263 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			263 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C#
		
	
	
| /*
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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 OpenSimulator 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;
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| using System.Collections.Generic;
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| using Nini.Config;
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| using Mono.Addins;
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| using OpenMetaverse;
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| using OpenSim.Framework;
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| using OpenSim.Region.PhysicsModules.SharedBase;
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| using OpenSim.Region.Framework.Scenes;
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| using OpenSim.Region.Framework.Interfaces;
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| 
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| namespace OpenSim.Region.PhysicsModule.BasicPhysics
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| {
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|     /// <summary>
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|     /// This is an incomplete extremely basic physics implementation
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|     /// </summary>
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|     /// <remarks>
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|     /// Not useful for anything at the moment apart from some regression testing in other components where some form
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|     /// of physics plugin is needed.
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|     /// </remarks>
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|     [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")]
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|     public class BasicScene : PhysicsScene, INonSharedRegionModule
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|     {
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|         private List<BasicActor> _actors = new List<BasicActor>();
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|         private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
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|         private float[] _heightMap;
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|         private Vector3 m_regionExtent;
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| 
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|         private bool m_Enabled = false;
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| 
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|         //protected internal string sceneIdentifier;
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|         #region INonSharedRegionModule
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|         public string Name
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|         {
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|             get { return "basicphysics"; }
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|         }
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| 
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|         public string Version
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|         {
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|             get { return "1.0"; }
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|         }
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| 
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|         public Type ReplaceableInterface
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|         {
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|             get { return null; }
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|         }
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| 
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|         public void Initialise(IConfigSource source)
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|         {
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|             // TODO: Move this out of Startup
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|             IConfig config = source.Configs["Startup"];
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|             if (config != null)
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|             {
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|                 string physics = config.GetString("physics", string.Empty);
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|                 if (physics == Name)
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|                     m_Enabled = true;
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|             }
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| 
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|         }
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| 
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|         public void Close()
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|         {
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|         }
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| 
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|         public void AddRegion(Scene scene)
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|         {
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|             if (!m_Enabled)
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|                 return;
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| 
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|             EngineType = Name;
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|             PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
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|             EngineName = Name + " " + Version;
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| 
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|             scene.RegisterModuleInterface<PhysicsScene>(this);
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|             m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
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|             base.Initialise(scene.PhysicsRequestAsset,
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|                 (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]),
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|                 (float)scene.RegionInfo.RegionSettings.WaterHeight);
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| 
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|         }
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| 
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|         public void RemoveRegion(Scene scene)
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|         {
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|             if (!m_Enabled)
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|                 return;
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|         }
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| 
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|         public void RegionLoaded(Scene scene)
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|         {
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|             if (!m_Enabled)
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|                 return;
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|         }
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|         #endregion
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| 
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|         public override void Dispose() {}
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| 
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|         public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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|                                                   Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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|         {
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|             BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
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|             prim.IsPhysical = isPhysical;
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| 
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|             _prims.Add(prim);
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| 
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|             return prim;
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|         }
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| 
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|         public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
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|         {
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|             BasicActor act = new BasicActor(size);
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|             act.Position = position;
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|             act.Velocity = velocity;
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|             act.Flying = isFlying;
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|             _actors.Add(act);
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|             return act;
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|         }
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| 
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|         public override void RemovePrim(PhysicsActor actor)
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|         {
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|             BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
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|             if (_prims.Contains(prim))
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|                 _prims.Remove(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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|             BasicActor act = (BasicActor)actor;
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|             if (_actors.Contains(act))
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|                 _actors.Remove(act);
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|         }
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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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| 
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|         public override float Simulate(float timeStep)
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|         {
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| //            Console.WriteLine("Simulating");
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| 
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|             float fps = 0;
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|             for (int i = 0; i < _actors.Count; ++i)
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|             {
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|                 BasicActor actor = _actors[i];
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|                 Vector3 actorPosition = actor.Position;
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|                 Vector3 actorVelocity = actor.Velocity;
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| 
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|                 //Console.WriteLine(
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|                 //    "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
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| 
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|                 actorPosition.X += actor.Velocity.X * timeStep;
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|                 actorPosition.Y += actor.Velocity.Y * timeStep;
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| 
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|                 if (actor.Position.Y < 0)
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|                 {
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|                     actorPosition.Y = 0.1F;
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|                 }
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|                 else if (actor.Position.Y >= m_regionExtent.Y)
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|                 {
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|                     actorPosition.Y = (m_regionExtent.Y - 0.1f);
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|                 }
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| 
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|                 if (actor.Position.X < 0)
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|                 {
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|                     actorPosition.X = 0.1F;
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|                 }
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|                 else if (actor.Position.X >= m_regionExtent.X)
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|                 {
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|                     actorPosition.X = (m_regionExtent.X - 0.1f);
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|                 }
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| 
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|                 float terrainHeight = 0;
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|                 if (_heightMap != null)
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|                     terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X];
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| 
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|                 float height = terrainHeight + actor.Size.Z;
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| //                Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition);
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| 
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|                 if (actor.Flying)
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|                 {
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|                     if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
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|                     {
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|                         actorPosition.Z = height;
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|                         actorVelocity.Z = 0;
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|                         actor.IsColliding = true;
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|                     }
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|                     else
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|                     {
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|                         actorPosition.Z += actor.Velocity.Z * timeStep;
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|                         actor.IsColliding = false;
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|                     }
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|                 }
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|                 else
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|                 {
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|                     actorPosition.Z = height;
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|                     actorVelocity.Z = 0;
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|                     actor.IsColliding = true;
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|                 }
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| 
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|                 actor.Position = actorPosition;
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|                 actor.Velocity = actorVelocity;
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|             }
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| 
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|             return 1.0f;
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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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| 
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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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| 
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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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| 
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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 override void SetWaterLevel(float baseheight)
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|         {
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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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|     }
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| }
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