Remove PhysXPlugin and wrappers.
In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.xassetservice
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4a329098e8
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Reflection;
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using System.Runtime.InteropServices;
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// Information about this assembly is defined by the following
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// attributes.
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//
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// change them to the information which is associated with the assembly
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// you compile.
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[assembly : AssemblyTitle("RealPhysXplugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("http://opensimulator.org")]
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[assembly : AssemblyProduct("RealPhysXplugin")]
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[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// This sets the default COM visibility of types in the assembly to invisible.
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// If you need to expose a type to COM, use [ComVisible(true)] on that type.
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[assembly : ComVisible(false)]
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// The assembly version has following format :
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//
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// Major.Minor.Build.Revision
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//
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly : AssemblyVersion("0.6.5.*")]
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@ -1,349 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
|
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* notice, this list of conditions and the following disclaimer.
|
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
|
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using PhysXWrapper;
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using Quaternion=OpenMetaverse.Quaternion;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.PhysXPlugin
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{
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public class PhysXCharacter : PhysicsActor
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{
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private Vector3 _position;
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private Vector3 _velocity;
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private Vector3 m_rotationalVelocity = Vector3.Zero;
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private Vector3 _acceleration;
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private NxCharacter _character;
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private bool flying;
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private bool iscolliding = false;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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{
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_character = character;
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}
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public override int PhysicsActorType
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{
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get { return (int) ActorTypes.Agent; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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}
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public override bool Selected
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{
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set { return; }
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}
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public override float Buoyancy
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{
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get { return 0f; }
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set { return; }
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}
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public override bool FloatOnWater
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{
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set { return; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override Vector3 RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override Vector3 Position
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{
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get { return _position; }
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set
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{
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_position = value;
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Vec3 ps = new Vec3();
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ps.X = value.X;
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ps.Y = value.Y;
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ps.Z = value.Z;
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_character.Position = ps;
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}
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}
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public override Vector3 Size
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{
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get { return Vector3.Zero; }
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set { }
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}
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public override float Mass
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{
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get { return 0f; }
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}
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public override Vector3 Force
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{
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get { return Vector3.Zero; }
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set { return; }
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}
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public override int VehicleType
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{
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get { return 0; }
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set { return; }
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}
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public override void VehicleFloatParam(int param, float value)
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{
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}
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public override void VehicleVectorParam(int param, Vector3 value)
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{
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}
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public override void VehicleRotationParam(int param, Quaternion rotation)
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{
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}
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public override void VehicleFlags(int param, bool remove)
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{
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}
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public override void SetVolumeDetect(int param)
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{
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}
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public override Vector3 CenterOfMass
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{
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get { return Vector3.Zero; }
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}
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public override Vector3 GeometricCenter
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{
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get { return Vector3.Zero; }
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}
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public override Vector3 Velocity
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{
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override float CollisionScore
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{
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get { return 0f; }
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set { }
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}
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public override bool Kinematic
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{
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get { return false; }
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set { }
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}
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public override Quaternion Orientation
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{
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get { return Quaternion.Identity; }
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set { }
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}
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public override Vector3 Acceleration
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{
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override void AddForce(Vector3 force, bool pushforce)
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{
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}
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public override Vector3 Torque
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{
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get { return Vector3.Zero; }
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set { return; }
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}
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public override void AddAngularForce(Vector3 force, bool pushforce)
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{
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}
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public override void link(PhysicsActor obj)
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{
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}
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public override void delink()
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{
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}
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public override void LockAngularMotion(Vector3 axis)
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{
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}
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public override void SetMomentum(Vector3 momentum)
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{
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}
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public void Move(float timeStep)
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{
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Vec3 vec = new Vec3();
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vec.X = _velocity.X*timeStep;
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vec.Y = _velocity.Y*timeStep;
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if (flying)
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{
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vec.Z = (_velocity.Z)*timeStep;
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}
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else
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{
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gravityAccel += -9.8f;
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vec.Z = (gravityAccel + _velocity.Z)*timeStep;
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}
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int res = _character.Move(vec);
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if (res == 1)
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{
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gravityAccel = 0;
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}
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}
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public override PrimitiveBaseShape Shape
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{
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set { return; }
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}
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public void UpdatePosition()
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{
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Vec3 vec = _character.Position;
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_position.X = vec.X;
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_position.Y = vec.Y;
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_position.Z = vec.Z;
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}
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public override void CrossingFailure()
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{
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}
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public override Vector3 PIDTarget { set { return; } }
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public override bool PIDActive { set { return; } }
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public override float PIDTau { set { return; } }
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public override float PIDHoverHeight { set { return; } }
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public override bool PIDHoverActive { set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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}
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public override void UnSubscribeEvents()
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{
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}
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public override bool SubscribedEvents()
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{
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return false;
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}
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}
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}
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@ -1,76 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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||||||
* modification, are permitted provided that the following conditions are met:
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|
||||||
* * 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 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.
|
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||||||
*/
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using System;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenSim.Framework;
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|
||||||
using OpenSim.Region.Physics.Manager;
|
|
||||||
using PhysXWrapper;
|
|
||||||
using Quaternion=OpenMetaverse.Quaternion;
|
|
||||||
using System.Reflection;
|
|
||||||
using log4net;
|
|
||||||
using OpenMetaverse;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.PhysXPlugin
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Will be the PhysX plugin but for now will be a very basic physics engine
|
|
||||||
/// </summary>
|
|
||||||
public class PhysXPlugin : IPhysicsPlugin
|
|
||||||
{
|
|
||||||
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
private PhysXScene _mScene;
|
|
||||||
|
|
||||||
public PhysXPlugin()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Init()
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsScene GetScene(string sceneIdentifier)
|
|
||||||
{
|
|
||||||
if (_mScene == null)
|
|
||||||
{
|
|
||||||
_mScene = new PhysXScene(sceneIdentifier);
|
|
||||||
}
|
|
||||||
return (_mScene);
|
|
||||||
}
|
|
||||||
|
|
||||||
public string GetName()
|
|
||||||
{
|
|
||||||
return ("RealPhysX");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,341 +0,0 @@
|
||||||
/*
|
|
||||||
* 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 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 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 OpenSim.Framework;
|
|
||||||
using OpenSim.Region.Physics.Manager;
|
|
||||||
using PhysXWrapper;
|
|
||||||
using Quaternion=OpenMetaverse.Quaternion;
|
|
||||||
using System.Reflection;
|
|
||||||
using log4net;
|
|
||||||
using OpenMetaverse;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.PhysXPlugin
|
|
||||||
{
|
|
||||||
public class PhysXPrim : PhysicsActor
|
|
||||||
{
|
|
||||||
private Vector3 _velocity;
|
|
||||||
private Vector3 _acceleration;
|
|
||||||
private Vector3 m_rotationalVelocity;
|
|
||||||
private NxActor _prim;
|
|
||||||
|
|
||||||
public PhysXPrim(NxActor prim)
|
|
||||||
{
|
|
||||||
_velocity = Vector3.Zero;
|
|
||||||
_acceleration = Vector3.Zero;
|
|
||||||
_prim = prim;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int PhysicsActorType
|
|
||||||
{
|
|
||||||
get { return (int) ActorTypes.Prim; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsPhysical
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool SetAlwaysRun
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override uint LocalID
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Grabbed
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Selected
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Buoyancy
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool FloatOnWater
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool ThrottleUpdates
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 RotationalVelocity
|
|
||||||
{
|
|
||||||
get { return m_rotationalVelocity; }
|
|
||||||
set { m_rotationalVelocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Flying
|
|
||||||
{
|
|
||||||
get { return false; //no flying prims for you
|
|
||||||
}
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsColliding
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingGround
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingObj
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Stopped
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Position
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
Vector3 pos = Vector3.Zero;
|
|
||||||
Vec3 vec = _prim.Position;
|
|
||||||
pos.X = vec.X;
|
|
||||||
pos.Y = vec.Y;
|
|
||||||
pos.Z = vec.Z;
|
|
||||||
return pos;
|
|
||||||
}
|
|
||||||
set
|
|
||||||
{
|
|
||||||
Vector3 vec = value;
|
|
||||||
Vec3 pos = new Vec3();
|
|
||||||
pos.X = vec.X;
|
|
||||||
pos.Y = vec.Y;
|
|
||||||
pos.Z = vec.Z;
|
|
||||||
_prim.Position = pos;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PrimitiveBaseShape Shape
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Velocity
|
|
||||||
{
|
|
||||||
get { return _velocity; }
|
|
||||||
set { _velocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Torque
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float CollisionScore
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Kinematic
|
|
||||||
{
|
|
||||||
get { return _prim.Kinematic; }
|
|
||||||
set { _prim.Kinematic = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Quaternion Orientation
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
Quaternion res;
|
|
||||||
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
|
||||||
res.W = quat.W;
|
|
||||||
res.X = quat.X;
|
|
||||||
res.Y = quat.Y;
|
|
||||||
res.Z = quat.Z;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Acceleration
|
|
||||||
{
|
|
||||||
get { return _acceleration; }
|
|
||||||
set { _acceleration = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetMomentum(Vector3 momentum)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Size
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void link(PhysicsActor obj)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void delink()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LockAngularMotion(Vector3 axis)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Mass
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Force
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int VehicleType
|
|
||||||
{
|
|
||||||
get { return 0; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFloatParam(int param, float value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleVectorParam(int param, Vector3 value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFlags(int param, bool remove) { }
|
|
||||||
|
|
||||||
public override void SetVolumeDetect(int param)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 CenterOfMass
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 GeometricCenter
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void CrossingFailure()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 PIDTarget { set { return; } }
|
|
||||||
public override bool PIDActive { set { return; } }
|
|
||||||
public override float PIDTau { set { return; } }
|
|
||||||
|
|
||||||
public override float PIDHoverHeight { set { return; } }
|
|
||||||
public override bool PIDHoverActive { set { return; } }
|
|
||||||
public override PIDHoverType PIDHoverType { set { return; } }
|
|
||||||
public override float PIDHoverTau { set { return; } }
|
|
||||||
|
|
||||||
public override Quaternion APIDTarget
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool APIDActive
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDStrength
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDDamping
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public override void SubscribeEvents(int ms)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override void UnSubscribeEvents()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override bool SubscribedEvents()
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,177 +0,0 @@
|
||||||
/*
|
|
||||||
* 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 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 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 OpenSim.Framework;
|
|
||||||
using OpenSim.Region.Physics.Manager;
|
|
||||||
using PhysXWrapper;
|
|
||||||
using Quaternion=OpenMetaverse.Quaternion;
|
|
||||||
using System.Reflection;
|
|
||||||
using log4net;
|
|
||||||
using OpenMetaverse;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.PhysXPlugin
|
|
||||||
{
|
|
||||||
public class PhysXScene : PhysicsScene
|
|
||||||
{
|
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
|
|
||||||
private List<PhysXPrim> _prims = new List<PhysXPrim>();
|
|
||||||
private float[] _heightMap = null;
|
|
||||||
private NxPhysicsSDK mySdk;
|
|
||||||
private NxScene scene;
|
|
||||||
|
|
||||||
// protected internal string sceneIdentifier;
|
|
||||||
public PhysXScene(string _sceneIdentifier)
|
|
||||||
{
|
|
||||||
//sceneIdentifier = _sceneIdentifier;
|
|
||||||
|
|
||||||
mySdk = NxPhysicsSDK.CreateSDK();
|
|
||||||
m_log.Info("Sdk created - now creating scene");
|
|
||||||
scene = mySdk.CreateScene();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
|
||||||
{
|
|
||||||
// Does nothing right now
|
|
||||||
}
|
|
||||||
public override void Dispose()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetWaterLevel(float baseheight)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
|
||||||
{
|
|
||||||
Vec3 pos = new Vec3();
|
|
||||||
pos.X = position.X;
|
|
||||||
pos.Y = position.Y;
|
|
||||||
pos.Z = position.Z;
|
|
||||||
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
|
|
||||||
act.Flying = isFlying;
|
|
||||||
act.Position = position;
|
|
||||||
_characters.Add(act);
|
|
||||||
return act;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void RemovePrim(PhysicsActor prim)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void RemoveAvatar(PhysicsActor actor)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
|
||||||
{
|
|
||||||
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 PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
|
||||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
|
||||||
{
|
|
||||||
return AddPrim(position, size, rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Simulate(float timeStep)
|
|
||||||
{
|
|
||||||
float fps = 0f;
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
m_log.Error(e.Message);
|
|
||||||
}
|
|
||||||
return fps;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void GetResults()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsThreaded
|
|
||||||
{
|
|
||||||
// for now we won't be multithreaded
|
|
||||||
get { return (false); }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetTerrain(float[] heightMap)
|
|
||||||
{
|
|
||||||
if (_heightMap != null)
|
|
||||||
{
|
|
||||||
m_log.Debug("PhysX - deleting old terrain");
|
|
||||||
scene.DeleteTerrain();
|
|
||||||
}
|
|
||||||
_heightMap = heightMap;
|
|
||||||
scene.AddTerrain(heightMap);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void DeleteTerrain()
|
|
||||||
{
|
|
||||||
scene.DeleteTerrain();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Dictionary<uint, float> GetTopColliders()
|
|
||||||
{
|
|
||||||
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
|
||||||
return returncolliders;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
Binary file not shown.
Binary file not shown.
25
prebuild.xml
25
prebuild.xml
|
@ -521,31 +521,6 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.PhysXPlugin" path="OpenSim/Region/Physics/PhysXPlugin" type="Library">
|
|
||||||
<Configuration name="Debug">
|
|
||||||
<Options>
|
|
||||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
|
||||||
</Options>
|
|
||||||
</Configuration>
|
|
||||||
<Configuration name="Release">
|
|
||||||
<Options>
|
|
||||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
|
||||||
</Options>
|
|
||||||
</Configuration>
|
|
||||||
|
|
||||||
<ReferencePath>../../../../bin/</ReferencePath>
|
|
||||||
<Reference name="System"/>
|
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
|
||||||
<Reference name="Nini" path="../../../../bin/"/>
|
|
||||||
<Reference name="PhysX_Wrapper_Dotnet" path="../../../../bin/"/>
|
|
||||||
<Reference name="OpenSim.Framework"/>
|
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
|
||||||
<Reference name="log4net" path="../../../../bin/"/>
|
|
||||||
<Files>
|
|
||||||
<Match pattern="*.cs" recurse="true"/>
|
|
||||||
</Files>
|
|
||||||
</Project>
|
|
||||||
|
|
||||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.OdePlugin" path="OpenSim/Region/Physics/OdePlugin" type="Library">
|
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.OdePlugin" path="OpenSim/Region/Physics/OdePlugin" type="Library">
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
|
|
Loading…
Reference in New Issue