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 OpenSimulator 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 engineType, String _sceneIdentifier)
  43. {
  44. EngineType = engineType;
  45. Name = EngineType + "/" + _sceneIdentifier;
  46. //sceneIdentifier = _sceneIdentifier;
  47. }
  48. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  49. {
  50. }
  51. public override void Dispose()
  52. {
  53. }
  54. public override PhysicsActor AddAvatar(
  55. string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
  56. {
  57. POSCharacter act = new POSCharacter();
  58. act.Position = position;
  59. act.Flying = isFlying;
  60. _characters.Add(act);
  61. return act;
  62. }
  63. public override void RemovePrim(PhysicsActor prim)
  64. {
  65. POSPrim p = (POSPrim) prim;
  66. if (_prims.Contains(p))
  67. {
  68. _prims.Remove(p);
  69. }
  70. }
  71. public override void RemoveAvatar(PhysicsActor character)
  72. {
  73. POSCharacter act = (POSCharacter) character;
  74. if (_characters.Contains(act))
  75. {
  76. _characters.Remove(act);
  77. }
  78. }
  79. /*
  80. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  81. {
  82. return null;
  83. }
  84. */
  85. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  86. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  87. {
  88. POSPrim prim = new POSPrim();
  89. prim.Position = position;
  90. prim.Orientation = rotation;
  91. prim.Size = size;
  92. _prims.Add(prim);
  93. return prim;
  94. }
  95. private bool isColliding(POSCharacter c, POSPrim p)
  96. {
  97. Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
  98. c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
  99. Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
  100. return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
  101. Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
  102. Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
  103. }
  104. private bool isCollidingWithPrim(POSCharacter c)
  105. {
  106. foreach (POSPrim p in _prims)
  107. {
  108. if (isColliding(c, p))
  109. {
  110. return true;
  111. }
  112. }
  113. return false;
  114. }
  115. public override void AddPhysicsActorTaint(PhysicsActor prim)
  116. {
  117. }
  118. public override float Simulate(float timeStep)
  119. {
  120. float fps = 0;
  121. for (int i = 0; i < _characters.Count; ++i)
  122. {
  123. fps++;
  124. POSCharacter character = _characters[i];
  125. float oldposX = character.Position.X;
  126. float oldposY = character.Position.Y;
  127. float oldposZ = character.Position.Z;
  128. if (!character.Flying)
  129. {
  130. character._target_velocity.Z += gravity * timeStep;
  131. }
  132. Vector3 characterPosition = character.Position;
  133. characterPosition.X += character._target_velocity.X * timeStep;
  134. characterPosition.Y += character._target_velocity.Y * timeStep;
  135. characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  136. characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  137. bool forcedZ = false;
  138. float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
  139. if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
  140. {
  141. characterPosition.Z = terrainheight + character.Size.Z;
  142. forcedZ = true;
  143. }
  144. else
  145. {
  146. characterPosition.Z += character._target_velocity.Z*timeStep;
  147. }
  148. /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
  149. /// Completely Bogus Collision Detection!!!
  150. /// better known as the CBCD algorithm
  151. if (isCollidingWithPrim(character))
  152. {
  153. characterPosition.Z = oldposZ; // first try Z axis
  154. if (isCollidingWithPrim(character))
  155. {
  156. characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
  157. if (isCollidingWithPrim(character))
  158. {
  159. characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
  160. if (isCollidingWithPrim(character))
  161. {
  162. characterPosition.X = oldposX;
  163. characterPosition.Y = oldposY;
  164. characterPosition.Z = oldposZ;
  165. characterPosition.X += character._target_velocity.X * timeStep;
  166. if (isCollidingWithPrim(character))
  167. {
  168. characterPosition.X = oldposX;
  169. }
  170. characterPosition.Y += character._target_velocity.Y * timeStep;
  171. if (isCollidingWithPrim(character))
  172. {
  173. characterPosition.Y = oldposY;
  174. }
  175. }
  176. else
  177. {
  178. forcedZ = true;
  179. }
  180. }
  181. else
  182. {
  183. forcedZ = true;
  184. }
  185. }
  186. else
  187. {
  188. forcedZ = true;
  189. }
  190. }
  191. characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
  192. characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
  193. character.Position = characterPosition;
  194. character._velocity.X = (character.Position.X - oldposX)/timeStep;
  195. character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
  196. if (forcedZ)
  197. {
  198. character._velocity.Z = 0;
  199. character._target_velocity.Z = 0;
  200. ((PhysicsActor)character).IsColliding = true;
  201. character.RequestPhysicsterseUpdate();
  202. }
  203. else
  204. {
  205. ((PhysicsActor)character).IsColliding = false;
  206. character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
  207. }
  208. }
  209. return fps;
  210. }
  211. public override void GetResults()
  212. {
  213. }
  214. public override bool IsThreaded
  215. {
  216. // for now we won't be multithreaded
  217. get { return (false); }
  218. }
  219. public override void SetTerrain(float[] heightMap)
  220. {
  221. _heightMap = heightMap;
  222. }
  223. public override void DeleteTerrain()
  224. {
  225. }
  226. public override void SetWaterLevel(float baseheight)
  227. {
  228. }
  229. public override Dictionary<uint, float> GetTopColliders()
  230. {
  231. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  232. return returncolliders;
  233. }
  234. }
  235. }