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authorJeff Ames2009-08-11 00:24:39 +0900
committerJeff Ames2009-08-11 00:32:59 +0900
commit8863092f7c0e97b5ebae797c059b6c8c03e948b9 (patch)
treebf509bad1c25dd75ac0bc5a3163858cffdbfaa0c /OpenSim/Region/Physics/BasicPhysicsPlugin
parentRemoved IAssetCache. (diff)
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Split BasicPhysics classes into separate files.
Diffstat (limited to 'OpenSim/Region/Physics/BasicPhysicsPlugin')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs322
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs416
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs185
3 files changed, 508 insertions, 415 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
new file mode 100644
index 0000000..a74eb0c
--- /dev/null
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
@@ -0,0 +1,322 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 Nini.Config;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36{
37 public class BasicActor : PhysicsActor
38 {
39 private PhysicsVector _position;
40 private PhysicsVector _velocity;
41 private PhysicsVector _acceleration;
42 private PhysicsVector _size;
43 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
44 private bool flying;
45 private bool iscolliding;
46 public BasicActor()
47 {
48 _velocity = new PhysicsVector();
49 _position = new PhysicsVector();
50 _acceleration = new PhysicsVector();
51 _size = new PhysicsVector();
52 }
53
54 public override int PhysicsActorType
55 {
56 get { return (int) ActorTypes.Agent; }
57 set { return; }
58 }
59
60 public override PhysicsVector RotationalVelocity
61 {
62 get { return m_rotationalVelocity; }
63 set { m_rotationalVelocity = value; }
64 }
65
66 public override bool SetAlwaysRun
67 {
68 get { return false; }
69 set { return; }
70 }
71
72 public override uint LocalID
73 {
74 set { return; }
75 }
76
77 public override bool Grabbed
78 {
79 set { return; }
80 }
81
82 public override bool Selected
83 {
84 set { return; }
85 }
86
87 public override float Buoyancy
88 {
89 get { return 0f; }
90 set { return; }
91 }
92
93 public override bool FloatOnWater
94 {
95 set { return; }
96 }
97
98 public override bool IsPhysical
99 {
100 get { return false; }
101 set { return; }
102 }
103
104 public override bool ThrottleUpdates
105 {
106 get { return false; }
107 set { return; }
108 }
109
110 public override bool Flying
111 {
112 get { return flying; }
113 set { flying = value; }
114 }
115
116 public override bool IsColliding
117 {
118 get { return iscolliding; }
119 set { iscolliding = value; }
120 }
121
122 public override bool CollidingGround
123 {
124 get { return false; }
125 set { return; }
126 }
127
128 public override bool CollidingObj
129 {
130 get { return false; }
131 set { return; }
132 }
133
134 public override bool Stopped
135 {
136 get { return false; }
137 }
138
139 public override PhysicsVector Position
140 {
141 get { return _position; }
142 set { _position = value; }
143 }
144
145 public override PhysicsVector Size
146 {
147 get { return _size; }
148 set {
149 _size = value;
150 _size.Z = _size.Z / 2.0f;
151 }
152 }
153
154 public override PrimitiveBaseShape Shape
155 {
156 set { return; }
157 }
158
159 public override float Mass
160 {
161 get { return 0f; }
162 }
163
164 public override PhysicsVector Force
165 {
166 get { return PhysicsVector.Zero; }
167 set { return; }
168 }
169
170 public override int VehicleType
171 {
172 get { return 0; }
173 set { return; }
174 }
175
176 public override void VehicleFloatParam(int param, float value)
177 {
178
179 }
180
181 public override void VehicleVectorParam(int param, PhysicsVector value)
182 {
183
184 }
185
186 public override void VehicleRotationParam(int param, Quaternion rotation)
187 {
188
189 }
190
191 public override void SetVolumeDetect(int param)
192 {
193
194 }
195
196 public override PhysicsVector CenterOfMass
197 {
198 get { return PhysicsVector.Zero; }
199 }
200
201 public override PhysicsVector GeometricCenter
202 {
203 get { return PhysicsVector.Zero; }
204 }
205
206 public override PhysicsVector Velocity
207 {
208 get { return _velocity; }
209 set { _velocity = value; }
210 }
211
212 public override PhysicsVector Torque
213 {
214 get { return PhysicsVector.Zero; }
215 set { return; }
216 }
217
218 public override float CollisionScore
219 {
220 get { return 0f; }
221 set { }
222 }
223
224 public override Quaternion Orientation
225 {
226 get { return Quaternion.Identity; }
227 set { }
228 }
229
230 public override PhysicsVector Acceleration
231 {
232 get { return _acceleration; }
233 }
234
235 public override bool Kinematic
236 {
237 get { return true; }
238 set { }
239 }
240
241 public override void link(PhysicsActor obj)
242 {
243 }
244
245 public override void delink()
246 {
247 }
248
249 public override void LockAngularMotion(PhysicsVector axis)
250 {
251 }
252
253 public void SetAcceleration(PhysicsVector accel)
254 {
255 _acceleration = accel;
256 }
257
258 public override void AddForce(PhysicsVector force, bool pushforce)
259 {
260 }
261
262 public override void AddAngularForce(PhysicsVector force, bool pushforce)
263 {
264 }
265
266 public override void SetMomentum(PhysicsVector momentum)
267 {
268 }
269
270 public override void CrossingFailure()
271 {
272 }
273
274 public override PhysicsVector PIDTarget
275 {
276 set { return; }
277 }
278
279 public override bool PIDActive
280 {
281 set { return; }
282 }
283
284 public override float PIDTau
285 {
286 set { return; }
287 }
288
289 public override float PIDHoverHeight
290 {
291 set { return; }
292 }
293
294 public override bool PIDHoverActive
295 {
296 set { return; }
297 }
298
299 public override PIDHoverType PIDHoverType
300 {
301 set { return; }
302 }
303
304 public override float PIDHoverTau
305 {
306 set { return; }
307 }
308
309 public override void SubscribeEvents(int ms)
310 {
311 }
312
313 public override void UnSubscribeEvents()
314 {
315 }
316
317 public override bool SubscribedEvents()
318 {
319 return false;
320 }
321 }
322}
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index d3d10bf..7ab2a03 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -25,9 +25,9 @@
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
28using System;
28using System.Collections.Generic; 29using System.Collections.Generic;
29using Nini.Config; 30using Nini.Config;
30using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33 33
@@ -61,418 +61,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
61 { 61 {
62 } 62 }
63 } 63 }
64
65 public class BasicScene : PhysicsScene
66 {
67 private List<BasicActor> _actors = new List<BasicActor>();
68 private float[] _heightMap;
69
70 //protected internal string sceneIdentifier;
71
72 public BasicScene(string _sceneIdentifier)
73 {
74 //sceneIdentifier = _sceneIdentifier;
75 }
76
77 public override void Initialise(IMesher meshmerizer, IConfigSource config)
78 {
79 // Does nothing right now
80 }
81
82 public override void Dispose()
83 {
84
85 }
86 public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
87 {
88 BasicActor act = new BasicActor();
89 act.Position = position;
90 act.Flying = isFlying;
91 _actors.Add(act);
92 return act;
93 }
94
95 public override void RemovePrim(PhysicsActor prim)
96 {
97 }
98
99 public override void RemoveAvatar(PhysicsActor actor)
100 {
101 BasicActor act = (BasicActor) actor;
102 if (_actors.Contains(act))
103 {
104 _actors.Remove(act);
105 }
106 }
107
108/*
109 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
110 {
111 return null;
112 }
113*/
114
115 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
116 PhysicsVector size, Quaternion rotation)
117 {
118 return AddPrimShape(primName, pbs, position, size, rotation, false);
119 }
120
121 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
122 PhysicsVector size, Quaternion rotation, bool isPhysical)
123 {
124 return null;
125 }
126
127 public override void AddPhysicsActorTaint(PhysicsActor prim)
128 {
129 }
130
131 public override float Simulate(float timeStep)
132 {
133 float fps = 0;
134 for (int i = 0; i < _actors.Count; ++i)
135 {
136 BasicActor actor = _actors[i];
137
138 actor.Position.X += actor.Velocity.X*timeStep;
139 actor.Position.Y += actor.Velocity.Y*timeStep;
140
141 if (actor.Position.Y < 0)
142 {
143 actor.Position.Y = 0.1F;
144 }
145 else if (actor.Position.Y >= Constants.RegionSize)
146 {
147 actor.Position.Y = ((int)Constants.RegionSize - 0.1f);
148 }
149
150 if (actor.Position.X < 0)
151 {
152 actor.Position.X = 0.1F;
153 }
154 else if (actor.Position.X >= Constants.RegionSize)
155 {
156 actor.Position.X = ((int)Constants.RegionSize - 0.1f);
157 }
158
159 float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
160 if (actor.Flying)
161 {
162 if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
163 _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
164 {
165 actor.Position.Z = height;
166 actor.Velocity.Z = 0;
167 actor.IsColliding = true;
168 }
169 else
170 {
171 actor.Position.Z += actor.Velocity.Z*timeStep;
172 actor.IsColliding = false;
173 }
174 }
175 else
176 {
177 actor.Position.Z = height;
178 actor.Velocity.Z = 0;
179 actor.IsColliding = true;
180 }
181 }
182 return fps;
183 }
184
185 public override void GetResults()
186 {
187 }
188
189 public override bool IsThreaded
190 {
191 get { return (false); // for now we won't be multithreaded
192 }
193 }
194
195 public override void SetTerrain(float[] heightMap)
196 {
197 _heightMap = heightMap;
198 }
199
200 public override void SetWaterLevel(float baseheight)
201 {
202
203 }
204
205 public override void DeleteTerrain()
206 {
207 }
208 public override Dictionary<uint, float> GetTopColliders()
209 {
210 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
211 return returncolliders;
212 }
213
214 }
215
216 public class BasicActor : PhysicsActor
217 {
218 private PhysicsVector _position;
219 private PhysicsVector _velocity;
220 private PhysicsVector _acceleration;
221 private PhysicsVector _size;
222 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
223 private bool flying;
224 private bool iscolliding;
225 public BasicActor()
226 {
227 _velocity = new PhysicsVector();
228 _position = new PhysicsVector();
229 _acceleration = new PhysicsVector();
230 _size = new PhysicsVector();
231 }
232
233 public override int PhysicsActorType
234 {
235 get { return (int) ActorTypes.Agent; }
236 set { return; }
237 }
238
239 public override PhysicsVector RotationalVelocity
240 {
241 get { return m_rotationalVelocity; }
242 set { m_rotationalVelocity = value; }
243 }
244
245 public override bool SetAlwaysRun
246 {
247 get { return false; }
248 set { return; }
249 }
250
251 public override uint LocalID
252 {
253 set { return; }
254 }
255
256 public override bool Grabbed
257 {
258 set { return; }
259 }
260
261 public override bool Selected
262 {
263 set { return; }
264 }
265
266 public override float Buoyancy
267 {
268 get { return 0f; }
269 set { return; }
270 }
271
272 public override bool FloatOnWater
273 {
274 set { return; }
275 }
276
277 public override bool IsPhysical
278 {
279 get { return false; }
280 set { return; }
281 }
282
283 public override bool ThrottleUpdates
284 {
285 get { return false; }
286 set { return; }
287 }
288
289 public override bool Flying
290 {
291 get { return flying; }
292 set { flying = value; }
293 }
294
295 public override bool IsColliding
296 {
297 get { return iscolliding; }
298 set { iscolliding = value; }
299 }
300
301 public override bool CollidingGround
302 {
303 get { return false; }
304 set { return; }
305 }
306
307 public override bool CollidingObj
308 {
309 get { return false; }
310 set { return; }
311 }
312
313 public override bool Stopped
314 {
315 get { return false; }
316 }
317
318
319 public override PhysicsVector Position
320 {
321 get { return _position; }
322 set { _position = value; }
323 }
324
325 public override PhysicsVector Size
326 {
327 get { return _size; }
328 set {
329 _size = value;
330 _size.Z = _size.Z / 2.0f;
331 }
332 }
333
334 public override PrimitiveBaseShape Shape
335 {
336 set { return; }
337 }
338
339 public override float Mass
340 {
341 get { return 0f; }
342 }
343
344 public override PhysicsVector Force
345 {
346 get { return PhysicsVector.Zero; }
347 set { return; }
348 }
349
350 public override int VehicleType
351 {
352 get { return 0; }
353 set { return; }
354 }
355
356 public override void VehicleFloatParam(int param, float value)
357 {
358
359 }
360
361 public override void VehicleVectorParam(int param, PhysicsVector value)
362 {
363
364 }
365
366 public override void VehicleRotationParam(int param, Quaternion rotation)
367 {
368
369 }
370
371 public override void SetVolumeDetect(int param)
372 {
373
374 }
375
376 public override PhysicsVector CenterOfMass
377 {
378 get { return PhysicsVector.Zero; }
379 }
380
381 public override PhysicsVector GeometricCenter
382 {
383 get { return PhysicsVector.Zero; }
384 }
385
386 public override PhysicsVector Velocity
387 {
388 get { return _velocity; }
389 set { _velocity = value; }
390 }
391
392 public override PhysicsVector Torque
393 {
394 get { return PhysicsVector.Zero; }
395 set { return; }
396 }
397
398 public override float CollisionScore
399 {
400 get { return 0f; }
401 set { }
402 }
403
404 public override Quaternion Orientation
405 {
406 get { return Quaternion.Identity; }
407 set { }
408 }
409
410 public override PhysicsVector Acceleration
411 {
412 get { return _acceleration; }
413 }
414
415 public override bool Kinematic
416 {
417 get { return true; }
418 set { }
419 }
420
421 public override void link(PhysicsActor obj)
422 {
423 }
424
425 public override void delink()
426 {
427 }
428
429 public override void LockAngularMotion(PhysicsVector axis)
430 {
431
432 }
433
434 public void SetAcceleration(PhysicsVector accel)
435 {
436 _acceleration = accel;
437 }
438
439 public override void AddForce(PhysicsVector force, bool pushforce)
440 {
441 }
442
443 public override void AddAngularForce(PhysicsVector force, bool pushforce)
444 {
445 }
446
447 public override void SetMomentum(PhysicsVector momentum)
448 {
449 }
450
451 public override void CrossingFailure()
452 {
453 }
454
455 public override PhysicsVector PIDTarget { set { return; } }
456 public override bool PIDActive { set { return; } }
457 public override float PIDTau { set { return; } }
458
459 public override float PIDHoverHeight { set { return; } }
460 public override bool PIDHoverActive { set { return; } }
461 public override PIDHoverType PIDHoverType { set { return; } }
462 public override float PIDHoverTau { set { return; } }
463
464
465 public override void SubscribeEvents(int ms)
466 {
467
468 }
469 public override void UnSubscribeEvents()
470 {
471
472 }
473 public override bool SubscribedEvents()
474 {
475 return false;
476 }
477 }
478} 64}
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
new file mode 100644
index 0000000..66bd099
--- /dev/null
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -0,0 +1,185 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 Nini.Config;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36{
37 public class BasicScene : PhysicsScene
38 {
39 private List<BasicActor> _actors = new List<BasicActor>();
40 private float[] _heightMap;
41
42 //protected internal string sceneIdentifier;
43
44 public BasicScene(string _sceneIdentifier)
45 {
46 //sceneIdentifier = _sceneIdentifier;
47 }
48
49 public override void Initialise(IMesher meshmerizer, IConfigSource config)
50 {
51 }
52
53 public override void Dispose()
54 {
55
56 }
57 public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
58 {
59 BasicActor act = new BasicActor();
60 act.Position = position;
61 act.Flying = isFlying;
62 _actors.Add(act);
63 return act;
64 }
65
66 public override void RemovePrim(PhysicsActor prim)
67 {
68 }
69
70 public override void RemoveAvatar(PhysicsActor actor)
71 {
72 BasicActor act = (BasicActor) actor;
73 if (_actors.Contains(act))
74 {
75 _actors.Remove(act);
76 }
77 }
78
79/*
80 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
81 {
82 return null;
83 }
84*/
85
86 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
87 PhysicsVector size, Quaternion rotation)
88 {
89 return AddPrimShape(primName, pbs, position, size, rotation, false);
90 }
91
92 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
93 PhysicsVector size, Quaternion rotation, bool isPhysical)
94 {
95 return null;
96 }
97
98 public override void AddPhysicsActorTaint(PhysicsActor prim)
99 {
100 }
101
102 public override float Simulate(float timeStep)
103 {
104 float fps = 0;
105 for (int i = 0; i < _actors.Count; ++i)
106 {
107 BasicActor actor = _actors[i];
108
109 actor.Position.X += actor.Velocity.X*timeStep;
110 actor.Position.Y += actor.Velocity.Y*timeStep;
111
112 if (actor.Position.Y < 0)
113 {
114 actor.Position.Y = 0.1F;
115 }
116 else if (actor.Position.Y >= Constants.RegionSize)
117 {
118 actor.Position.Y = ((int)Constants.RegionSize - 0.1f);
119 }
120
121 if (actor.Position.X < 0)
122 {
123 actor.Position.X = 0.1F;
124 }
125 else if (actor.Position.X >= Constants.RegionSize)
126 {
127 actor.Position.X = ((int)Constants.RegionSize - 0.1f);
128 }
129
130 float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
131 if (actor.Flying)
132 {
133 if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
134 _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
135 {
136 actor.Position.Z = height;
137 actor.Velocity.Z = 0;
138 actor.IsColliding = true;
139 }
140 else
141 {
142 actor.Position.Z += actor.Velocity.Z*timeStep;
143 actor.IsColliding = false;
144 }
145 }
146 else
147 {
148 actor.Position.Z = height;
149 actor.Velocity.Z = 0;
150 actor.IsColliding = true;
151 }
152 }
153 return fps;
154 }
155
156 public override void GetResults()
157 {
158 }
159
160 public override bool IsThreaded
161 {
162 get { return (false); // for now we won't be multithreaded
163 }
164 }
165
166 public override void SetTerrain(float[] heightMap)
167 {
168 _heightMap = heightMap;
169 }
170
171 public override void DeleteTerrain()
172 {
173 }
174
175 public override void SetWaterLevel(float baseheight)
176 {
177 }
178
179 public override Dictionary<uint, float> GetTopColliders()
180 {
181 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
182 return returncolliders;
183 }
184 }
185}