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author | dan miller | 2007-11-17 09:59:07 +0000 |
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committer | dan miller | 2007-11-17 09:59:07 +0000 |
commit | d71b28c7312995e1187e81e278b23a4418b64c11 (patch) | |
tree | 7b0282ecf948ff33ba22ffd6c8fcd1e29642490c /OpenSim/Region/Physics/POSPlugin | |
parent | set svn:eol-style (diff) | |
download | opensim-SC-d71b28c7312995e1187e81e278b23a4418b64c11.zip opensim-SC-d71b28c7312995e1187e81e278b23a4418b64c11.tar.gz opensim-SC-d71b28c7312995e1187e81e278b23a4418b64c11.tar.bz2 opensim-SC-d71b28c7312995e1187e81e278b23a4418b64c11.tar.xz |
Out of a fog of alcohol and adenovirus, I present - POS!
EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 249 |
1 files changed, 218 insertions, 31 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 5b4450c..635e430 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System; | ||
29 | using Axiom.Math; | 30 | using Axiom.Math; |
30 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
31 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.Physics.Manager; |
@@ -63,9 +64,10 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
63 | 64 | ||
64 | public class POSScene : PhysicsScene | 65 | public class POSScene : PhysicsScene |
65 | { | 66 | { |
66 | private List<POSActor> _actors = new List<POSActor>(); | 67 | private List<POSCharacter> _characters = new List<POSCharacter>(); |
68 | private List<POSPrim> _prims = new List<POSPrim>(); | ||
67 | private float[] _heightMap; | 69 | private float[] _heightMap; |
68 | private const float gravity = -1.0f; | 70 | private const float gravity = -9.8f; |
69 | 71 | ||
70 | public POSScene() | 72 | public POSScene() |
71 | { | 73 | { |
@@ -78,22 +80,27 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
78 | 80 | ||
79 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) | 81 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) |
80 | { | 82 | { |
81 | POSActor act = new POSActor(); | 83 | POSCharacter act = new POSCharacter(); |
82 | act.Position = position; | 84 | act.Position = position; |
83 | _actors.Add(act); | 85 | _characters.Add(act); |
84 | return act; | 86 | return act; |
85 | } | 87 | } |
86 | 88 | ||
87 | public override void RemovePrim(PhysicsActor prim) | 89 | public override void RemovePrim(PhysicsActor prim) |
88 | { | 90 | { |
91 | POSPrim p = (POSPrim) prim; | ||
92 | if (_prims.Contains(p)) | ||
93 | { | ||
94 | _prims.Remove(p); | ||
95 | } | ||
89 | } | 96 | } |
90 | 97 | ||
91 | public override void RemoveAvatar(PhysicsActor actor) | 98 | public override void RemoveAvatar(PhysicsActor character) |
92 | { | 99 | { |
93 | POSActor act = (POSActor) actor; | 100 | POSCharacter act = (POSCharacter) character; |
94 | if (_actors.Contains(act)) | 101 | if (_characters.Contains(act)) |
95 | { | 102 | { |
96 | _actors.Remove(act); | 103 | _characters.Remove(act); |
97 | } | 104 | } |
98 | } | 105 | } |
99 | 106 | ||
@@ -113,46 +120,105 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
113 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 120 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
114 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 121 | PhysicsVector size, Quaternion rotation, bool isPhysical) |
115 | { | 122 | { |
116 | return null; | 123 | POSPrim prim = new POSPrim(); |
124 | prim.Position = position; | ||
125 | prim.Orientation = rotation; | ||
126 | prim.Size = size; | ||
127 | _prims.Add(prim); | ||
128 | return prim; | ||
129 | } | ||
130 | |||
131 | private bool check_collision(POSCharacter c, POSPrim p) | ||
132 | { | ||
133 | /* | ||
134 | Console.WriteLine("checking whether " + c + " collides with " + p + | ||
135 | " absX: " + Math.Abs(p.Position.X - c.Position.X) + | ||
136 | " sizeX: " + p.Size.X * 0.5 + 0.5); | ||
137 | */ | ||
138 | bool collides = true; | ||
139 | if (Math.Abs(p.Position.X - c.Position.X) >= (p.Size.X * 0.5 + 0.5)) | ||
140 | { | ||
141 | collides = false; | ||
142 | } | ||
143 | if (Math.Abs(p.Position.Y - c.Position.Y) >= (p.Size.Y * 0.5 + 0.5)) | ||
144 | { | ||
145 | collides = false; | ||
146 | } | ||
147 | if (Math.Abs(p.Position.Z - c.Position.Z) >= (p.Size.Z * 0.5 + 1.0)) | ||
148 | { | ||
149 | collides = false; | ||
150 | } | ||
151 | return collides; | ||
117 | } | 152 | } |
118 | 153 | ||
119 | public override void Simulate(float timeStep) | 154 | public override void Simulate(float timeStep) |
120 | { | 155 | { |
121 | foreach (POSActor actor in _actors) | 156 | foreach (POSCharacter character in _characters) |
122 | { | 157 | { |
123 | actor.Position.X += actor.Velocity.X * timeStep; | 158 | float oldposX = character.Position.X; |
124 | actor.Position.Y += actor.Velocity.Y * timeStep; | 159 | float oldposY = character.Position.Y; |
125 | actor.Position.Z += actor.Velocity.Z * timeStep; | 160 | float oldposZ = character.Position.Z; |
126 | 161 | ||
127 | if (!actor.Flying) | 162 | if (!character.Flying) |
128 | { | 163 | { |
129 | actor.Velocity.Z += gravity; | 164 | character._target_velocity.Z += gravity * timeStep; |
130 | } | 165 | } |
131 | 166 | ||
132 | if (actor.Position.X < 0) | 167 | character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); |
168 | character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); | ||
169 | float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; | ||
170 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | ||
171 | { | ||
172 | character.Position.Z = terrainheight + 1.0f; | ||
173 | character._target_velocity.Z = 0; | ||
174 | character._velocity.Z = 0; | ||
175 | } | ||
176 | else | ||
133 | { | 177 | { |
134 | actor.Position.X = 0.1F; | 178 | character.Position.Z = character.Position.Z + (character._target_velocity.Z * timeStep); |
135 | } | 179 | } |
136 | else if (actor.Position.X > 256) | 180 | |
181 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- | ||
182 | /// Completely Bogus Collision Detection!!! | ||
183 | /// better known as the CBCD algorithm | ||
184 | |||
185 | foreach (POSPrim p in _prims) | ||
137 | { | 186 | { |
138 | actor.Position.X = 255.9F; | 187 | if (check_collision(character, p)) |
188 | { | ||
189 | character.Position.Z = oldposZ; // first try Z axis | ||
190 | if (check_collision(character, p)) | ||
191 | { | ||
192 | character.Position.X = oldposX; | ||
193 | character.Position.Y = oldposY; | ||
194 | } | ||
195 | else | ||
196 | { | ||
197 | character._target_velocity.Z = 0; | ||
198 | } | ||
199 | } | ||
139 | } | 200 | } |
140 | 201 | ||
141 | if (actor.Position.Y < 0) | 202 | if (character.Position.Y < 0) |
142 | { | 203 | { |
143 | actor.Position.Y = 0.1F; | 204 | character.Position.Y = 0.1F; |
144 | } | 205 | } |
145 | else if (actor.Position.Y >= 256) | 206 | else if (character.Position.Y >= 256) |
146 | { | 207 | { |
147 | actor.Position.Y = 255.9F; | 208 | character.Position.Y = 255.9F; |
148 | } | 209 | } |
149 | 210 | ||
150 | float terrainheight = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X]; | 211 | if (character.Position.X < 0) |
151 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainheight + 2) | ||
152 | { | 212 | { |
153 | actor.Position.Z = terrainheight + 1.0f; | 213 | character.Position.X = 0.1F; |
154 | actor.Velocity.Z = 0; | ||
155 | } | 214 | } |
215 | else if (character.Position.X > 256) | ||
216 | { | ||
217 | character.Position.X = 255.9F; | ||
218 | } | ||
219 | |||
220 | character._velocity.X = (character.Position.X - oldposX) / timeStep; | ||
221 | character._velocity.Y = (character.Position.Y - oldposY) / timeStep; | ||
156 | } | 222 | } |
157 | } | 223 | } |
158 | 224 | ||
@@ -176,16 +242,17 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
176 | } | 242 | } |
177 | } | 243 | } |
178 | 244 | ||
179 | public class POSActor : PhysicsActor | 245 | public class POSCharacter : PhysicsActor |
180 | { | 246 | { |
181 | private PhysicsVector _position; | 247 | private PhysicsVector _position; |
182 | private PhysicsVector _velocity; | 248 | public PhysicsVector _velocity; |
249 | public PhysicsVector _target_velocity = PhysicsVector.Zero; | ||
183 | private PhysicsVector _acceleration; | 250 | private PhysicsVector _acceleration; |
184 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; | 251 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; |
185 | private bool flying; | 252 | private bool flying; |
186 | private bool iscolliding; | 253 | private bool iscolliding; |
187 | 254 | ||
188 | public POSActor() | 255 | public POSCharacter() |
189 | { | 256 | { |
190 | _velocity = new PhysicsVector(); | 257 | _velocity = new PhysicsVector(); |
191 | _position = new PhysicsVector(); | 258 | _position = new PhysicsVector(); |
@@ -260,7 +327,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
260 | public override PhysicsVector Velocity | 327 | public override PhysicsVector Velocity |
261 | { | 328 | { |
262 | get { return _velocity; } | 329 | get { return _velocity; } |
263 | set { _velocity = value; } | 330 | set { _target_velocity = value; } |
264 | } | 331 | } |
265 | 332 | ||
266 | public override Quaternion Orientation | 333 | public override Quaternion Orientation |
@@ -293,4 +360,124 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
293 | { | 360 | { |
294 | } | 361 | } |
295 | } | 362 | } |
363 | |||
364 | public class POSPrim : PhysicsActor | ||
365 | { | ||
366 | private PhysicsVector _position; | ||
367 | private PhysicsVector _velocity; | ||
368 | private PhysicsVector _acceleration; | ||
369 | private PhysicsVector _size; | ||
370 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; | ||
371 | private Quaternion _orientation; | ||
372 | private bool flying; | ||
373 | private bool iscolliding; | ||
374 | |||
375 | public POSPrim() | ||
376 | { | ||
377 | _velocity = new PhysicsVector(); | ||
378 | _position = new PhysicsVector(); | ||
379 | _acceleration = new PhysicsVector(); | ||
380 | } | ||
381 | public override int PhysicsActorType | ||
382 | { | ||
383 | get { return (int)ActorTypes.Prim; } | ||
384 | set { return; } | ||
385 | } | ||
386 | public override PhysicsVector RotationalVelocity | ||
387 | { | ||
388 | get { return m_rotationalVelocity; } | ||
389 | set { m_rotationalVelocity = value; } | ||
390 | } | ||
391 | public override bool IsPhysical | ||
392 | { | ||
393 | get { return false; } | ||
394 | set { return; } | ||
395 | } | ||
396 | public override bool ThrottleUpdates | ||
397 | { | ||
398 | get { return false; } | ||
399 | set { return; } | ||
400 | } | ||
401 | public override bool IsColliding | ||
402 | { | ||
403 | get { return iscolliding; } | ||
404 | set { iscolliding = value; } | ||
405 | } | ||
406 | public override bool CollidingGround | ||
407 | { | ||
408 | get { return false; } | ||
409 | set { return; } | ||
410 | } | ||
411 | public override bool CollidingObj | ||
412 | { | ||
413 | get { return false; } | ||
414 | set { return; } | ||
415 | } | ||
416 | public override PhysicsVector Position | ||
417 | { | ||
418 | get { return _position; } | ||
419 | set { _position = value; } | ||
420 | } | ||
421 | |||
422 | public override PhysicsVector Size | ||
423 | { | ||
424 | get { return _size; } | ||
425 | set { _size = value; } | ||
426 | } | ||
427 | |||
428 | public override PrimitiveBaseShape Shape | ||
429 | { | ||
430 | set | ||
431 | { | ||
432 | return; | ||
433 | } | ||
434 | } | ||
435 | |||
436 | public override PhysicsVector Velocity | ||
437 | { | ||
438 | get { return _velocity; } | ||
439 | set { _velocity = value; } | ||
440 | } | ||
441 | |||
442 | public override Quaternion Orientation | ||
443 | { | ||
444 | get { return _orientation; } | ||
445 | set { _orientation = value; } | ||
446 | } | ||
447 | |||
448 | public override PhysicsVector Acceleration | ||
449 | { | ||
450 | get { return _acceleration; } | ||
451 | } | ||
452 | |||
453 | public override bool Kinematic | ||
454 | { | ||
455 | get { return true; } | ||
456 | set { } | ||
457 | } | ||
458 | |||
459 | public void SetAcceleration(PhysicsVector accel) | ||
460 | { | ||
461 | _acceleration = accel; | ||
462 | } | ||
463 | |||
464 | public override void AddForce(PhysicsVector force) | ||
465 | { | ||
466 | } | ||
467 | |||
468 | public override void SetMomentum(PhysicsVector momentum) | ||
469 | { | ||
470 | } | ||
471 | public override bool Flying | ||
472 | { | ||
473 | get { return false; } | ||
474 | set { } | ||
475 | } | ||
476 | |||
477 | public override bool SetAlwaysRun | ||
478 | { | ||
479 | get { return false; } | ||
480 | set { return; } | ||
481 | } | ||
482 | } | ||
296 | } | 483 | } |