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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;
- using System.Collections.Generic;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using PhysXWrapper;
- using Quaternion=Axiom.Math.Quaternion;
- namespace OpenSim.Region.Physics.PhysXPlugin
- {
- /// <summary>
- /// Will be the PhysX plugin but for now will be a very basic physics engine
- /// </summary>
- public class PhysXPlugin : IPhysicsPlugin
- {
- private PhysXScene _mScene;
- public PhysXPlugin()
- {
- }
- public bool Init()
- {
- return true;
- }
- public PhysicsScene GetScene()
- {
- if (_mScene == null)
- {
- _mScene = new PhysXScene();
- }
- return (_mScene);
- }
- public string GetName()
- {
- return ("RealPhysX");
- }
- public void Dispose()
- {
- }
- }
- public class PhysXScene : PhysicsScene
- {
- private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
- private List<PhysXPrim> _prims = new List<PhysXPrim>();
- private float[] _heightMap = null;
- private NxPhysicsSDK mySdk;
- private NxScene scene;
- public PhysXScene()
- {
- mySdk = NxPhysicsSDK.CreateSDK();
- Console.WriteLine("Sdk created - now creating scene");
- scene = mySdk.CreateScene();
- }
- public override void Initialise(IMesher meshmerizer)
- {
- // Does nothing right now
- }
- public override void Dispose()
- {
- }
- public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
- act.Position = position;
- _characters.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- }
- private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector 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, PhysicsVector position,
- PhysicsVector size, Quaternion rotation) //To be removed
- {
- 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 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)
- {
- Console.WriteLine(e.Message);
- }
- 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)
- {
- if (_heightMap != null)
- {
- Console.WriteLine("PhysX - deleting old terrain");
- scene.DeleteTerrain();
- }
- _heightMap = heightMap;
- scene.AddTerrain(heightMap);
- }
- public override void DeleteTerrain()
- {
- scene.DeleteTerrain();
- }
- }
- public class PhysXCharacter : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
- private PhysicsVector _acceleration;
- private NxCharacter _character;
- private bool flying;
- private bool iscolliding = false;
- private float gravityAccel;
- public PhysXCharacter(NxCharacter character)
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _character = character;
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Agent; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- 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 PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- public override bool Stopped
- {
- get { return false; }
- }
- public override PhysicsVector Position
- {
- get { return _position; }
- set
- {
- _position = value;
- Vec3 ps = new Vec3();
- ps.X = value.X;
- ps.Y = value.Y;
- ps.Z = value.Z;
- _character.Position = ps;
- }
- }
- public override PhysicsVector Size
- {
- get { return PhysicsVector.Zero; }
- set { }
- }
- 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; }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override Quaternion Orientation
- {
- get { return Quaternion.Identity; }
- set { }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public void Move(float timeStep)
- {
- Vec3 vec = new Vec3();
- vec.X = _velocity.X*timeStep;
- vec.Y = _velocity.Y*timeStep;
- if (flying)
- {
- vec.Z = (_velocity.Z)*timeStep;
- }
- else
- {
- gravityAccel += -9.8f;
- vec.Z = (gravityAccel + _velocity.Z)*timeStep;
- }
- int res = _character.Move(vec);
- if (res == 1)
- {
- gravityAccel = 0;
- }
- }
- public override PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public void UpdatePosition()
- {
- Vec3 vec = _character.Position;
- _position.X = vec.X;
- _position.Y = vec.Y;
- _position.Z = vec.Z;
- }
- public override void CrossingFailure()
- {
- }
- }
- public class PhysXPrim : PhysicsActor
- {
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private PhysicsVector m_rotationalVelocity;
- private NxActor _prim;
- public PhysXPrim(NxActor prim)
- {
- _velocity = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _prim = prim;
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Prim; }
- set { return; }
- }
- public override bool IsPhysical
- {
- get { return false; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- public override PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- public override bool Flying
- {
- get { return false; //no flying prims for you
- }
- set { }
- }
- public override bool IsColliding
- {
- get { return false; }
- set { }
- }
- 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
- {
- PhysicsVector pos = new PhysicsVector();
- Vec3 vec = _prim.Position;
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- return pos;
- }
- set
- {
- PhysicsVector vec = value;
- Vec3 pos = new Vec3();
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- _prim.Position = pos;
- }
- }
- public override PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override PhysicsVector Velocity
- {
- get { return _velocity; }
- set { _velocity = value; }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- }
- public override bool Kinematic
- {
- get { return _prim.Kinematic; }
- set { _prim.Kinematic = value; }
- }
- public override Quaternion Orientation
- {
- get
- {
- Quaternion res = new Quaternion();
- PhysXWrapper.Quaternion quat = _prim.GetOrientation();
- res.w = quat.W;
- res.x = quat.X;
- res.y = quat.Y;
- res.z = quat.Z;
- return res;
- }
- set { }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public override PhysicsVector Size
- {
- get { return PhysicsVector.Zero; }
- set { }
- }
- 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 void CrossingFailure()
- {
- }
- }
- }
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