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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 OpenSimulator 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 Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BasicPhysicsPlugin
- {
- /// <summary>
- /// This is an incomplete extremely basic physics implementation
- /// </summary>
- /// <remarks>
- /// Not useful for anything at the moment apart from some regression testing in other components where some form
- /// of physics plugin is needed.
- /// </remarks>
- public class BasicScene : PhysicsScene
- {
- private List<BasicActor> _actors = new List<BasicActor>();
- private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
- private float[] _heightMap;
- //protected internal string sceneIdentifier;
- public BasicScene(string _sceneIdentifier)
- {
- //sceneIdentifier = _sceneIdentifier;
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- }
- public override void Dispose() {}
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
- {
- BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
- prim.IsPhysical = isPhysical;
- _prims.Add(prim);
- return prim;
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- BasicActor act = new BasicActor(size);
- act.Position = position;
- act.Flying = isFlying;
- _actors.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor actor)
- {
- BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
- if (_prims.Contains(prim))
- _prims.Remove(prim);
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- BasicActor act = (BasicActor)actor;
- if (_actors.Contains(act))
- _actors.Remove(act);
- }
- 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];
- Vector3 actorPosition = actor.Position;
- Vector3 actorVelocity = actor.Velocity;
- actorPosition.X += actor.Velocity.X*timeStep;
- actorPosition.Y += actor.Velocity.Y*timeStep;
- if (actor.Position.Y < 0)
- {
- actorPosition.Y = 0.1F;
- }
- else if (actor.Position.Y >= Constants.RegionSize)
- {
- actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
- }
- if (actor.Position.X < 0)
- {
- actorPosition.X = 0.1F;
- }
- else if (actor.Position.X >= Constants.RegionSize)
- {
- actorPosition.X = ((int)Constants.RegionSize - 0.1f);
- }
- float terrainHeight = 0;
- if (_heightMap != null)
- terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
- float height = terrainHeight + actor.Size.Z;
- if (actor.Flying)
- {
- if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
- {
- actorPosition.Z = height;
- actorVelocity.Z = 0;
- actor.IsColliding = true;
- }
- else
- {
- actorPosition.Z += actor.Velocity.Z * timeStep;
- actor.IsColliding = false;
- }
- }
- else
- {
- actorPosition.Z = height;
- actorVelocity.Z = 0;
- actor.IsColliding = true;
- }
- actor.Position = actorPosition;
- actor.Velocity = actorVelocity;
- }
- 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 DeleteTerrain()
- {
- }
- public override void SetWaterLevel(float baseheight)
- {
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
- return returncolliders;
- }
- }
- }
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