Separate POS classes into mutiple files.
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@ -0,0 +1,262 @@
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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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using System;
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using System.Collections.Generic;
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using Axiom.Math;
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using Nini.Config;
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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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public class POSCharacter : PhysicsActor
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{
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private PhysicsVector _position;
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public PhysicsVector _velocity;
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public PhysicsVector _target_velocity = PhysicsVector.Zero;
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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 POSCharacter()
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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 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 new PhysicsVector(0.5f, 0.5f, 1.0f); }
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set { }
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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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}
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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 PrimitiveBaseShape Shape
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{
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set { return; }
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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 { _target_velocity = value; }
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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 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 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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@ -62,719 +62,4 @@ namespace OpenSim.Region.Physics.POSPlugin
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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<POSCharacter> _characters = new List<POSCharacter>();
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private List<POSPrim> _prims = new List<POSPrim>();
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private float[] _heightMap;
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private const float gravity = -9.8f;
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public POSScene()
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{
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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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)
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{
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POSCharacter act = new POSCharacter();
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act.Position = position;
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_characters.Add(act);
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return act;
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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 RemovePrim(PhysicsActor prim)
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{
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POSPrim p = (POSPrim) prim;
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if (_prims.Contains(p))
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{
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_prims.Remove(p);
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}
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}
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public override void RemoveAvatar(PhysicsActor character)
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{
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POSCharacter act = (POSCharacter) character;
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if (_characters.Contains(act))
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{
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_characters.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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POSPrim prim = new POSPrim();
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prim.Position = position;
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prim.Orientation = rotation;
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prim.Size = size;
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_prims.Add(prim);
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return prim;
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}
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private bool check_collision(POSCharacter c, POSPrim p)
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{
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/*
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Console.WriteLine("checking whether " + c + " collides with " + p +
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" absX: " + Math.Abs(p.Position.X - c.Position.X) +
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" sizeX: " + p.Size.X * 0.5 + 0.5);
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*/
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Vector3 rotatedPos = p.Orientation.Inverse() *
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new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z);
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Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
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if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
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Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
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Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
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{
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return false;
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}
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return true;
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}
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private bool check_all_prims(POSCharacter c)
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{
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for (int i = 0; i < _prims.Count; ++i)
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{
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if (check_collision(c, _prims[i]))
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{
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return true;
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}
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}
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return false;
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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 < _characters.Count; ++i)
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{
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fps++;
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POSCharacter character = _characters[i];
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float oldposX = character.Position.X;
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float oldposY = character.Position.Y;
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float oldposZ = character.Position.Z;
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if (!character.Flying)
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{
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character._target_velocity.Z += gravity*timeStep;
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}
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bool forcedZ = false;
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character.Position.X += character._target_velocity.X*timeStep;
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character.Position.Y += character._target_velocity.Y*timeStep;
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if (character.Position.Y < 0)
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{
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character.Position.Y = 0.1F;
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}
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else if (character.Position.Y >= Constants.RegionSize)
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{
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character.Position.Y = Constants.RegionSize - 0.1f;
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}
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if (character.Position.X < 0)
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{
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character.Position.X = 0.1F;
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}
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else if (character.Position.X >= Constants.RegionSize)
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{
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character.Position.X = Constants.RegionSize - 0.1f;
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}
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float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
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if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2)
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{
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character.Position.Z = terrainheight + 1.0f;
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forcedZ = true;
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}
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else
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{
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character.Position.Z += character._target_velocity.Z*timeStep;
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}
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/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
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/// Completely Bogus Collision Detection!!!
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/// better known as the CBCD algorithm
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if (check_all_prims(character))
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{
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character.Position.Z = oldposZ; // first try Z axis
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if (check_all_prims(character))
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{
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character.Position.Z = oldposZ + 0.4f; // try harder
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if (check_all_prims(character))
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{
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character.Position.X = oldposX;
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character.Position.Y = oldposY;
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character.Position.Z = oldposZ;
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character.Position.X += character._target_velocity.X * timeStep;
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if (check_all_prims(character))
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{
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character.Position.X = oldposX;
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}
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character.Position.Y += character._target_velocity.Y * timeStep;
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if (check_all_prims(character))
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{
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character.Position.Y = oldposY;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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if (character.Position.Y < 0)
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{
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character.Position.Y = 0.1F;
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}
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else if (character.Position.Y >= Constants.RegionSize)
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{
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character.Position.Y = Constants.RegionSize - 0.1f;
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}
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if (character.Position.X < 0)
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{
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character.Position.X = 0.1F;
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}
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else if (character.Position.X >= Constants.RegionSize)
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{
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character.Position.X = Constants.RegionSize - 0.1f;
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}
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character._velocity.X = (character.Position.X - oldposX)/timeStep;
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character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
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if (forcedZ)
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{
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character._velocity.Z = 0;
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character._target_velocity.Z = 0;
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((PhysicsActor)character).IsColliding = true;
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character.RequestPhysicsterseUpdate();
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}
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else
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{
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((PhysicsActor)character).IsColliding = false;
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character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
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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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// for now we won't be multithreaded
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get { return (false); }
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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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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 POSCharacter : PhysicsActor
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{
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private PhysicsVector _position;
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public PhysicsVector _velocity;
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public PhysicsVector _target_velocity = PhysicsVector.Zero;
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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 POSCharacter()
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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 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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|
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public override float Buoyancy
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||||
{
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get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return flying; }
|
||||
set { flying = value; }
|
||||
}
|
||||
|
||||
public override bool IsColliding
|
||||
{
|
||||
get { return iscolliding; }
|
||||
set { iscolliding = value; }
|
||||
}
|
||||
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return new PhysicsVector(0.5f, 0.5f, 1.0f); }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Force
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector CenterOfMass
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector GeometricCenter
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _target_velocity = value; }
|
||||
}
|
||||
|
||||
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 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 void SubscribeEvents(int ms)
|
||||
{
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
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 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 bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return _size; }
|
||||
set { _size = value; }
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Force
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector CenterOfMass
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector GeometricCenter
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
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, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(PhysicsVector axis)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override PhysicsVector PIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,262 @@
|
|||
/*
|
||||
* 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 OpenSim 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 Axiom.Math;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
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 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 bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return _size; }
|
||||
set { _size = value; }
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Force
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector CenterOfMass
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PhysicsVector GeometricCenter
|
||||
{
|
||||
get { return PhysicsVector.Zero; }
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
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, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(PhysicsVector axis)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override PhysicsVector PIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,298 @@
|
|||
/*
|
||||
* 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 OpenSim 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 Axiom.Math;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.POSPlugin
|
||||
{
|
||||
public class POSScene : PhysicsScene
|
||||
{
|
||||
private List<POSCharacter> _characters = new List<POSCharacter>();
|
||||
private List<POSPrim> _prims = new List<POSPrim>();
|
||||
private float[] _heightMap;
|
||||
private const float gravity = -9.8f;
|
||||
|
||||
public POSScene()
|
||||
{
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
|
||||
{
|
||||
POSCharacter act = new POSCharacter();
|
||||
act.Position = position;
|
||||
_characters.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override void SetWaterLevel(float baseheight)
|
||||
{
|
||||
}
|
||||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
POSPrim p = (POSPrim) prim;
|
||||
if (_prims.Contains(p))
|
||||
{
|
||||
_prims.Remove(p);
|
||||
}
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor character)
|
||||
{
|
||||
POSCharacter act = (POSCharacter) character;
|
||||
if (_characters.Contains(act))
|
||||
{
|
||||
_characters.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)
|
||||
{
|
||||
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);
|
||||
*/
|
||||
|
||||
Vector3 rotatedPos = p.Orientation.Inverse() *
|
||||
new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
|
||||
c.Position.Z - p.Position.Z);
|
||||
Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
|
||||
|
||||
if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
|
||||
Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
|
||||
Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool check_all_prims(POSCharacter c)
|
||||
{
|
||||
for (int i = 0; i < _prims.Count; ++i)
|
||||
{
|
||||
if (check_collision(c, _prims[i]))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||
{
|
||||
}
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
float fps = 0;
|
||||
for (int i = 0; i < _characters.Count; ++i)
|
||||
{
|
||||
fps++;
|
||||
POSCharacter character = _characters[i];
|
||||
|
||||
float oldposX = character.Position.X;
|
||||
float oldposY = character.Position.Y;
|
||||
float oldposZ = character.Position.Z;
|
||||
|
||||
if (!character.Flying)
|
||||
{
|
||||
character._target_velocity.Z += gravity*timeStep;
|
||||
}
|
||||
|
||||
bool forcedZ = false;
|
||||
character.Position.X += character._target_velocity.X*timeStep;
|
||||
character.Position.Y += character._target_velocity.Y*timeStep;
|
||||
|
||||
if (character.Position.Y < 0)
|
||||
{
|
||||
character.Position.Y = 0.1F;
|
||||
}
|
||||
else if (character.Position.Y >= Constants.RegionSize)
|
||||
{
|
||||
character.Position.Y = Constants.RegionSize - 0.1f;
|
||||
}
|
||||
|
||||
if (character.Position.X < 0)
|
||||
{
|
||||
character.Position.X = 0.1F;
|
||||
}
|
||||
else if (character.Position.X >= Constants.RegionSize)
|
||||
{
|
||||
character.Position.X = Constants.RegionSize - 0.1f;
|
||||
}
|
||||
|
||||
float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
|
||||
if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2)
|
||||
{
|
||||
character.Position.Z = terrainheight + 1.0f;
|
||||
forcedZ = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Position.Z += character._target_velocity.Z*timeStep;
|
||||
}
|
||||
|
||||
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
|
||||
/// Completely Bogus Collision Detection!!!
|
||||
/// better known as the CBCD algorithm
|
||||
|
||||
if (check_all_prims(character))
|
||||
{
|
||||
character.Position.Z = oldposZ; // first try Z axis
|
||||
if (check_all_prims(character))
|
||||
{
|
||||
character.Position.Z = oldposZ + 0.4f; // try harder
|
||||
if (check_all_prims(character))
|
||||
{
|
||||
character.Position.X = oldposX;
|
||||
character.Position.Y = oldposY;
|
||||
character.Position.Z = oldposZ;
|
||||
character.Position.X += character._target_velocity.X * timeStep;
|
||||
if (check_all_prims(character))
|
||||
{
|
||||
character.Position.X = oldposX;
|
||||
}
|
||||
character.Position.Y += character._target_velocity.Y * timeStep;
|
||||
if (check_all_prims(character))
|
||||
{
|
||||
character.Position.Y = oldposY;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
forcedZ = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
forcedZ = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (character.Position.Y < 0)
|
||||
{
|
||||
character.Position.Y = 0.1F;
|
||||
}
|
||||
else if (character.Position.Y >= Constants.RegionSize)
|
||||
{
|
||||
character.Position.Y = Constants.RegionSize - 0.1f;
|
||||
}
|
||||
|
||||
if (character.Position.X < 0)
|
||||
{
|
||||
character.Position.X = 0.1F;
|
||||
}
|
||||
else if (character.Position.X >= Constants.RegionSize)
|
||||
{
|
||||
character.Position.X = Constants.RegionSize - 0.1f;
|
||||
}
|
||||
|
||||
character._velocity.X = (character.Position.X - oldposX)/timeStep;
|
||||
character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
|
||||
|
||||
if (forcedZ)
|
||||
{
|
||||
character._velocity.Z = 0;
|
||||
character._target_velocity.Z = 0;
|
||||
((PhysicsActor)character).IsColliding = true;
|
||||
character.RequestPhysicsterseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
((PhysicsActor)character).IsColliding = false;
|
||||
character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
|
||||
}
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool IsThreaded
|
||||
{
|
||||
// for now we won't be multithreaded
|
||||
get { return (false); }
|
||||
}
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
_heightMap = heightMap;
|
||||
}
|
||||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
{
|
||||
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
||||
return returncolliders;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue