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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 copyrightD
- * 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 log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using OpenMetaverse;
- using OpenSim.Region.Framework;
- using OpenSim.Region.CoreModules.RegionSync.RegionSyncModule;
- namespace OpenSim.Region.Physics.PEPlugin
- {
- public class PEScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private List<PECharacter> m_avatars = new List<PECharacter>();
- private List<PEPrim> m_prims = new List<PEPrim>();
- private float[] m_heightMap;
- public PEScene(string identifier)
- {
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- PECharacter actor = new PECharacter(avName, this, position, null, size, 0f, 0f, .5f, 1f,
- 1f, 1f, .5f, .5f);
- lock (m_avatars) m_avatars.Add(actor);
- return actor;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- try
- {
- lock (m_avatars) m_avatars.Remove((PECharacter)actor);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[RPE]: Attempt to remove avatar that is not in physics scene: {0}", e);
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- try
- {
- lock (m_prims) m_prims.Remove((PEPrim)prim);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[RPE]: Attempt to remove prim that is not in physics scene: {0}", e);
- }
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
- {
- PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null);
- prim.LocalID = localID;
- lock (m_prims) m_prims.Add(prim);
- return prim;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim) { }
- public override float Simulate(float timeStep)
- {
- // if we are a physics engine server, send update information
- if (SceneToPhysEngineSyncServer.IsPhysEngineScene2S())
- {
- if (SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S())
- {
- // m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count);
- /*
- lock (m_prims)
- {
- foreach (PEPrim prim in m_prims)
- {
- // if the values have changed and it was I who changed them, send an update
- if (prim.ChangingActorID == RegionSyncServerModule.ActorID && prim.lastValues.Changed(prim))
- {
- SceneToPhysEngineSyncServer.RouteUpdate(prim);
- }
- }
- }
- */
- lock (m_avatars)
- {
- foreach (PECharacter actor in m_avatars)
- {
- // m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count);
- // if the values have changed and it was I who changed them, send an update
- if (actor.ChangingActorID == RegionSyncServerModule.ActorID && actor.lastValues.Changed(actor))
- {
- SceneToPhysEngineSyncServer.RouteUpdate(actor);
- actor.ChangingActorID = "YY";
- }
- }
- }
- }
- return 60f;
- }
- /*
- // code borrowed from BasicPhysics to do just avatar movement
- foreach (PECharacter actor in m_avatars)
- {
- Vector3 actorPosition = actor.Position;
- Vector3 actorVelocity = actor.Velocity;
- actorPosition.X += actor.Velocity.X*timeStep;
- actorPosition.Y += actor.Velocity.Y*timeStep;
- actorPosition.Y = Math.Max(actorPosition.Y, 0.1f);
- actorPosition.Y = Math.Min(actorPosition.Y, Constants.RegionSize - 0.1f);
- actorPosition.X = Math.Max(actorPosition.X, 0.1f);
- actorPosition.X = Math.Min(actorPosition.X, Constants.RegionSize - 0.1f);
- float height = 25.0F;
- try
- {
- height = m_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
- }
- catch (OverflowException)
- {
- m_log.WarnFormat("[RPE]: Actor out of range: {0}", actor.SOPName, actor.Position.ToString());
- }
- if (actor.Flying)
- {
- if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
- m_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 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 60f; // returns frames per second
- }
- public override void GetResults() { }
- public override void SetTerrain(float[] heightMap) {
- m_heightMap = heightMap;
- }
- public override void SetWaterLevel(float baseheight) { }
- public override void DeleteTerrain() { }
- public override void Dispose() { }
- public override Dictionary<uint, float> GetTopColliders()
- {
- return new Dictionary<uint, float>();
- }
- public override bool IsThreaded { get { return false; } }
- }
- }
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