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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.
- *
- */
- /*
- * 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 OpenSim.Physics.Manager;
- using PhysXWrapper;
- namespace OpenSim.Physics.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("RealPhysX");
- }
-
- public void Dispose()
- {
-
- }
- }
-
- public class PhysXScene :PhysicsScene
- {
- private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
- private List<PhysXPrim> _prims = new List<PhysXPrim>();
- private float[] _heightMap = null;
- private NxPhysicsSDK mySdk;
- private NxScene scene;
-
- public PhysXScene()
- {
- mySdk = NxPhysicsSDK.CreateSDK();
- Console.WriteLine("Sdk created - now creating scene");
- scene = mySdk.CreateScene();
-
- }
-
- public override PhysicsActor AddAvatar(PhysicsVector position)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
- act.Position = position;
- _characters.Add(act);
- return act;
- }
-
- public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- Vec3 siz = new Vec3();
- siz.X = size.X;
- siz.Y = size.Y;
- siz.Z = size.Z;
- PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz));
- _prims.Add(act);
- return act;
- }
- public override void Simulate(float timeStep)
- {
- try
- {
- foreach (PhysXCharacter actor in _characters)
- {
- actor.Move(timeStep);
- }
- scene.Simulate(timeStep);
- scene.FetchResults();
- scene.UpdateControllers();
- foreach (PhysXCharacter actor in _characters)
- {
- actor.UpdatePosition();
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
-
- }
-
- public override void GetResults()
- {
-
- }
-
- public override bool IsThreaded
- {
- get
- {
- return(false); // for now we won't be multithreaded
- }
- }
-
- public override void SetTerrain(float[] heightMap)
- {
- if (this._heightMap != null)
- {
- Console.WriteLine("PhysX - deleting old terrain");
- this.scene.DeleteTerrain();
- }
- this._heightMap = heightMap;
- this.scene.AddTerrain(heightMap);
- }
- public override void DeleteTerrain()
- {
- this.scene.DeleteTerrain();
- }
- }
-
- public class PhysXCharacter : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private NxCharacter _character;
- private bool flying;
- private float gravityAccel;
-
- public PhysXCharacter(NxCharacter character)
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _character = character;
- }
-
- public override bool Flying
- {
- get
- {
- return flying;
- }
- set
- {
- flying = value;
- }
- }
-
- public override PhysicsVector Position
- {
- get
- {
- return _position;
- }
- set
- {
- _position = value;
- Vec3 ps = new Vec3();
- ps.X = value.X;
- ps.Y = value.Y;
- ps.Z = value.Z;
- this._character.Position = ps;
- }
- }
-
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override bool Kinematic
- {
- get
- {
- return false;
- }
- set
- {
-
- }
- }
-
- public override Axiom.MathLib.Quaternion Orientation
- {
- get
- {
- return Axiom.MathLib.Quaternion.Identity;
- }
- set
- {
-
- }
- }
-
- 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)
- {
-
- }
-
- public void Move(float timeStep)
- {
- Vec3 vec = new Vec3();
- vec.X = this._velocity.X * timeStep;
- vec.Y = this._velocity.Y * timeStep;
- if(flying)
- {
- vec.Z = ( this._velocity.Z) * timeStep;
- }
- else
- {
- gravityAccel+= -9.8f;
- vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
- }
- int res = this._character.Move(vec);
- if(res == 1)
- {
- gravityAccel = 0;
- }
- }
-
- public void UpdatePosition()
- {
- Vec3 vec = this._character.Position;
- this._position.X = vec.X;
- this._position.Y = vec.Y;
- this._position.Z = vec.Z;
- }
- }
-
- public class PhysXPrim : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private NxActor _prim;
-
- public PhysXPrim(NxActor prim)
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _prim = prim;
- }
- public override bool Flying
- {
- get
- {
- return false; //no flying prims for you
- }
- set
- {
-
- }
- }
- public override PhysicsVector Position
- {
- get
- {
- PhysicsVector pos = new PhysicsVector();
- Vec3 vec = this._prim.Position;
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- return pos;
-
- }
- set
- {
- PhysicsVector vec = value;
- Vec3 pos = new Vec3();
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- this._prim.Position = pos;
- }
- }
-
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override bool Kinematic
- {
- get
- {
- return this._prim.Kinematic;
- }
- set
- {
- this._prim.Kinematic = value;
- }
- }
-
- public override Axiom.MathLib.Quaternion Orientation
- {
- get
- {
- Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
- PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
- res.w = quat.W;
- res.x = quat.X;
- res.y = quat.Y;
- res.z = quat.Z;
- return res;
- }
- set
- {
-
- }
- }
-
- 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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