/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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 PhysicsSystem; namespace PhysXplugin { /// /// Will be the PhysX plugin but for now will be a very basic physics engine /// public class PhysXPlugin : IPhysicsPlugin { private PhysXScene _mScene; public PhysXPlugin() { } public bool Init() { return true; } public PhysicsScene GetScene() { if(_mScene == null) { _mScene = new PhysXScene(); } return(_mScene); } public string GetName() { return("PhysX"); } public void Dispose() { } } public class PhysXScene :PhysicsScene { private List _actors = new List(); public PhysXScene() { } public override PhysicsActor AddAvatar(PhysicsVector position) { PhysXActor act = new PhysXActor(); act.Position = position; _actors.Add(act); return act; } public override void Simulate(float timeStep) { foreach (PhysXActor actor in _actors) { actor.Position.X = actor.Position.X + actor.Velocity.X * timeStep; actor.Position.Y = actor.Position.Y + actor.Velocity.Y * timeStep; actor.Position.Z = actor.Position.Z + actor.Velocity.Z * timeStep; if(actor.Position.X<0) { actor.Position.X = 0; actor.Velocity.X = 0; } if(actor.Position.Y < 0) { actor.Position.Y = 0; actor.Velocity.Y = 0; } if(actor.Position.X > 255) { actor.Position.X = 255; actor.Velocity.X = 0; } if(actor.Position.Y > 255) { actor.Position.Y = 255; actor.Velocity.X = 0; } } } public override void GetResults() { } public override bool IsThreaded { get { return(false); // for now we won't be multithreaded } } public override void SetTerrain(float[] heightMap) { } } public class PhysXActor : PhysicsActor { private PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector _acceleration; public PhysXActor() { } public override PhysicsVector Position { get { return _position; } set { _position = value; } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration (PhysicsVector accel) { this._acceleration = accel; } public override void AddForce(PhysicsVector force) { } public override void SetMomentum(PhysicsVector momentum) { } } }