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authorAdam Frisby2007-07-11 08:02:47 +0000
committerAdam Frisby2007-07-11 08:02:47 +0000
commit5c7ffdde0b9642a42e8f5987e06eb01220ff7776 (patch)
tree4b825dc642cb6eb9a060e54bf8d69288fbee4904 /OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
parentWho would have known that the only way of specifying utf-8 without preamble, ... (diff)
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* Wiping trunk in prep for Sugilite
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-rw-r--r--OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs278
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diff --git a/OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections.Generic;
30using OpenSim.Physics.Manager;
31
32namespace OpenSim.Physics.BasicPhysicsPlugin
33{
34 /// <summary>
35 /// Will be the PhysX plugin but for now will be a very basic physics engine
36 /// </summary>
37 public class BasicPhysicsPlugin : IPhysicsPlugin
38 {
39 private BasicScene _mScene;
40
41 public BasicPhysicsPlugin()
42 {
43
44 }
45
46 public bool Init()
47 {
48 return true;
49 }
50
51 public PhysicsScene GetScene()
52 {
53 if(_mScene == null)
54 {
55 _mScene = new BasicScene();
56 }
57 return(_mScene);
58 }
59
60 public string GetName()
61 {
62 return("basicphysics");
63 }
64
65 public void Dispose()
66 {
67
68 }
69 }
70
71 public class BasicScene :PhysicsScene
72 {
73 private List<BasicActor> _actors = new List<BasicActor>();
74 private float[] _heightMap;
75
76 public BasicScene()
77 {
78
79 }
80
81 public override PhysicsActor AddAvatar(PhysicsVector position)
82 {
83 BasicActor act = new BasicActor();
84 act.Position = position;
85 _actors.Add(act);
86 return act;
87 }
88
89 public override void RemoveAvatar(PhysicsActor actor)
90 {
91 BasicActor act = (BasicActor)actor;
92 if(_actors.Contains(act))
93 {
94 _actors.Remove(act);
95 }
96
97 }
98
99 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
100 {
101 return null;
102 }
103
104 public override void Simulate(float timeStep)
105 {
106 foreach (BasicActor actor in _actors)
107 {
108 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
109 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
110 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
111 /*if(actor.Flying)
112 {
113 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
114 }
115 else
116 {
117 actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
118 }
119 if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
120 {*/
121 if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
122 {
123 actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
124 }
125 //}
126
127
128
129 // This code needs sorting out - border crossings etc
130/* if(actor.Position.X<0)
131 {
132 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
133 actor.Position.X = 0;
134 actor.Velocity.X = 0;
135 }
136 if(actor.Position.Y < 0)
137 {
138 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
139 actor.Position.Y = 0;
140 actor.Velocity.Y = 0;
141 }
142 if(actor.Position.X > 255)
143 {
144 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
145 actor.Position.X = 255;
146 actor.Velocity.X = 0;
147 }
148 if(actor.Position.Y > 255)
149 {
150 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
151 actor.Position.Y = 255;
152 actor.Velocity.X = 0;
153 }*/
154 }
155 }
156
157 public override void GetResults()
158 {
159
160 }
161
162 public override bool IsThreaded
163 {
164 get
165 {
166 return(false); // for now we won't be multithreaded
167 }
168 }
169
170 public override void SetTerrain(float[] heightMap)
171 {
172 this._heightMap = heightMap;
173 }
174
175 public override void DeleteTerrain()
176 {
177
178 }
179 }
180
181 public class BasicActor : PhysicsActor
182 {
183 private PhysicsVector _position;
184 private PhysicsVector _velocity;
185 private PhysicsVector _acceleration;
186 private bool flying;
187 public BasicActor()
188 {
189 _velocity = new PhysicsVector();
190 _position = new PhysicsVector();
191 _acceleration = new PhysicsVector();
192 }
193
194 public override bool Flying
195 {
196 get
197 {
198 return false;
199 }
200 set
201 {
202 flying= value;
203 }
204 }
205
206 public override PhysicsVector Position
207 {
208 get
209 {
210 return _position;
211 }
212 set
213 {
214 _position = value;
215 }
216 }
217
218 public override PhysicsVector Velocity
219 {
220 get
221 {
222 return _velocity;
223 }
224 set
225 {
226 _velocity = value;
227 }
228 }
229
230 public override Axiom.MathLib.Quaternion Orientation
231 {
232 get
233 {
234 return Axiom.MathLib.Quaternion.Identity;
235 }
236 set
237 {
238
239 }
240 }
241
242 public override PhysicsVector Acceleration
243 {
244 get
245 {
246 return _acceleration;
247 }
248
249 }
250
251 public override bool Kinematic
252 {
253 get
254 {
255 return true;
256 }
257 set
258 {
259
260 }
261 }
262 public void SetAcceleration (PhysicsVector accel)
263 {
264 this._acceleration = accel;
265 }
266
267 public override void AddForce(PhysicsVector force)
268 {
269
270 }
271
272 public override void SetMomentum(PhysicsVector momentum)
273 {
274
275 }
276 }
277
278}