/* * 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 copyrightD * 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 OpenSimulator 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 Nini.Config; using log4net; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OpenMetaverse; using OpenSim.Region.Framework; using OpenSim.Region.CoreModules.RegionSync.RegionSyncModule; namespace OpenSim.Region.Physics.PEPlugin { public class PEScene : PhysicsScene { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private List m_avatars = new List(); private List m_prims = new List(); private float[] m_heightMap; public PEScene(string identifier) { } public override void Initialise(IMesher meshmerizer, IConfigSource config) { } public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { PECharacter actor = new PECharacter(avName, this, position, null, size, 0f, 0f, .5f, 1f, 1f, 1f, .5f, .5f); lock (m_avatars) m_avatars.Add(actor); return actor; } public override void RemoveAvatar(PhysicsActor actor) { try { lock (m_avatars) m_avatars.Remove((PECharacter)actor); } catch (Exception e) { m_log.WarnFormat("[RPE]: Attempt to remove avatar that is not in physics scene: {0}", e); } } public override void RemovePrim(PhysicsActor prim) { try { lock (m_prims) m_prims.Remove((PEPrim)prim); } catch (Exception e) { m_log.WarnFormat("[RPE]: Attempt to remove prim that is not in physics scene: {0}", e); } } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null); prim.LocalID = localID; lock (m_prims) m_prims.Add(prim); return prim; } public override void AddPhysicsActorTaint(PhysicsActor prim) { } public override float Simulate(float timeStep) { // if we are a physics engine server, send update information if (SceneToPhysEngineSyncServer.IsPhysEngineScene2S()) { if (SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S()) { // m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count); /* lock (m_prims) { foreach (PEPrim prim in m_prims) { // if the values have changed and it was I who changed them, send an update if (prim.ChangingActorID == RegionSyncServerModule.ActorID && prim.lastValues.Changed(prim)) { SceneToPhysEngineSyncServer.RouteUpdate(prim); } } } */ lock (m_avatars) { foreach (PECharacter actor in m_avatars) { // m_log.DebugFormat("[RPE]: Simulate. p={0}, a={1}", m_prims.Count, m_avatars.Count); // if the values have changed and it was I who changed them, send an update if (actor.ChangingActorID == RegionSyncServerModule.ActorID && actor.lastValues.Changed(actor)) { SceneToPhysEngineSyncServer.RouteUpdate(actor); actor.ChangingActorID = "YY"; } } } } return 60f; } /* // code borrowed from BasicPhysics to do just avatar movement foreach (PECharacter actor in m_avatars) { Vector3 actorPosition = actor.Position; Vector3 actorVelocity = actor.Velocity; actorPosition.X += actor.Velocity.X*timeStep; actorPosition.Y += actor.Velocity.Y*timeStep; actorPosition.Y = Math.Max(actorPosition.Y, 0.1f); actorPosition.Y = Math.Min(actorPosition.Y, Constants.RegionSize - 0.1f); actorPosition.X = Math.Max(actorPosition.X, 0.1f); actorPosition.X = Math.Min(actorPosition.X, Constants.RegionSize - 0.1f); float height = 25.0F; try { height = m_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; } catch (OverflowException) { m_log.WarnFormat("[RPE]: Actor out of range: {0}", actor.SOPName, actor.Position.ToString()); } if (actor.Flying) { if (actor.Position.Z + (actor.Velocity.Z*timeStep) < m_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) { actorPosition.Z = height; actorVelocity.Z = 0; actor.IsColliding = true; } else { actorPosition.Z += actor.Velocity.Z*timeStep; actor.IsColliding = false; } } else { actorPosition.Z = height; actorVelocity.Z = 0; actor.IsColliding = true; } actor.Position = actorPosition; actor.Velocity = actorVelocity; } */ return 60f; // returns frames per second } public override void GetResults() { } public override void SetTerrain(float[] heightMap) { m_heightMap = heightMap; } public override void SetWaterLevel(float baseheight) { } public override void DeleteTerrain() { } public override void Dispose() { } public override Dictionary GetTopColliders() { return new Dictionary(); } public override bool IsThreaded { get { return false; } } } }