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