From 8863092f7c0e97b5ebae797c059b6c8c03e948b9 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Tue, 11 Aug 2009 00:24:39 +0900 Subject: [PATCH] Split BasicPhysics classes into separate files. --- .../BasicPhysicsPlugin/BasicPhysicsActor.cs | 322 ++++++++++++++ .../BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 416 +----------------- .../BasicPhysicsPlugin/BasicPhysicsScene.cs | 185 ++++++++ 3 files changed, 508 insertions(+), 415 deletions(-) create mode 100644 OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs create mode 100644 OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs new file mode 100644 index 0000000000..a74eb0c1e0 --- /dev/null +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs @@ -0,0 +1,322 @@ +/* + * 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 OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Physics.BasicPhysicsPlugin +{ + public class BasicActor : PhysicsActor + { + private PhysicsVector _position; + private PhysicsVector _velocity; + private PhysicsVector _acceleration; + private PhysicsVector _size; + private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private bool flying; + private bool iscolliding; + public BasicActor() + { + _velocity = new PhysicsVector(); + _position = new PhysicsVector(); + _acceleration = new PhysicsVector(); + _size = new PhysicsVector(); + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Agent; } + set { return; } + } + + public override PhysicsVector RotationalVelocity + { + get { return m_rotationalVelocity; } + set { m_rotationalVelocity = value; } + } + + 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 IsPhysical + { + get { return false; } + set { return; } + } + + public override bool ThrottleUpdates + { + get { return false; } + set { return; } + } + + public override bool Flying + { + get { return flying; } + set { flying = value; } + } + + public override bool IsColliding + { + get { return iscolliding; } + set { iscolliding = value; } + } + + 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 PhysicsVector Position + { + get { return _position; } + set { _position = value; } + } + + public override PhysicsVector Size + { + get { return _size; } + set { + _size = value; + _size.Z = _size.Z / 2.0f; + } + } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public override float Mass + { + get { return 0f; } + } + + public override PhysicsVector Force + { + get { return PhysicsVector.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, PhysicsVector value) + { + + } + + public override void VehicleRotationParam(int param, Quaternion rotation) + { + + } + + public override void SetVolumeDetect(int param) + { + + } + + public override PhysicsVector CenterOfMass + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector GeometricCenter + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector Velocity + { + get { return _velocity; } + set { _velocity = value; } + } + + public override PhysicsVector Torque + { + get { return PhysicsVector.Zero; } + set { return; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override Quaternion Orientation + { + get { return Quaternion.Identity; } + set { } + } + + public override PhysicsVector Acceleration + { + get { return _acceleration; } + } + + public override bool Kinematic + { + get { return true; } + set { } + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(PhysicsVector axis) + { + } + + public void SetAcceleration(PhysicsVector accel) + { + _acceleration = accel; + } + + public override void AddForce(PhysicsVector force, bool pushforce) + { + } + + public override void AddAngularForce(PhysicsVector force, bool pushforce) + { + } + + public override void SetMomentum(PhysicsVector momentum) + { + } + + public override void CrossingFailure() + { + } + + public override PhysicsVector 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 void SubscribeEvents(int ms) + { + } + + public override void UnSubscribeEvents() + { + } + + public override bool SubscribedEvents() + { + return false; + } + } +} diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index d3d10bf817..7ab2a03695 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs @@ -25,9 +25,9 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +using System; using System.Collections.Generic; using Nini.Config; -using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; @@ -61,418 +61,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin { } } - - public class BasicScene : PhysicsScene - { - private List _actors = new List(); - private float[] _heightMap; - - //protected internal string sceneIdentifier; - - public BasicScene(string _sceneIdentifier) - { - //sceneIdentifier = _sceneIdentifier; - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - // Does nothing right now - } - - public override void Dispose() - { - - } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) - { - BasicActor act = new BasicActor(); - act.Position = position; - act.Flying = isFlying; - _actors.Add(act); - return act; - } - - public override void RemovePrim(PhysicsActor prim) - { - } - - 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, Quaternion rotation) - { - return null; - } -*/ - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) - { - return AddPrimShape(primName, pbs, position, size, rotation, false); - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) - { - return null; - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - } - - public override float Simulate(float timeStep) - { - float fps = 0; - for (int i = 0; i < _actors.Count; ++i) - { - BasicActor actor = _actors[i]; - - actor.Position.X += actor.Velocity.X*timeStep; - actor.Position.Y += actor.Velocity.Y*timeStep; - - if (actor.Position.Y < 0) - { - actor.Position.Y = 0.1F; - } - else if (actor.Position.Y >= Constants.RegionSize) - { - actor.Position.Y = ((int)Constants.RegionSize - 0.1f); - } - - if (actor.Position.X < 0) - { - actor.Position.X = 0.1F; - } - else if (actor.Position.X >= Constants.RegionSize) - { - actor.Position.X = ((int)Constants.RegionSize - 0.1f); - } - - float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; - if (actor.Flying) - { - if (actor.Position.Z + (actor.Velocity.Z*timeStep) < - _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) - { - actor.Position.Z = height; - actor.Velocity.Z = 0; - actor.IsColliding = true; - } - else - { - actor.Position.Z += actor.Velocity.Z*timeStep; - actor.IsColliding = false; - } - } - else - { - actor.Position.Z = height; - actor.Velocity.Z = 0; - actor.IsColliding = true; - } - } - return fps; - } - - public override void GetResults() - { - } - - public override bool IsThreaded - { - get { return (false); // for now we won't be multithreaded - } - } - - public override void SetTerrain(float[] heightMap) - { - _heightMap = heightMap; - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override void DeleteTerrain() - { - } - public override Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - - } - - public class BasicActor : PhysicsActor - { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; - private bool flying; - private bool iscolliding; - public BasicActor() - { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - _size = new PhysicsVector(); - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override PhysicsVector RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - 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 IsPhysical - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool Flying - { - get { return flying; } - set { flying = value; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - 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 PhysicsVector Position - { - get { return _position; } - set { _position = value; } - } - - public override PhysicsVector Size - { - get { return _size; } - set { - _size = value; - _size.Z = _size.Z / 2.0f; - } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override float Mass - { - get { return 0f; } - } - - public override PhysicsVector Force - { - get { return PhysicsVector.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, PhysicsVector value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void SetVolumeDetect(int param) - { - - } - - public override PhysicsVector CenterOfMass - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector GeometricCenter - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector Velocity - { - get { return _velocity; } - set { _velocity = value; } - } - - public override PhysicsVector Torque - { - get { return PhysicsVector.Zero; } - set { return; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set { } - } - - public override PhysicsVector Acceleration - { - get { return _acceleration; } - } - - public override bool Kinematic - { - get { return true; } - set { } - } - - public override void link(PhysicsActor obj) - { - } - - public override void delink() - { - } - - public override void LockAngularMotion(PhysicsVector axis) - { - - } - - public void SetAcceleration(PhysicsVector accel) - { - _acceleration = accel; - } - - public override void AddForce(PhysicsVector force, bool pushforce) - { - } - - public override void AddAngularForce(PhysicsVector force, bool pushforce) - { - } - - public override void SetMomentum(PhysicsVector momentum) - { - } - - public override void CrossingFailure() - { - } - - public override PhysicsVector 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 void SubscribeEvents(int ms) - { - - } - public override void UnSubscribeEvents() - { - - } - public override bool SubscribedEvents() - { - return false; - } - } } diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs new file mode 100644 index 0000000000..66bd099e49 --- /dev/null +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs @@ -0,0 +1,185 @@ +/* + * 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 OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Physics.BasicPhysicsPlugin +{ + public class BasicScene : PhysicsScene + { + private List _actors = new List(); + private float[] _heightMap; + + //protected internal string sceneIdentifier; + + public BasicScene(string _sceneIdentifier) + { + //sceneIdentifier = _sceneIdentifier; + } + + public override void Initialise(IMesher meshmerizer, IConfigSource config) + { + } + + public override void Dispose() + { + + } + public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) + { + BasicActor act = new BasicActor(); + act.Position = position; + act.Flying = isFlying; + _actors.Add(act); + return act; + } + + public override void RemovePrim(PhysicsActor prim) + { + } + + 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, Quaternion rotation) + { + return null; + } +*/ + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + PhysicsVector size, Quaternion rotation) + { + return AddPrimShape(primName, pbs, position, size, rotation, false); + } + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + PhysicsVector size, Quaternion rotation, bool isPhysical) + { + return null; + } + + public override void AddPhysicsActorTaint(PhysicsActor prim) + { + } + + public override float Simulate(float timeStep) + { + float fps = 0; + for (int i = 0; i < _actors.Count; ++i) + { + BasicActor actor = _actors[i]; + + actor.Position.X += actor.Velocity.X*timeStep; + actor.Position.Y += actor.Velocity.Y*timeStep; + + if (actor.Position.Y < 0) + { + actor.Position.Y = 0.1F; + } + else if (actor.Position.Y >= Constants.RegionSize) + { + actor.Position.Y = ((int)Constants.RegionSize - 0.1f); + } + + if (actor.Position.X < 0) + { + actor.Position.X = 0.1F; + } + else if (actor.Position.X >= Constants.RegionSize) + { + actor.Position.X = ((int)Constants.RegionSize - 0.1f); + } + + float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; + if (actor.Flying) + { + if (actor.Position.Z + (actor.Velocity.Z*timeStep) < + _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) + { + actor.Position.Z = height; + actor.Velocity.Z = 0; + actor.IsColliding = true; + } + else + { + actor.Position.Z += actor.Velocity.Z*timeStep; + actor.IsColliding = false; + } + } + else + { + actor.Position.Z = height; + actor.Velocity.Z = 0; + actor.IsColliding = true; + } + } + return fps; + } + + public override void GetResults() + { + } + + public override bool IsThreaded + { + get { return (false); // for now we won't be multithreaded + } + } + + public override void SetTerrain(float[] heightMap) + { + _heightMap = heightMap; + } + + public override void DeleteTerrain() + { + } + + public override void SetWaterLevel(float baseheight) + { + } + + public override Dictionary GetTopColliders() + { + Dictionary returncolliders = new Dictionary(); + return returncolliders; + } + } +}