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