320 lines
11 KiB
C#
320 lines
11 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 OpenMetaverse;
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using Mono.Addins;
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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.POS
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "POSPhysicsScene")]
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public class POSScene : PhysicsScene, INonSharedRegionModule
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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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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 "POS"; }
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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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base.Initialise(scene.PhysicsRequestAsset,
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[Constants.RegionSize * Constants.RegionSize]),
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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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{
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}
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public override PhysicsActor AddAvatar(
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string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
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{
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POSCharacter act = new POSCharacter();
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act.Position = position;
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act.Flying = isFlying;
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_characters.Add(act);
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return act;
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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(Vector3 position, Vector3 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, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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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 isColliding(POSCharacter c, POSPrim p)
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{
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Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
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Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
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return (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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private bool isCollidingWithPrim(POSCharacter c)
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{
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foreach (POSPrim p in _prims)
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{
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if (isColliding(c, p))
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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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Vector3 characterPosition = character.Position;
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characterPosition.X += character._target_velocity.X * timeStep;
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characterPosition.Y += character._target_velocity.Y * timeStep;
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characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
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characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
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bool forcedZ = false;
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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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characterPosition.Z = terrainheight + character.Size.Z;
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forcedZ = true;
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}
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else
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{
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characterPosition.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 (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ; // first try Z axis
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if (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
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if (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
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if (isCollidingWithPrim(character))
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{
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characterPosition.X = oldposX;
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characterPosition.Y = oldposY;
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characterPosition.Z = oldposZ;
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characterPosition.X += character._target_velocity.X * timeStep;
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if (isCollidingWithPrim(character))
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{
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characterPosition.X = oldposX;
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}
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characterPosition.Y += character._target_velocity.Y * timeStep;
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if (isCollidingWithPrim(character))
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{
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characterPosition.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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else
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{
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forcedZ = true;
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}
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}
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characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
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characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
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character.Position = characterPosition;
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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 1.0f;
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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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