
  72. return null;
  73. }
  74. */
  75. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  76. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  77. {
  78. return null;
  79. }
  80. public override void AddPhysicsActorTaint(PhysicsActor prim)
  81. {
  82. }
  83. public override float Simulate(float timeStep)
  84. {
  85. float fps = 0;
  86. for (int i = 0; i < _actors.Count; ++i)
  87. {
  88. BasicActor actor = _actors[i];
  89. Vector3 actorPosition = actor.Position;
  90. Vector3 actorVelocity = actor.Velocity;
  91. actorPosition.X += actor.Velocity.X*timeStep;
  92. actorPosition.Y += actor.Velocity.Y*timeStep;
  93. if (actor.Position.Y < 0)
  94. {
  95. actorPosition.Y = 0.1F;
  96. }
  97. else if (actor.Position.Y >= Constants.RegionSize)
  98. {
  99. actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
  100. }
  101. if (actor.Position.X < 0)
  102. {
  103. actorPosition.X = 0.1F;
  104. }
  105. else if (actor.Position.X >= Constants.RegionSize)
  106. {
  107. actorPosition.X = ((int)Constants.RegionSize - 0.1f);
  108. }
  109. float terrainHeight = 0;
  110. if (_heightMap != null)
  111. terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
  112. float height = terrainHeight + actor.Size.Z;
  113. if (actor.Flying)
  114. {
  115. if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
  116. {
  117. actorPosition.Z = height;
  118. actorVelocity.Z = 0;
  119. actor.IsColliding = true;
  120. }
  121. else
  122. {
  123. actorPosition.Z += actor.Velocity.Z * timeStep;
  124. actor.IsColliding = false;
  125. }
  126. }
  127. else
  128. {
  129. actorPosition.Z = height;
  130. actorVelocity.Z = 0;
  131. actor.IsColliding = true;
  132. }
  133. actor.Position = actorPosition;
  134. actor.Velocity = actorVelocity;
  135. }
  136. return fps;
  137. }
  138. public override void GetResults()
  139. {
  140. }
  141. public override bool IsThreaded
  142. {
  143. get { return (false); // for now we won't be multithreaded
  144. }
  145. }
  146. public override void SetTerrain(float[] heightMap)
  147. {
  148. _heightMap = heightMap;
  149. }
  150. public override void DeleteTerrain()
  151. {
  152. }
  153. public override void SetWaterLevel(float baseheight)
  154. {
  155. }
  156. public override Dictionary<uint, float> GetTopColliders()
  157. {
  158. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  159. return returncolliders;
  160. }
  161. }
  162. }