PE physics plugin stubs
parent
49d7ff0307
commit
9e68de6b8f
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@ -648,8 +648,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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catch (Exception e)
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{
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// Make sure that we see any exception caused by the asynchronous operation.
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m_log.Error(
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string.Format("[LLCLIENTVIEW]: Caught exception while processing {0}", packetObject.Pack), e);
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m_log.ErrorFormat( "[LLCLIENTVIEW]: Caught exception while processing {0}: {1}",
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packetObject.Pack, e.ToString());
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}
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}
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@ -0,0 +1,280 @@
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/*
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* Copyright (c) Intel Corporation
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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 Intel Corporation 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 System.Reflection;
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using log4net;
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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.PEPlugin
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{
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public class PECharacter : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool _stopped;
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private Vector3 _size;
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private PrimitiveBaseShape _pbs;
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private uint _localID = 0;
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private bool _grabbed;
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private bool _selected;
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private Vector3 _position;
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private float _mass;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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private float _collisionScore;
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private Vector3 _acceleration;
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private Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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private bool _collidingGround;
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private bool _collidingObj;
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private bool _floatOnWater;
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private Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public PECharacter(String avName, PEScene parent_scene, Vector3 pos,
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CollisionLocker dode, Vector3 size, float pid_d, float pid_p,
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float capsule_radius, float tensor, float density, float height_fudge_factor,
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float walk_divisor, float rundivisor)
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{
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return;
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}
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public override bool Stopped {
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get { return _stopped; }
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}
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public override Vector3 Size {
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get { return _size; }
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set { _size = value;
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m_log.Debug("[PEE] PEChar set Size");
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Prop.Set(_localID, PropType.Size, _size);
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}
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}
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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m_log.Debug("[PEE] PEChar set Shape");
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Prop.Set(_localID, PropType.Shape, _pbs);
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}
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}
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public override uint LocalID {
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set { _localID = value;
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m_log.Debug("[PEE] PEChar set LocalID");
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Prop.Set(_localID, PropType.LocalID, _localID);
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}
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}
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public override bool Grabbed {
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set { _grabbed = value;
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m_log.Debug("[PEE] PEChar set Grabbed");
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Prop.Set(_localID, PropType.Grabbed, _grabbed);
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}
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}
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public override bool Selected {
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set { _selected = value;
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m_log.Debug("[PEE] PEChar set Selected");
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Prop.Set(_localID, PropType.Selected, _selected);
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}
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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public override void LockAngularMotion(Vector3 axis) { return; }
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public override Vector3 Position {
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get { return _position; }
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set { _position = value;
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// m_log.Debug("[PEE] PEChar set Position");
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Prop.Set(_localID, PropType.Position, _position);
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}
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}
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public override float Mass {
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get { return _mass; }
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}
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public override Vector3 Force {
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get { return _force; }
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set { _force = value;
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m_log.Debug("[PEE] PEChar set Force");
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Prop.Set(_localID, PropType.Force, _force);
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}
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}
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public override int VehicleType {
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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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public override void VehicleVectorParam(int param, Vector3 value) {}
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public override void VehicleRotationParam(int param, Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) { return; }
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public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
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public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
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public override Vector3 Velocity {
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get { return _velocity; }
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set { _velocity = value;
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Prop.Set(_localID, PropType.Velocity, _velocity);
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}
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}
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public override Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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Prop.Set(_localID, PropType.Torque, _torque);
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
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}
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}
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public override Vector3 Acceleration {
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get { return _acceleration; }
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}
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public override Quaternion Orientation {
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get { return _orientation; }
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set { _orientation = value;
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Prop.Set(_localID, PropType.Orientation, _orientation);
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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}
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}
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public override bool IsPhysical {
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get { return _isPhysical; }
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set { _isPhysical = value;
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}
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}
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public override bool Flying {
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get { return _flying; }
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set { _flying = value;
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}
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}
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public override bool
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SetAlwaysRun {
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get { return _setAlwaysRun; }
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set { _setAlwaysRun = value; }
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}
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public override bool ThrottleUpdates {
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get { return _throttleUpdates; }
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set { _throttleUpdates = value; }
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}
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public override bool IsColliding {
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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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get { return _collidingGround; }
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set { _collidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set { _floatOnWater = value; }
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}
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public override Vector3 RotationalVelocity {
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get { return _rotationalVelocity; }
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set { _rotationalVelocity = value; }
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}
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public override bool Kinematic {
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get { return _kinematic; }
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set { _kinematic = value; }
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}
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public override float Buoyancy {
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get { return _buoyancy; }
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set { _buoyancy = value; }
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}
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// Used for MoveTo
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public override Vector3 PIDTarget {
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set { _PIDTarget = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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public override float PIDTau {
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set { _PIDTau = value; }
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive {
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set { _useHoverPID = value; }
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}
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public override float PIDHoverHeight {
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set { _PIDHoverHeight = value; }
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}
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public override PIDHoverType PIDHoverType {
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set { _PIDHoverType = value; }
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}
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public override float PIDHoverTau {
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set { _PIDHoverTao = value; }
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}
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// For RotLookAt
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(Vector3 force, bool pushforce) {
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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public override void SetMomentum(Vector3 momentum) {
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}
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public override void SubscribeEvents(int ms) {
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}
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public override void UnSubscribeEvents() {
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}
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public override bool SubscribedEvents() {
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return false;
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}
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}
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}
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@ -0,0 +1,67 @@
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/*
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* Copyright (c) Intel Corporation
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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 Intel Corporation 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 OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.PEPlugin
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{
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public class PEPlugin : IPhysicsPlugin
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{
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private PEScene _mScene;
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public PEPlugin()
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{
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}
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public bool Init()
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{
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return true;
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}
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public PhysicsScene GetScene(String sceneIdentifier)
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{
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if (_mScene == null)
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{
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_mScene = new PEScene(sceneIdentifier);
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}
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return (_mScene);
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}
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public string GetName()
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{
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return ("PhysicsEngineEngine");
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}
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public void Dispose()
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{
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}
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}
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}
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@ -0,0 +1,277 @@
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/*
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* Copyright (c) Intel Corporation
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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.
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||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* 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 Intel Corporation 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
|
||||
* 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
|
||||
* (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.Reflection;
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using System.Collections.Generic;
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using log4net;
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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.PEPlugin
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{
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public sealed class PEPrim : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool _stopped;
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private Vector3 _size;
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private PrimitiveBaseShape _pbs;
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private uint _localID = 0;
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private bool _grabbed;
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private bool _selected;
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private Vector3 _position;
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private float _mass;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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private float _collisionScore;
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private Vector3 _acceleration;
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private Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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private bool _collidingGround;
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private bool _collidingObj;
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private bool _floatOnWater;
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private Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public PEPrim(String primName, PEScene parent_scene, Vector3 pos, Vector3 size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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// SendCreatePrim(primName, parent_scene, pos, size, rotation, mesh, pbs, pisPhysical, dode);
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}
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public override bool Stopped {
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get { return _stopped; }
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}
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public override Vector3 Size {
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get { return _size; }
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set { _size = value;
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m_log.Debug("[PEE] PEPrim set Size");
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Prop.Set(_localID, PropType.Size, _size);
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}
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}
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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m_log.Debug("[PEE] PEPrim set Shape");
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Prop.Set(_localID, PropType.Shape, _pbs);
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}
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}
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public override uint LocalID {
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set { _localID = value;
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m_log.Debug("[PEE] PEPrim set LocalID");
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Prop.Set(_localID, PropType.LocalID, _localID);
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}
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}
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public override bool Grabbed {
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set { _grabbed = value;
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m_log.Debug("[PEE] PEPrim set Grabbed");
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Prop.Set(_localID, PropType.Grabbed, _grabbed);
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}
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}
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public override bool Selected {
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set { _selected = value;
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m_log.Debug("[PEE] PEPrim set Selected");
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Prop.Set(_localID, PropType.Selected, _selected);
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}
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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public override void LockAngularMotion(Vector3 axis) { return; }
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public override Vector3 Position {
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get { return _position; }
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set { _position = value;
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m_log.Debug("[PEE] PEPrim set Position");
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Prop.Set(_localID, PropType.Position, _position);
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}
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}
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public override float Mass {
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get { return _mass; }
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}
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public override Vector3 Force {
|
||||
get { return _force; }
|
||||
set { _force = value;
|
||||
m_log.Debug("[PEE] PEPrim set Force");
|
||||
Prop.Set(_localID, PropType.Force, _force);
|
||||
}
|
||||
}
|
||||
|
||||
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) { }
|
||||
|
||||
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
|
||||
public override void SetVolumeDetect(int param) { return; }
|
||||
|
||||
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
|
||||
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
|
||||
public override Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set { _velocity = value;
|
||||
Prop.Set(_localID, PropType.Velocity, _velocity);
|
||||
}
|
||||
}
|
||||
public override Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
Prop.Set(_localID, PropType.Torque, _torque);
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
get { return _collisionScore; }
|
||||
set { _collisionScore = value;
|
||||
Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
|
||||
}
|
||||
}
|
||||
public override Vector3 Acceleration {
|
||||
get { return _acceleration; }
|
||||
}
|
||||
public override Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
set { _orientation = value;
|
||||
Prop.Set(_localID, PropType.Orientation, _orientation);
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value;
|
||||
}
|
||||
}
|
||||
public override bool IsPhysical {
|
||||
get { return _isPhysical; }
|
||||
set { _isPhysical = value;
|
||||
}
|
||||
}
|
||||
public override bool Flying {
|
||||
get { return _flying; }
|
||||
set { _flying = value;
|
||||
}
|
||||
}
|
||||
public override bool
|
||||
SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
set { _setAlwaysRun = value; }
|
||||
}
|
||||
public override bool ThrottleUpdates {
|
||||
get { return _throttleUpdates; }
|
||||
set { _throttleUpdates = value; }
|
||||
}
|
||||
public override bool IsColliding {
|
||||
get { return _isColliding; }
|
||||
set { _isColliding = value; }
|
||||
}
|
||||
public override bool CollidingGround {
|
||||
get { return _collidingGround; }
|
||||
set { _collidingGround = value; }
|
||||
}
|
||||
public override bool CollidingObj {
|
||||
get { return _collidingObj; }
|
||||
set { _collidingObj = value; }
|
||||
}
|
||||
public override bool FloatOnWater {
|
||||
set { _floatOnWater = value; }
|
||||
}
|
||||
public override Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
}
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value; }
|
||||
}
|
||||
|
||||
// Used for MoveTo
|
||||
public override Vector3 PIDTarget {
|
||||
set { _PIDTarget = value; }
|
||||
}
|
||||
public override bool PIDActive {
|
||||
set { _usePID = value; }
|
||||
}
|
||||
public override float PIDTau {
|
||||
set { _PIDTau = value; }
|
||||
}
|
||||
|
||||
// Used for llSetHoverHeight and maybe vehicle height
|
||||
// Hover Height will override MoveTo target's Z
|
||||
public override bool PIDHoverActive {
|
||||
set { _useHoverPID = value; }
|
||||
}
|
||||
public override float PIDHoverHeight {
|
||||
set { _PIDHoverHeight = value; }
|
||||
}
|
||||
public override PIDHoverType PIDHoverType {
|
||||
set { _PIDHoverType = value; }
|
||||
}
|
||||
public override float PIDHoverTau {
|
||||
set { _PIDHoverTao = value; }
|
||||
}
|
||||
|
||||
// For RotLookAt
|
||||
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 AddForce(Vector3 force, bool pushforce) {
|
||||
}
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce) {
|
||||
}
|
||||
public override void SetMomentum(Vector3 momentum) {
|
||||
}
|
||||
public override void SubscribeEvents(int ms) {
|
||||
}
|
||||
public override void UnSubscribeEvents() {
|
||||
}
|
||||
public override bool SubscribedEvents() {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,97 @@
|
|||
/*
|
||||
* Copyright (c) Intel Corporation
|
||||
*
|
||||
* 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 Intel Corporation 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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.PEPlugin
|
||||
{
|
||||
public class PEScene : PhysicsScene
|
||||
{
|
||||
public PEScene(string identifier)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
||||
{
|
||||
PECharacter actor = new PECharacter(avName, this, position, null, size, 0f, 0f, .5f, 1f,
|
||||
1f, 1f, .5f, .5f);
|
||||
return actor;
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
}
|
||||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation) // deprecated
|
||||
{
|
||||
return null;
|
||||
}
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||
{
|
||||
PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null);
|
||||
return prim;
|
||||
}
|
||||
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
return 60f; // returns frames per second
|
||||
}
|
||||
|
||||
public override void GetResults() { }
|
||||
|
||||
public override void SetTerrain(float[] heightMap) { }
|
||||
|
||||
public override void SetWaterLevel(float baseheight) { }
|
||||
|
||||
public override void DeleteTerrain() { }
|
||||
|
||||
public override void Dispose() { }
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
{
|
||||
return new Dictionary<uint, float>();
|
||||
}
|
||||
|
||||
public override bool IsThreaded { get { return false; } }
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.PEPlugin
|
||||
{
|
||||
public enum PropType
|
||||
{
|
||||
Size,
|
||||
Shape,
|
||||
LocalID,
|
||||
Grabbed,
|
||||
Selected,
|
||||
Position,
|
||||
Force,
|
||||
Velocity,
|
||||
Torque,
|
||||
CollisionScore,
|
||||
Orientation
|
||||
};
|
||||
|
||||
public class Prop
|
||||
{
|
||||
public static void Set(uint localID, PropType type, uint val)
|
||||
{
|
||||
}
|
||||
public static void Set(uint localID, PropType type, Vector3 val)
|
||||
{
|
||||
}
|
||||
public static void Set(uint localID, PropType type, PrimitiveBaseShape val)
|
||||
{
|
||||
}
|
||||
public static void Set(uint localID, PropType type, bool val)
|
||||
{
|
||||
}
|
||||
public static void Set(uint localID, PropType type, float val)
|
||||
{
|
||||
}
|
||||
public static void Set(uint localID, PropType type, Quaternion val)
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
}
|
29
prebuild.xml
29
prebuild.xml
|
@ -545,6 +545,35 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.PEPlugin" path="OpenSim/Region/Physics/PEPlugin" 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="System.Core"/>
|
||||
<Reference name="OpenMetaverseTypes.dll"/>
|
||||
<Reference name="Nini.dll" />
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="log4net.dll"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletXPlugin" path="OpenSim/Region/Physics/BulletXPlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
|
Loading…
Reference in New Issue