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author | Sean Dague | 2007-07-16 15:40:11 +0000 |
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committer | Sean Dague | 2007-07-16 15:40:11 +0000 |
commit | 2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6 (patch) | |
tree | e3f80ad51736cf17e856547b1bcf956010927434 /OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |
parent | *Trunk compiles now (diff) | |
download | opensim-SC-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.zip opensim-SC-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.gz opensim-SC-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.bz2 opensim-SC-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.xz |
changed to native line ending encoding
Diffstat (limited to 'OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 602 |
1 files changed, 301 insertions, 301 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index f133045..ec406f1 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -1,301 +1,301 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using Axiom.Math; | 29 | using Axiom.Math; |
30 | using OpenSim.Physics.Manager; | 30 | using OpenSim.Physics.Manager; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 32 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Will be the PhysX plugin but for now will be a very basic physics engine | 35 | /// Will be the PhysX plugin but for now will be a very basic physics engine |
36 | /// </summary> | 36 | /// </summary> |
37 | public class BasicPhysicsPlugin : IPhysicsPlugin | 37 | public class BasicPhysicsPlugin : IPhysicsPlugin |
38 | { | 38 | { |
39 | private BasicScene _mScene; | 39 | private BasicScene _mScene; |
40 | 40 | ||
41 | public BasicPhysicsPlugin() | 41 | public BasicPhysicsPlugin() |
42 | { | 42 | { |
43 | 43 | ||
44 | } | 44 | } |
45 | 45 | ||
46 | public bool Init() | 46 | public bool Init() |
47 | { | 47 | { |
48 | return true; | 48 | return true; |
49 | } | 49 | } |
50 | 50 | ||
51 | public PhysicsScene GetScene() | 51 | public PhysicsScene GetScene() |
52 | { | 52 | { |
53 | return new BasicScene(); | 53 | return new BasicScene(); |
54 | } | 54 | } |
55 | 55 | ||
56 | public string GetName() | 56 | public string GetName() |
57 | { | 57 | { |
58 | return("basicphysics"); | 58 | return("basicphysics"); |
59 | } | 59 | } |
60 | 60 | ||
61 | public void Dispose() | 61 | public void Dispose() |
62 | { | 62 | { |
63 | 63 | ||
64 | } | 64 | } |
65 | } | 65 | } |
66 | 66 | ||
67 | public class BasicScene :PhysicsScene | 67 | public class BasicScene :PhysicsScene |
68 | { | 68 | { |
69 | private List<BasicActor> _actors = new List<BasicActor>(); | 69 | private List<BasicActor> _actors = new List<BasicActor>(); |
70 | private float[] _heightMap; | 70 | private float[] _heightMap; |
71 | 71 | ||
72 | public BasicScene() | 72 | public BasicScene() |
73 | { | 73 | { |
74 | 74 | ||
75 | } | 75 | } |
76 | 76 | ||
77 | public override PhysicsActor AddAvatar(PhysicsVector position) | 77 | public override PhysicsActor AddAvatar(PhysicsVector position) |
78 | { | 78 | { |
79 | BasicActor act = new BasicActor(); | 79 | BasicActor act = new BasicActor(); |
80 | act.Position = position; | 80 | act.Position = position; |
81 | _actors.Add(act); | 81 | _actors.Add(act); |
82 | return act; | 82 | return act; |
83 | } | 83 | } |
84 | 84 | ||
85 | public override void RemoveAvatar(PhysicsActor actor) | 85 | public override void RemoveAvatar(PhysicsActor actor) |
86 | { | 86 | { |
87 | BasicActor act = (BasicActor)actor; | 87 | BasicActor act = (BasicActor)actor; |
88 | if(_actors.Contains(act)) | 88 | if(_actors.Contains(act)) |
89 | { | 89 | { |
90 | _actors.Remove(act); | 90 | _actors.Remove(act); |
91 | } | 91 | } |
92 | 92 | ||
93 | } | 93 | } |
94 | 94 | ||
95 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 95 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
96 | { | 96 | { |
97 | return null; | 97 | return null; |
98 | } | 98 | } |
99 | 99 | ||
100 | public override void Simulate(float timeStep) | 100 | public override void Simulate(float timeStep) |
101 | { | 101 | { |
102 | foreach (BasicActor actor in _actors) | 102 | foreach (BasicActor actor in _actors) |
103 | { | 103 | { |
104 | if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) | 104 | if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) |
105 | { | 105 | { |
106 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; | 106 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; |
107 | actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); | 107 | actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); |
108 | actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); | 108 | actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); |
109 | if (actor.Flying) | 109 | if (actor.Flying) |
110 | { | 110 | { |
111 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < | 111 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < |
112 | _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) | 112 | _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) |
113 | { | 113 | { |
114 | actor.Position.Z = height; | 114 | actor.Position.Z = height; |
115 | actor.Velocity.Z = 0; | 115 | actor.Velocity.Z = 0; |
116 | } | 116 | } |
117 | else | 117 | else |
118 | { | 118 | { |
119 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); | 119 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); |
120 | } | 120 | } |
121 | } | 121 | } |
122 | else | 122 | else |
123 | { | 123 | { |
124 | actor.Position.Z = height; | 124 | actor.Position.Z = height; |
125 | actor.Velocity.Z = 0; | 125 | actor.Velocity.Z = 0; |
126 | } | 126 | } |
127 | } | 127 | } |
128 | else | 128 | else |
129 | { | 129 | { |
130 | if (actor.Position.Y < 0) | 130 | if (actor.Position.Y < 0) |
131 | { | 131 | { |
132 | actor.Position.Y = 0; | 132 | actor.Position.Y = 0; |
133 | } | 133 | } |
134 | else if (actor.Position.Y > 256) | 134 | else if (actor.Position.Y > 256) |
135 | { | 135 | { |
136 | actor.Position.Y = 256; | 136 | actor.Position.Y = 256; |
137 | } | 137 | } |
138 | 138 | ||
139 | if (actor.Position.X < 0) | 139 | if (actor.Position.X < 0) |
140 | { | 140 | { |
141 | actor.Position.X = 0; | 141 | actor.Position.X = 0; |
142 | } | 142 | } |
143 | if (actor.Position.X > 256) | 143 | if (actor.Position.X > 256) |
144 | { | 144 | { |
145 | actor.Position.X = 256; | 145 | actor.Position.X = 256; |
146 | } | 146 | } |
147 | } | 147 | } |
148 | //} | 148 | //} |
149 | 149 | ||
150 | 150 | ||
151 | 151 | ||
152 | // This code needs sorting out - border crossings etc | 152 | // This code needs sorting out - border crossings etc |
153 | /* if(actor.Position.X<0) | 153 | /* if(actor.Position.X<0) |
154 | { | 154 | { |
155 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 155 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
156 | actor.Position.X = 0; | 156 | actor.Position.X = 0; |
157 | actor.Velocity.X = 0; | 157 | actor.Velocity.X = 0; |
158 | } | 158 | } |
159 | if(actor.Position.Y < 0) | 159 | if(actor.Position.Y < 0) |
160 | { | 160 | { |
161 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 161 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
162 | actor.Position.Y = 0; | 162 | actor.Position.Y = 0; |
163 | actor.Velocity.Y = 0; | 163 | actor.Velocity.Y = 0; |
164 | } | 164 | } |
165 | if(actor.Position.X > 255) | 165 | if(actor.Position.X > 255) |
166 | { | 166 | { |
167 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 167 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
168 | actor.Position.X = 255; | 168 | actor.Position.X = 255; |
169 | actor.Velocity.X = 0; | 169 | actor.Velocity.X = 0; |
170 | } | 170 | } |
171 | if(actor.Position.Y > 255) | 171 | if(actor.Position.Y > 255) |
172 | { | 172 | { |
173 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 173 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
174 | actor.Position.Y = 255; | 174 | actor.Position.Y = 255; |
175 | actor.Velocity.X = 0; | 175 | actor.Velocity.X = 0; |
176 | }*/ | 176 | }*/ |
177 | } | 177 | } |
178 | } | 178 | } |
179 | 179 | ||
180 | public override void GetResults() | 180 | public override void GetResults() |
181 | { | 181 | { |
182 | 182 | ||
183 | } | 183 | } |
184 | 184 | ||
185 | public override bool IsThreaded | 185 | public override bool IsThreaded |
186 | { | 186 | { |
187 | get | 187 | get |
188 | { | 188 | { |
189 | return(false); // for now we won't be multithreaded | 189 | return(false); // for now we won't be multithreaded |
190 | } | 190 | } |
191 | } | 191 | } |
192 | 192 | ||
193 | public override void SetTerrain(float[] heightMap) | 193 | public override void SetTerrain(float[] heightMap) |
194 | { | 194 | { |
195 | this._heightMap = heightMap; | 195 | this._heightMap = heightMap; |
196 | } | 196 | } |
197 | 197 | ||
198 | public override void DeleteTerrain() | 198 | public override void DeleteTerrain() |
199 | { | 199 | { |
200 | 200 | ||
201 | } | 201 | } |
202 | } | 202 | } |
203 | 203 | ||
204 | public class BasicActor : PhysicsActor | 204 | public class BasicActor : PhysicsActor |
205 | { | 205 | { |
206 | private PhysicsVector _position; | 206 | private PhysicsVector _position; |
207 | private PhysicsVector _velocity; | 207 | private PhysicsVector _velocity; |
208 | private PhysicsVector _acceleration; | 208 | private PhysicsVector _acceleration; |
209 | private bool flying; | 209 | private bool flying; |
210 | public BasicActor() | 210 | public BasicActor() |
211 | { | 211 | { |
212 | _velocity = new PhysicsVector(); | 212 | _velocity = new PhysicsVector(); |
213 | _position = new PhysicsVector(); | 213 | _position = new PhysicsVector(); |
214 | _acceleration = new PhysicsVector(); | 214 | _acceleration = new PhysicsVector(); |
215 | } | 215 | } |
216 | 216 | ||
217 | public override bool Flying | 217 | public override bool Flying |
218 | { | 218 | { |
219 | get | 219 | get |
220 | { | 220 | { |
221 | return flying; | 221 | return flying; |
222 | } | 222 | } |
223 | set | 223 | set |
224 | { | 224 | { |
225 | flying= value; | 225 | flying= value; |
226 | } | 226 | } |
227 | } | 227 | } |
228 | 228 | ||
229 | public override PhysicsVector Position | 229 | public override PhysicsVector Position |
230 | { | 230 | { |
231 | get | 231 | get |
232 | { | 232 | { |
233 | return _position; | 233 | return _position; |
234 | } | 234 | } |
235 | set | 235 | set |
236 | { | 236 | { |
237 | _position = value; | 237 | _position = value; |
238 | } | 238 | } |
239 | } | 239 | } |
240 | 240 | ||
241 | public override PhysicsVector Velocity | 241 | public override PhysicsVector Velocity |
242 | { | 242 | { |
243 | get | 243 | get |
244 | { | 244 | { |
245 | return _velocity; | 245 | return _velocity; |
246 | } | 246 | } |
247 | set | 247 | set |
248 | { | 248 | { |
249 | _velocity = value; | 249 | _velocity = value; |
250 | } | 250 | } |
251 | } | 251 | } |
252 | 252 | ||
253 | public override Quaternion Orientation | 253 | public override Quaternion Orientation |
254 | { | 254 | { |
255 | get | 255 | get |
256 | { | 256 | { |
257 | return Quaternion.Identity; | 257 | return Quaternion.Identity; |
258 | } | 258 | } |
259 | set | 259 | set |
260 | { | 260 | { |
261 | 261 | ||
262 | } | 262 | } |
263 | } | 263 | } |
264 | 264 | ||
265 | public override PhysicsVector Acceleration | 265 | public override PhysicsVector Acceleration |
266 | { | 266 | { |
267 | get | 267 | get |
268 | { | 268 | { |
269 | return _acceleration; | 269 | return _acceleration; |
270 | } | 270 | } |
271 | 271 | ||
272 | } | 272 | } |
273 | 273 | ||
274 | public override bool Kinematic | 274 | public override bool Kinematic |
275 | { | 275 | { |
276 | get | 276 | get |
277 | { | 277 | { |
278 | return true; | 278 | return true; |
279 | } | 279 | } |
280 | set | 280 | set |
281 | { | 281 | { |
282 | 282 | ||
283 | } | 283 | } |
284 | } | 284 | } |
285 | public void SetAcceleration (PhysicsVector accel) | 285 | public void SetAcceleration (PhysicsVector accel) |
286 | { | 286 | { |
287 | this._acceleration = accel; | 287 | this._acceleration = accel; |
288 | } | 288 | } |
289 | 289 | ||
290 | public override void AddForce(PhysicsVector force) | 290 | public override void AddForce(PhysicsVector force) |
291 | { | 291 | { |
292 | 292 | ||
293 | } | 293 | } |
294 | 294 | ||
295 | public override void SetMomentum(PhysicsVector momentum) | 295 | public override void SetMomentum(PhysicsVector momentum) |
296 | { | 296 | { |
297 | 297 | ||
298 | } | 298 | } |
299 | } | 299 | } |
300 | 300 | ||
301 | } | 301 | } |