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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 Axiom.Math;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.POSPlugin
- {
- /// <summary>
- /// for now will be a very POS physics engine
- /// </summary>
- public class POSPlugin : IPhysicsPlugin
- {
- public POSPlugin()
- {
- }
- public bool Init()
- {
- return true;
- }
- public PhysicsScene GetScene()
- {
- return new POSScene();
- }
- public string GetName()
- {
- return ("POS");
- }
- public void Dispose()
- {
- }
- }
- public class POSScene : PhysicsScene
- {
- private List<POSCharacter> _characters = new List<POSCharacter>();
- private List<POSPrim> _prims = new List<POSPrim>();
- private float[] _heightMap;
- private const float gravity = -9.8f;
- public POSScene()
- {
- }
- public override void Initialise(IMesher meshmerizer)
- {
- // Does nothing right now
- }
- public override void Dispose()
- {
- }
- public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
- {
- POSCharacter act = new POSCharacter();
- act.Position = position;
- _characters.Add(act);
- return act;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- POSPrim p = (POSPrim) prim;
- if (_prims.Contains(p))
- {
- _prims.Remove(p);
- }
- }
- public override void RemoveAvatar(PhysicsActor character)
- {
- POSCharacter act = (POSCharacter) character;
- if (_characters.Contains(act))
- {
- _characters.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)
- {
- POSPrim prim = new POSPrim();
- prim.Position = position;
- prim.Orientation = rotation;
- prim.Size = size;
- _prims.Add(prim);
- return prim;
- }
- private bool check_collision(POSCharacter c, POSPrim p)
- {
- /*
- Console.WriteLine("checking whether " + c + " collides with " + p +
- " absX: " + Math.Abs(p.Position.X - c.Position.X) +
- " sizeX: " + p.Size.X * 0.5 + 0.5);
- */
- Vector3 rotatedPos = p.Orientation.Inverse()*
- new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
- c.Position.Z - p.Position.Z);
- Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
- if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)))
- {
- return false;
- }
- if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)))
- {
- return false;
- }
- if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
- {
- return false;
- }
- return true;
- }
- private bool check_all_prims(POSCharacter c)
- {
- for (int i = 0; i < _prims.Count; ++i)
- {
- if (check_collision(c, _prims[i]))
- {
-
- return true;
- }
- }
-
- return false;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0;
- for (int i = 0; i < _characters.Count; ++i)
- {
- fps++;
- POSCharacter character = _characters[i];
- float oldposX = character.Position.X;
- float oldposY = character.Position.Y;
- float oldposZ = character.Position.Z;
- if (!character.Flying)
- {
- character._target_velocity.Z += gravity*timeStep;
- }
- bool forcedZ = false;
- character.Position.X += character._target_velocity.X*timeStep;
- character.Position.Y += character._target_velocity.Y*timeStep;
- if (character.Position.Y < 0)
- {
- character.Position.Y = 0.1F;
- }
- else if (character.Position.Y >= Constants.RegionSize)
- {
- character.Position.Y = Constants.RegionSize - 0.1f;
- }
- if (character.Position.X < 0)
- {
- character.Position.X = 0.1F;
- }
- else if (character.Position.X >= Constants.RegionSize)
- {
- character.Position.X = Constants.RegionSize - 0.1f;
- }
- float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
- if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2)
- {
- character.Position.Z = terrainheight + 1.0f;
- forcedZ = true;
- }
- else
- {
- character.Position.Z += character._target_velocity.Z*timeStep;
- }
- /// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
- /// Completely Bogus Collision Detection!!!
- /// better known as the CBCD algorithm
- if (check_all_prims(character))
- {
- character.Position.Z = oldposZ; // first try Z axis
- if (check_all_prims(character))
- {
- character.Position.Z = oldposZ + 0.4f; // try harder
- if (check_all_prims(character))
- {
- character.Position.X = oldposX;
- character.Position.Y = oldposY;
- character.Position.Z = oldposZ;
- character.Position.X = character.Position.X + (character._target_velocity.X*timeStep);
- if (check_all_prims(character))
- {
- character.Position.X = oldposX;
- }
- character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep);
- if (check_all_prims(character))
- {
- character.Position.Y = oldposY;
- }
- }
- else
- {
- forcedZ = true;
- }
- }
- else
- {
- forcedZ = true;
- }
- }
- if (character.Position.Y < 0)
- {
- character.Position.Y = 0.1F;
- }
- else if (character.Position.Y >= Constants.RegionSize)
- {
- character.Position.Y = Constants.RegionSize - 0.1f;
- }
- if (character.Position.X < 0)
- {
- character.Position.X = 0.1F;
- }
- else if (character.Position.X >= Constants.RegionSize)
- {
- character.Position.X = Constants.RegionSize - 0.1f;
- }
- character._velocity.X = (character.Position.X - oldposX)/timeStep;
- character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
- if (forcedZ)
- {
- character._velocity.Z = 0;
- character._target_velocity.Z = 0;
- ((PhysicsActor)character).IsColliding = true;
- character.RequestPhysicsterseUpdate();
- }
- else
- {
- ((PhysicsActor)character).IsColliding = false;
- character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
- }
- }
- 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 class POSCharacter : PhysicsActor
- {
- private PhysicsVector _position;
- public PhysicsVector _velocity;
- public PhysicsVector _target_velocity = PhysicsVector.Zero;
- private PhysicsVector _acceleration;
- private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
- private bool flying;
- private bool iscolliding;
- public POSCharacter()
- {
- _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 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 bool Stopped
- {
- get { return false; }
- }
- public override PhysicsVector Position
- {
- get { return _position; }
- set { _position = value; }
- }
- public override PhysicsVector Size
- {
- get { return new PhysicsVector(0.5f, 0.5f, 1.0f); }
- 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 PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override PhysicsVector Velocity
- {
- get { return _velocity; }
- set { _target_velocity = value; }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- }
- 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 void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public override void CrossingFailure()
- {
- }
- }
- public class POSPrim : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private PhysicsVector _size;
- private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
- private Quaternion _orientation;
- private bool iscolliding;
- public POSPrim()
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Prim; }
- set { return; }
- }
- public override PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- public override bool IsPhysical
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- 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 _size; }
- set { _size = value; }
- }
- 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 PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override PhysicsVector Velocity
- {
- get { return _velocity; }
- set { _velocity = value; }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- }
- public override Quaternion Orientation
- {
- get { return _orientation; }
- set { _orientation = value; }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public override bool Kinematic
- {
- get { return true; }
- set { }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public override bool Flying
- {
- get { return false; }
- set { }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override void CrossingFailure()
- {
- }
- }
- }
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