OpenSimMirror/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs

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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;
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using OpenSim.Physics.Manager;
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namespace OpenSim.Physics.BasicPhysicsPlugin
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{
/// <summary>
/// Will be the PhysX plugin but for now will be a very basic physics engine
/// </summary>
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public class BasicPhysicsPlugin : IPhysicsPlugin
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{
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private BasicScene _mScene;
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public BasicPhysicsPlugin()
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{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene()
{
if(_mScene == null)
{
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_mScene = new BasicScene();
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}
return(_mScene);
}
public string GetName()
{
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return("basicphysics");
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}
public void Dispose()
{
}
}
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public class BasicScene :PhysicsScene
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{
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private List<BasicActor> _actors = new List<BasicActor>();
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private float[] _heightMap;
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public BasicScene()
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{
}
public override PhysicsActor AddAvatar(PhysicsVector position)
{
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BasicActor act = new BasicActor();
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act.Position = position;
_actors.Add(act);
return act;
}
public override void RemoveAvatar(PhysicsActor actor)
{
BasicActor act = (BasicActor)actor;
if(_actors.Contains(act))
{
_actors.Remove(act);
}
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
return null;
}
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public override void Simulate(float timeStep)
{
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foreach (BasicActor actor in _actors)
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{
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.Flying)
{
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
}
else
{
actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
}
if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
{*/
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if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
{
actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
}
//}
// This code needs sorting out - border crossings etc
/* if(actor.Position.X<0)
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{
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.X = 0;
actor.Velocity.X = 0;
}
if(actor.Position.Y < 0)
{
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.Y = 0;
actor.Velocity.Y = 0;
}
if(actor.Position.X > 255)
{
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.X = 255;
actor.Velocity.X = 0;
}
if(actor.Position.Y > 255)
{
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.Y = 255;
actor.Velocity.X = 0;
}*/
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}
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get
{
return(false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
this._heightMap = heightMap;
}
public override void DeleteTerrain()
{
}
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}
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public class BasicActor : PhysicsActor
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{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private bool flying;
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public BasicActor()
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{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override bool Flying
{
get
{
return false;
}
set
{
flying= value;
}
}
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public override PhysicsVector Position
{
get
{
return _position;
}
set
{
_position = value;
}
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
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public override Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.Quaternion.Identity;
}
set
{
}
}
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public override PhysicsVector Acceleration
{
get
{
return _acceleration;
}
}
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public override bool Kinematic
{
get
{
return true;
}
set
{
}
}
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public void SetAcceleration (PhysicsVector accel)
{
this._acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}