added dummy POS physics plugin
parent
b63076c303
commit
e3998230cc
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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 OpenSim 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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*/
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using System.Reflection;
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using System.Runtime.InteropServices;
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// Information about this assembly is defined by the following
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// attributes.
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//
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// change them to the information which is associated with the assembly
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// you compile.
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[assembly : AssemblyTitle("POSPlugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("")]
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[assembly : AssemblyProduct("POSPlugin")]
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[assembly : AssemblyCopyright("")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// This sets the default COM visibility of types in the assembly to invisible.
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// If you need to expose a type to COM, use [ComVisible(true)] on that type.
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[assembly : ComVisible(false)]
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// The assembly version has following format :
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//
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// Major.Minor.Build.Revision
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//
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly : AssemblyVersion("1.0.*")]
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@ -0,0 +1,301 @@
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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 OpenSim 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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*/
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using System.Collections.Generic;
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using Axiom.Math;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.POSPlugin
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{
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/// <summary>
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/// for now will be a very POS physics engine
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/// </summary>
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public class POSPlugin : IPhysicsPlugin
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{
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public POSPlugin()
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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()
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{
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return new POSScene();
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}
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public string GetName()
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{
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return ("POS");
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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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public class POSScene : PhysicsScene
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{
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private List<POSActor> _actors = new List<POSActor>();
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private float[] _heightMap;
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public POSScene()
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{
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}
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public override void Initialise(IMesher meshmerizer)
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{
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// Does nothing right now
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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{
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POSActor act = new POSActor();
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act.Position = position;
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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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POSActor act = (POSActor) 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 this.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 Simulate(float timeStep)
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{
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foreach (POSActor actor in _actors)
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{
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actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep);
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actor.Position.Y = 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 >= 256)
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{
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actor.Position.Y = 255.9F;
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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 > 256)
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{
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actor.Position.X = 255.9F;
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}
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float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
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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*256 + (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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}
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else
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
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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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}
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}
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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 DeleteTerrain()
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{
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}
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}
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public class POSActor : 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 m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool iscolliding;
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public POSActor()
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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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}
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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 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 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 new PhysicsVector(0, 0, 0); }
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set { }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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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 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 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)
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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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}
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}
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@ -12,6 +12,7 @@ meshing = ZeroMesher
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; Choose one of the physics engines below
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; Choose one of the physics engines below
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physics = basicphysics
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physics = basicphysics
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;physics = POS
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;physics = OpenDynamicsEngine
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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;physics = modified_BulletX
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22
prebuild.xml
22
prebuild.xml
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@ -281,6 +281,28 @@
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</Files>
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</Files>
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</Project>
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</Project>
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<Project name="OpenSim.Region.Physics.POSPlugin" path="OpenSim/Region/Physics/POSPlugin" type="Library">
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<Configuration name="Debug">
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<Options>
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<OutputPath>../../../../bin/Physics/</OutputPath>
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</Options>
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</Configuration>
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<Configuration name="Release">
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<Options>
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<OutputPath>../../../../bin/Physics/</OutputPath>
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</Options>
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</Configuration>
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<ReferencePath>../../../../bin/</ReferencePath>
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<Reference name="System" localCopy="false"/>
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<Reference name="Axiom.MathLib.dll" localCopy="false"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Region.Physics.Manager" localCopy="false"/>
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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</Files>
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</Project>
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<Project name="OpenSim.Region.Physics.PhysXPlugin" path="OpenSim/Region/Physics/PhysXPlugin" type="Library">
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<Project name="OpenSim.Region.Physics.PhysXPlugin" path="OpenSim/Region/Physics/PhysXPlugin" type="Library">
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<Configuration name="Debug">
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<Configuration name="Debug">
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<Options>
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<Options>
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