Split BasicPhysics classes into separate files.
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0d8284c7a1
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@ -0,0 +1,322 @@
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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 OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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public class BasicActor : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector _size;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool iscolliding;
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public BasicActor()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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_size = new PhysicsVector();
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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 PhysicsVector 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 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 bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set { _position = value; }
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}
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public override PhysicsVector Size
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{
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get { return _size; }
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set {
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_size = value;
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_size.Z = _size.Z / 2.0f;
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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 override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.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, PhysicsVector 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 SetVolumeDetect(int param)
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{
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}
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public override PhysicsVector CenterOfMass
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector GeometricCenter
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector 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 PhysicsVector Torque
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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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 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 PhysicsVector Acceleration
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{
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get { return _acceleration; }
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}
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public override bool Kinematic
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{
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get { return true; }
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set { }
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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(PhysicsVector axis)
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{
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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_acceleration = accel;
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}
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public override void AddForce(PhysicsVector force, bool pushforce)
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{
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}
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public override void AddAngularForce(PhysicsVector force, bool pushforce)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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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 PhysicsVector PIDTarget
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{
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set { return; }
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}
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public override bool PIDActive
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{
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set { return; }
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}
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public override float PIDTau
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{
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set { return; }
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}
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public override float PIDHoverHeight
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{
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set { return; }
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}
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public override bool PIDHoverActive
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{
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set { return; }
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}
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public override PIDHoverType PIDHoverType
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{
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set { return; }
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}
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public override float PIDHoverTau
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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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@ -25,9 +25,9 @@
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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 OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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@ -61,418 +61,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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}
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}
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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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//protected internal string sceneIdentifier;
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public BasicScene(string _sceneIdentifier)
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{
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//sceneIdentifier = _sceneIdentifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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// Does nothing right now
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}
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public override void Dispose()
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{
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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BasicActor act = new BasicActor();
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act.Position = position;
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act.Flying = isFlying;
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_actors.Add(act);
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return act;
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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BasicActor act = (BasicActor) actor;
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if (_actors.Contains(act))
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{
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_actors.Remove(act);
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}
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}
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/*
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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return null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation, bool isPhysical)
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{
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return null;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim)
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{
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}
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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for (int i = 0; i < _actors.Count; ++i)
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{
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BasicActor actor = _actors[i];
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actor.Position.X += actor.Velocity.X*timeStep;
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actor.Position.Y += actor.Velocity.Y*timeStep;
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if (actor.Position.Y < 0)
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{
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actor.Position.Y = 0.1F;
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}
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else if (actor.Position.Y >= Constants.RegionSize)
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{
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actor.Position.Y = ((int)Constants.RegionSize - 0.1f);
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}
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if (actor.Position.X < 0)
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{
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actor.Position.X = 0.1F;
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}
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else if (actor.Position.X >= Constants.RegionSize)
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{
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actor.Position.X = ((int)Constants.RegionSize - 0.1f);
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}
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float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
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if (actor.Flying)
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{
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if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
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_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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actor.IsColliding = true;
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}
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else
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{
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actor.Position.Z += actor.Velocity.Z*timeStep;
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actor.IsColliding = false;
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}
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}
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else
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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actor.IsColliding = true;
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}
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}
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return fps;
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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get { return (false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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_heightMap = heightMap;
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}
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public override void SetWaterLevel(float baseheight)
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{
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}
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public override void DeleteTerrain()
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{
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}
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public override Dictionary<uint, float> GetTopColliders()
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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return returncolliders;
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}
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}
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public class BasicActor : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector _size;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool iscolliding;
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public BasicActor()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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_size = new PhysicsVector();
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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 PhysicsVector 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 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 bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set { _position = value; }
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}
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public override PhysicsVector Size
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{
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get { return _size; }
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set {
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_size = value;
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_size.Z = _size.Z / 2.0f;
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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 override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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<BasicActor> _actors = new List<BasicActor>();
|
||||
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<uint, float> GetTopColliders()
|
||||
{
|
||||
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
||||
return returncolliders;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue