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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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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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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private bool m_Enabled = false;
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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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public string Version
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{
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get { return "1.0"; }
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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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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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public void Close()
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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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EngineType = Name;
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PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
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EngineName = Name + " " + Version;
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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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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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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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public override void Dispose() {}
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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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_prims.Add(prim);
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return prim;
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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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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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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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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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// Console.WriteLine("Simulating");
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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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//Console.WriteLine(
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// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
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actorPosition.X += actor.Velocity.X * timeStep;
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actorPosition.Y += actor.Velocity.Y * timeStep;
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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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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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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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float height = terrainHeight + actor.Size.Z;
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// Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition);
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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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actor.Position = actorPosition;
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actor.Velocity = actorVelocity;
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}
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return 1.0f;
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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get { return (false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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_heightMap = heightMap;
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}
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public override void DeleteTerrain()
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{
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}
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public override void SetWaterLevel(float baseheight)
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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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