Out of a fog of alcohol and adenovirus, I present - POS!

EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
afrisby
dan miller 2007-11-17 09:59:07 +00:00
parent 6ad471abc0
commit d71b28c731
2 changed files with 221 additions and 34 deletions

View File

@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
public Quaternion _orientation;
private Quaternion _orientation;
private IMesh _mesh;
private PrimitiveBaseShape _pbs;

View File

@ -26,6 +26,7 @@
*
*/
using System.Collections.Generic;
using System;
using Axiom.Math;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
@ -63,9 +64,10 @@ namespace OpenSim.Region.Physics.POSPlugin
public class POSScene : PhysicsScene
{
private List<POSActor> _actors = new List<POSActor>();
private List<POSCharacter> _characters = new List<POSCharacter>();
private List<POSPrim> _prims = new List<POSPrim>();
private float[] _heightMap;
private const float gravity = -1.0f;
private const float gravity = -9.8f;
public POSScene()
{
@ -78,22 +80,27 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
{
POSActor act = new POSActor();
POSCharacter act = new POSCharacter();
act.Position = position;
_actors.Add(act);
_characters.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor prim)
{
POSPrim p = (POSPrim) prim;
if (_prims.Contains(p))
{
_prims.Remove(p);
}
}
public override void RemoveAvatar(PhysicsActor actor)
public override void RemoveAvatar(PhysicsActor character)
{
POSActor act = (POSActor) actor;
if (_actors.Contains(act))
POSCharacter act = (POSCharacter) character;
if (_characters.Contains(act))
{
_actors.Remove(act);
_characters.Remove(act);
}
}
@ -113,46 +120,105 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
return null;
POSPrim prim = new POSPrim();
prim.Position = position;
prim.Orientation = rotation;
prim.Size = size;
_prims.Add(prim);
return prim;
}
private bool check_collision(POSCharacter c, POSPrim p)
{
/*
Console.WriteLine("checking whether " + c + " collides with " + p +
" absX: " + Math.Abs(p.Position.X - c.Position.X) +
" sizeX: " + p.Size.X * 0.5 + 0.5);
*/
bool collides = true;
if (Math.Abs(p.Position.X - c.Position.X) >= (p.Size.X * 0.5 + 0.5))
{
collides = false;
}
if (Math.Abs(p.Position.Y - c.Position.Y) >= (p.Size.Y * 0.5 + 0.5))
{
collides = false;
}
if (Math.Abs(p.Position.Z - c.Position.Z) >= (p.Size.Z * 0.5 + 1.0))
{
collides = false;
}
return collides;
}
public override void Simulate(float timeStep)
{
foreach (POSActor actor in _actors)
foreach (POSCharacter character in _characters)
{
actor.Position.X += actor.Velocity.X * timeStep;
actor.Position.Y += actor.Velocity.Y * timeStep;
actor.Position.Z += actor.Velocity.Z * timeStep;
float oldposX = character.Position.X;
float oldposY = character.Position.Y;
float oldposZ = character.Position.Z;
if (!actor.Flying)
if (!character.Flying)
{
actor.Velocity.Z += gravity;
character._target_velocity.Z += gravity * timeStep;
}
if (actor.Position.X < 0)
character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
{
actor.Position.X = 0.1F;
character.Position.Z = terrainheight + 1.0f;
character._target_velocity.Z = 0;
character._velocity.Z = 0;
}
else if (actor.Position.X > 256)
else
{
actor.Position.X = 255.9F;
character.Position.Z = character.Position.Z + (character._target_velocity.Z * timeStep);
}
if (actor.Position.Y < 0)
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
/// Completely Bogus Collision Detection!!!
/// better known as the CBCD algorithm
foreach (POSPrim p in _prims)
{
actor.Position.Y = 0.1F;
}
else if (actor.Position.Y >= 256)
{
actor.Position.Y = 255.9F;
if (check_collision(character, p))
{
character.Position.Z = oldposZ; // first try Z axis
if (check_collision(character, p))
{
character.Position.X = oldposX;
character.Position.Y = oldposY;
}
else
{
character._target_velocity.Z = 0;
}
}
}
float terrainheight = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X];
if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainheight + 2)
if (character.Position.Y < 0)
{
actor.Position.Z = terrainheight + 1.0f;
actor.Velocity.Z = 0;
character.Position.Y = 0.1F;
}
else if (character.Position.Y >= 256)
{
character.Position.Y = 255.9F;
}
if (character.Position.X < 0)
{
character.Position.X = 0.1F;
}
else if (character.Position.X > 256)
{
character.Position.X = 255.9F;
}
character._velocity.X = (character.Position.X - oldposX) / timeStep;
character._velocity.Y = (character.Position.Y - oldposY) / timeStep;
}
}
@ -176,16 +242,17 @@ namespace OpenSim.Region.Physics.POSPlugin
}
}
public class POSActor : PhysicsActor
public class POSCharacter : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
public PhysicsVector _velocity;
public PhysicsVector _target_velocity = PhysicsVector.Zero;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private bool flying;
private bool iscolliding;
public POSActor()
public POSCharacter()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
@ -260,7 +327,7 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
set { _target_velocity = value; }
}
public override Quaternion Orientation
@ -293,4 +360,124 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
}
public class POSPrim : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector _size;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private Quaternion _orientation;
private bool flying;
private bool iscolliding;
public POSPrim()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Prim; }
set { return; }
}
public override PhysicsVector RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override PhysicsVector Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
{
get { return _size; }
set { _size = value; }
}
public override PrimitiveBaseShape Shape
{
set
{
return;
}
}
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override Quaternion Orientation
{
get { return _orientation; }
set { _orientation = value; }
}
public override PhysicsVector Acceleration
{
get { return _acceleration; }
}
public override bool Kinematic
{
get { return true; }
set { }
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
public override bool Flying
{
get { return false; }
set { }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
}
}