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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 OpenSim 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.Collections.Generic;
- using Axiom.Math;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BasicPhysicsPlugin
- {
- /// <summary>
- /// Will be the PhysX plugin but for now will be a very basic physics engine
- /// </summary>
- public class BasicPhysicsPlugin : IPhysicsPlugin
- {
- public BasicPhysicsPlugin()
- {
- }
- public bool Init()
- {
- return true;
- }
- public PhysicsScene GetScene()
- {
- return new BasicScene();
- }
- public string GetName()
- {
- return ("basicphysics");
- }
- public void Dispose()
- {
- }
- }
- public class BasicScene : PhysicsScene
- {
- private List<BasicActor> _actors = new List<BasicActor>();
- private float[] _heightMap;
- public BasicScene()
- {
- }
-
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- // Does nothing right now
- }
- public override void Dispose()
- {
- }
- public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
- {
- BasicActor act = new BasicActor();
- act.Position = position;
- _actors.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- BasicActor act = (BasicActor) actor;
- if (_actors.Contains(act))
- {
- _actors.Remove(act);
- }
- }
- /*
- public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
- {
- return null;
- }
- */
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, Quaternion rotation)
- {
- return AddPrimShape(primName, pbs, position, size, rotation, false);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, Quaternion rotation, bool isPhysical)
- {
- return null;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0;
- for (int i = 0; i < _actors.Count; ++i)
- {
- BasicActor actor = _actors[i];
- actor.Position.X += actor.Velocity.X*timeStep;
- actor.Position.Y += actor.Velocity.Y*timeStep;
- if (actor.Position.Y < 0)
- {
- actor.Position.Y = 0.1F;
- }
- else if (actor.Position.Y >= Constants.RegionSize)
- {
- actor.Position.Y = 255.9F;
- }
- if (actor.Position.X < 0)
- {
- actor.Position.X = 0.1F;
- }
- else if (actor.Position.X >= Constants.RegionSize)
- {
- actor.Position.X = 255.9F;
- }
- float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 1.0f;
- if (actor.Flying)
- {
- if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
- _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
- {
- actor.Position.Z = height;
- actor.Velocity.Z = 0;
- }
- else
- {
- actor.Position.Z += actor.Velocity.Z*timeStep;
- }
- }
- else
- {
- actor.Position.Z = height;
- actor.Velocity.Z = 0;
- }
- }
- return fps;
- }
- public override void GetResults()
- {
- }
- public override bool IsThreaded
- {
- get { return (false); // for now we won't be multithreaded
- }
- }
- public override void SetTerrain(float[] heightMap)
- {
- _heightMap = heightMap;
- }
- public override void SetWaterLevel(float baseheight)
- {
- }
- public override void DeleteTerrain()
- {
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
- return returncolliders;
- }
- }
- public class BasicActor : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
- private bool flying;
- private bool iscolliding;
- public BasicActor()
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Agent; }
- set { return; }
- }
- public override PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override uint LocalID
- {
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override float Buoyancy
- {
- get { return 0f; }
- set { return; }
- }
- public override bool FloatOnWater
- {
- set { return; }
- }
- public override bool IsPhysical
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- public override bool Flying
- {
- get { return flying; }
- set { flying = value; }
- }
- public override bool IsColliding
- {
- get { return iscolliding; }
- set { iscolliding = value; }
- }
- public override bool CollidingGround
- {
- get { return false; }
- set { return; }
- }
- public override bool CollidingObj
- {
- get { return false; }
- set { return; }
- }
- public override bool Stopped
- {
- get { return false; }
- }
- public override PhysicsVector Position
- {
- get { return _position; }
- set { _position = value; }
- }
- public override PhysicsVector Size
- {
- get { return PhysicsVector.Zero; }
- set { }
- }
- public override PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override float Mass
- {
- get { return 0f; }
- }
- public override PhysicsVector Force
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector CenterOfMass
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector GeometricCenter
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector Velocity
- {
- get { return _velocity; }
- set { _velocity = value; }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- set { }
- }
- public override Quaternion Orientation
- {
- get { return Quaternion.Identity; }
- set { }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public override bool Kinematic
- {
- get { return true; }
- set { }
- }
- public override void link(PhysicsActor obj)
- {
- }
- public override void delink()
- {
- }
- public override void LockAngularMotion(PhysicsVector axis)
- {
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force, bool pushforce)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public override void CrossingFailure()
- {
- }
- public override PhysicsVector PIDTarget { set { return; } }
- public override bool PIDActive { set { return; } }
- public override float PIDTau { set { return; } }
- public override void SubscribeEvents(int ms)
- {
- }
- public override void UnSubscribeEvents()
- {
- }
- public override bool SubscribedEvents()
- {
- return false;
- }
- }
- }
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