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- /*
- * Copyright (c) OpenSim project, http://sim.opensecondlife.org/
- *
- * 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 PhysicsSystem;
- namespace PhysXplugin
- {
- /// <summary>
- /// Will be the PhysX plugin but for now will be a very basic physics engine
- /// </summary>
- public class PhysXPlugin : IPhysicsPlugin
- {
- private PhysXScene _mScene;
-
- public PhysXPlugin()
- {
-
- }
-
- public bool Init()
- {
- return true;
- }
-
- public PhysicsScene GetScene()
- {
- if(_mScene == null)
- {
- _mScene = new PhysXScene();
- }
- return(_mScene);
- }
-
- public string GetName()
- {
- return("PhysX");
- }
-
- public void Dispose()
- {
-
- }
- }
-
- public class PhysXScene :PhysicsScene
- {
- private List<PhysXActor> _actors = new List<PhysXActor>();
-
- public PhysXScene()
- {
-
- }
-
- public override PhysicsActor AddAvatar(PhysicsVector position)
- {
- PhysXActor act = new PhysXActor();
- act.Position = position;
- _actors.Add(act);
- return act;
- }
-
- public override void Simulate(float timeStep)
- {
- foreach (PhysXActor actor in _actors)
- {
- actor.Position.X = actor.Position.X + actor.Velocity.X * timeStep;
- actor.Position.Y = actor.Position.Y + actor.Velocity.Y * timeStep;
- actor.Position.Z = actor.Position.Z + actor.Velocity.Z * timeStep;
- if(actor.Position.X<0)
- {
- actor.Position.X = 0;
- actor.Velocity.X = 0;
- }
- if(actor.Position.Y < 0)
- {
- actor.Position.Y = 0;
- actor.Velocity.Y = 0;
- }
- if(actor.Position.X > 255)
- {
- actor.Position.X = 255;
- actor.Velocity.X = 0;
- }
- if(actor.Position.Y > 255)
- {
- actor.Position.Y = 255;
- actor.Velocity.X = 0;
- }
- }
- }
-
- public override void GetResults()
- {
-
- }
-
- public override bool IsThreaded
- {
- get
- {
- return(false); // for now we won't be multithreaded
- }
- }
-
- public override void SetTerrain(float[] heightMap)
- {
-
- }
- }
-
- public class PhysXActor : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
-
- public PhysXActor()
- {
-
- }
-
- public override PhysicsVector Position
- {
- get
- {
- return _position;
- }
- set
- {
- _position = value;
- }
- }
-
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override PhysicsVector Acceleration
- {
- get
- {
- return _acceleration;
- }
-
- }
- public void SetAcceleration (PhysicsVector accel)
- {
- this._acceleration = accel;
- }
-
- public override void AddForce(PhysicsVector force)
- {
-
- }
-
- public override void SetMomentum(PhysicsVector momentum)
- {
-
- }
- }
- }
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