POSScene.cs 9.6 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 Axiom.Math;
  30. using Nini.Config;
  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. public POSScene()
  42. {
  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, PhysicsVector position, PhysicsVector size)
  51. {
  52. POSCharacter act = new POSCharacter();
  53. act.Position = position;
  54. _characters.Add(act);
  55. return act;
  56. }
  57. public override void SetWaterLevel(float baseheight)
  58. {
  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 = p.Orientation.Inverse() *
  100. new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
  101. c.Position.Z - p.Position.Z);
  102. Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
  103. if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
  104. Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
  105. Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
  106. {
  107. return false;
  108. }
  109. return true;
  110. }
  111. private bool isCollidingWithPrim(POSCharacter c)
  112. {
  113. for (int i = 0; i < _prims.Count; ++i)
  114. {
  115. if (isColliding(c, _prims[i]))
  116. {
  117. return true;
  118. }
  119. }
  120. return false;
  121. }
  122. public override void AddPhysicsActorTaint(PhysicsActor prim)
  123. {
  124. }
  125. public override float Simulate(float timeStep)
  126. {
  127. float fps = 0;
  128. for (int i = 0; i < _characters.Count; ++i)
  129. {
  130. fps++;
  131. POSCharacter character = _characters[i];
  132. float oldposX = character.Position.X;
  133. float oldposY = character.Position.Y;
  134. float oldposZ = character.Position.Z;
  135. if (!character.Flying)
  136. {
  137. character._target_velocity.Z += gravity * timeStep;
  138. }
  139. character.Position.X += character._target_velocity.X * timeStep;
  140. character.Position.Y += character._target_velocity.Y * timeStep;
  141. character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  142. character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  143. bool forcedZ = false;
  144. float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
  145. if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
  146. {
  147. character.Position.Z = terrainheight + 1.0f;
  148. forcedZ = true;
  149. }
  150. else
  151. {
  152. character.Position.Z += character._target_velocity.Z*timeStep;
  153. }
  154. /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
  155. /// Completely Bogus Collision Detection!!!
  156. /// better known as the CBCD algorithm
  157. if (isCollidingWithPrim(character))
  158. {
  159. character.Position.Z = oldposZ; // first try Z axis
  160. if (isCollidingWithPrim(character))
  161. {
  162. character.Position.Z = oldposZ + 0.4f; // try harder
  163. if (isCollidingWithPrim(character))
  164. {
  165. character.Position.X = oldposX;
  166. character.Position.Y = oldposY;
  167. character.Position.Z = oldposZ;
  168. character.Position.X += character._target_velocity.X * timeStep;
  169. if (isCollidingWithPrim(character))
  170. {
  171. character.Position.X = oldposX;
  172. }
  173. character.Position.Y += character._target_velocity.Y * timeStep;
  174. if (isCollidingWithPrim(character))
  175. {
  176. character.Position.Y = oldposY;
  177. }
  178. }
  179. else
  180. {
  181. forcedZ = true;
  182. }
  183. }
  184. else
  185. {
  186. forcedZ = true;
  187. }
  188. }
  189. character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  190. character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  191. character._velocity.X = (character.Position.X - oldposX)/timeStep;
  192. character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
  193. if (forcedZ)
  194. {
  195. character._velocity.Z = 0;
  196. character._target_velocity.Z = 0;
  197. ((PhysicsActor)character).IsColliding = true;
  198. character.RequestPhysicsterseUpdate();
  199. }
  200. else
  201. {
  202. ((PhysicsActor)character).IsColliding = false;
  203. character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
  204. }
  205. }
  206. return fps;
  207. }
  208. public override void GetResults()
  209. {
  210. }
  211. public override bool IsThreaded
  212. {
  213. // for now we won't be multithreaded
  214. get { return (false); }
  215. }
  216. public override void SetTerrain(float[] heightMap)
  217. {
  218. _heightMap = heightMap;
  219. }
  220. public override void DeleteTerrain()
  221. {
  222. }
  223. public override Dictionary<uint, float> GetTopColliders()
  224. {
  225. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  226. return returncolliders;
  227. }
  228. }
  229. }