BasicPhysicsScene.cs 6.6 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 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 System.Reflection;
  30. using Nini.Config;
  31. using log4net;
  32. using OpenMetaverse;
  33. using OpenSim.Framework;
  34. using OpenSim.Region.Physics.Manager;
  35. namespace OpenSim.Region.Physics.BasicPhysicsPlugin
  36. {
  37. public class BasicScene : PhysicsScene
  38. {
  39. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  40. private List<BasicActor> _actors = new List<BasicActor>();
  41. private float[] _heightMap;
  42. //protected internal string sceneIdentifier;
  43. public BasicScene(string _sceneIdentifier)
  44. {
  45. //sceneIdentifier = _sceneIdentifier;
  46. }
  47. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  48. {
  49. }
  50. public override void Dispose()
  51. {
  52. }
  53. public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
  54. {
  55. BasicActor act = new BasicActor();
  56. act.Position = position;
  57. act.Flying = isFlying;
  58. _actors.Add(act);
  59. return act;
  60. }
  61. public override void RemovePrim(PhysicsActor prim)
  62. {
  63. }
  64. public override void RemoveAvatar(PhysicsActor actor)
  65. {
  66. BasicActor act = (BasicActor) actor;
  67. if (_actors.Contains(act))
  68. {
  69. _actors.Remove(act);
  70. }
  71. }
  72. /*
  73. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  74. {
  75. return null;
  76. }
  77. */
  78. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  79. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  80. {
  81. return null;
  82. }
  83. public override void AddPhysicsActorTaint(PhysicsActor prim)
  84. {
  85. }
  86. public override float Simulate(float timeStep)
  87. {
  88. float fps = 0;
  89. for (int i = 0; i < _actors.Count; ++i)
  90. {
  91. BasicActor actor = _actors[i];
  92. Vector3 actorPosition = actor.Position;
  93. Vector3 actorVelocity = actor.Velocity;
  94. actorPosition.X += actor.Velocity.X*timeStep;
  95. actorPosition.Y += actor.Velocity.Y*timeStep;
  96. if (actor.Position.Y < 0)
  97. {
  98. actorPosition.Y = 0.1F;
  99. }
  100. else if (actor.Position.Y >= Constants.RegionSize)
  101. {
  102. actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
  103. }
  104. if (actor.Position.X < 0)
  105. {
  106. actorPosition.X = 0.1F;
  107. }
  108. else if (actor.Position.X >= Constants.RegionSize)
  109. {
  110. actorPosition.X = ((int)Constants.RegionSize - 0.1f);
  111. }
  112. float height = 25.0F;
  113. try
  114. {
  115. height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
  116. }
  117. catch (OverflowException)
  118. {
  119. m_log.WarnFormat("[BASICPHYSICS]: Actor out of range: {0}", actor.SOPName, actor.Position.ToString());
  120. }
  121. if (actor.Flying)
  122. {
  123. if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
  124. _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
  125. {
  126. actorPosition.Z = height;
  127. actorVelocity.Z = 0;
  128. actor.IsColliding = true;
  129. }
  130. else
  131. {
  132. actorPosition.Z += actor.Velocity.Z*timeStep;
  133. actor.IsColliding = false;
  134. }
  135. }
  136. else
  137. {
  138. actorPosition.Z = height;
  139. actorVelocity.Z = 0;
  140. actor.IsColliding = true;
  141. }
  142. actor.Position = actorPosition;
  143. actor.Velocity = actorVelocity;
  144. }
  145. return fps;
  146. }
  147. public override void GetResults()
  148. {
  149. }
  150. public override bool IsThreaded
  151. {
  152. get { return (false); // for now we won't be multithreaded
  153. }
  154. }
  155. public override void SetTerrain(float[] heightMap)
  156. {
  157. _heightMap = heightMap;
  158. }
  159. public override void DeleteTerrain()
  160. {
  161. }
  162. public override void SetWaterLevel(float baseheight)
  163. {
  164. }
  165. public override Dictionary<uint, float> GetTopColliders()
  166. {
  167. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  168. return returncolliders;
  169. }
  170. }
  171. }