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author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs new file mode 100644 index 0000000..ac2c1f3 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs | |||
@@ -0,0 +1,256 @@ | |||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using Nini.Config; | ||
31 | using Mono.Addins; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
35 | using OpenSim.Region.Framework.Scenes; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
37 | |||
38 | namespace OpenSim.Region.PhysicsModule.BasicPhysics | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// This is an incomplete extremely basic physics implementation | ||
42 | /// </summary> | ||
43 | /// <remarks> | ||
44 | /// Not useful for anything at the moment apart from some regression testing in other components where some form | ||
45 | /// of physics plugin is needed. | ||
46 | /// </remarks> | ||
47 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")] | ||
48 | public class BasicScene : PhysicsScene, INonSharedRegionModule | ||
49 | { | ||
50 | private List<BasicActor> _actors = new List<BasicActor>(); | ||
51 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); | ||
52 | private float[] _heightMap; | ||
53 | private Vector3 m_regionExtent; | ||
54 | |||
55 | private bool m_Enabled = false; | ||
56 | |||
57 | //protected internal string sceneIdentifier; | ||
58 | #region INonSharedRegionModule | ||
59 | public string Name | ||
60 | { | ||
61 | get { return "basicphysics"; } | ||
62 | } | ||
63 | |||
64 | public Type ReplaceableInterface | ||
65 | { | ||
66 | get { return null; } | ||
67 | } | ||
68 | |||
69 | public void Initialise(IConfigSource source) | ||
70 | { | ||
71 | // TODO: Move this out of Startup | ||
72 | IConfig config = source.Configs["Startup"]; | ||
73 | if (config != null) | ||
74 | { | ||
75 | string physics = config.GetString("physics", string.Empty); | ||
76 | if (physics == Name) | ||
77 | m_Enabled = true; | ||
78 | } | ||
79 | |||
80 | } | ||
81 | |||
82 | public void Close() | ||
83 | { | ||
84 | } | ||
85 | |||
86 | public void AddRegion(Scene scene) | ||
87 | { | ||
88 | if (!m_Enabled) | ||
89 | return; | ||
90 | |||
91 | EngineType = Name; | ||
92 | PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; | ||
93 | |||
94 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
95 | m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); | ||
96 | base.Initialise(scene.PhysicsRequestAsset, | ||
97 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), | ||
98 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
99 | |||
100 | } | ||
101 | |||
102 | public void RemoveRegion(Scene scene) | ||
103 | { | ||
104 | if (!m_Enabled) | ||
105 | return; | ||
106 | } | ||
107 | |||
108 | public void RegionLoaded(Scene scene) | ||
109 | { | ||
110 | if (!m_Enabled) | ||
111 | return; | ||
112 | } | ||
113 | #endregion | ||
114 | |||
115 | public override void Dispose() {} | ||
116 | |||
117 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
118 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
119 | { | ||
120 | BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); | ||
121 | prim.IsPhysical = isPhysical; | ||
122 | |||
123 | _prims.Add(prim); | ||
124 | |||
125 | return prim; | ||
126 | } | ||
127 | |||
128 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
129 | { | ||
130 | BasicActor act = new BasicActor(size); | ||
131 | act.Position = position; | ||
132 | act.Velocity = velocity; | ||
133 | act.Flying = isFlying; | ||
134 | _actors.Add(act); | ||
135 | return act; | ||
136 | } | ||
137 | |||
138 | public override void RemovePrim(PhysicsActor actor) | ||
139 | { | ||
140 | BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; | ||
141 | if (_prims.Contains(prim)) | ||
142 | _prims.Remove(prim); | ||
143 | } | ||
144 | |||
145 | public override void RemoveAvatar(PhysicsActor actor) | ||
146 | { | ||
147 | BasicActor act = (BasicActor)actor; | ||
148 | if (_actors.Contains(act)) | ||
149 | _actors.Remove(act); | ||
150 | } | ||
151 | |||
152 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
153 | { | ||
154 | } | ||
155 | |||
156 | public override float Simulate(float timeStep) | ||
157 | { | ||
158 | // Console.WriteLine("Simulating"); | ||
159 | |||
160 | float fps = 0; | ||
161 | for (int i = 0; i < _actors.Count; ++i) | ||
162 | { | ||
163 | BasicActor actor = _actors[i]; | ||
164 | Vector3 actorPosition = actor.Position; | ||
165 | Vector3 actorVelocity = actor.Velocity; | ||
166 | |||
167 | //Console.WriteLine( | ||
168 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); | ||
169 | |||
170 | actorPosition.X += actor.Velocity.X * timeStep; | ||
171 | actorPosition.Y += actor.Velocity.Y * timeStep; | ||
172 | |||
173 | if (actor.Position.Y < 0) | ||
174 | { | ||
175 | actorPosition.Y = 0.1F; | ||
176 | } | ||
177 | else if (actor.Position.Y >= m_regionExtent.Y) | ||
178 | { | ||
179 | actorPosition.Y = (m_regionExtent.Y - 0.1f); | ||
180 | } | ||
181 | |||
182 | if (actor.Position.X < 0) | ||
183 | { | ||
184 | actorPosition.X = 0.1F; | ||
185 | } | ||
186 | else if (actor.Position.X >= m_regionExtent.X) | ||
187 | { | ||
188 | actorPosition.X = (m_regionExtent.X - 0.1f); | ||
189 | } | ||
190 | |||
191 | float terrainHeight = 0; | ||
192 | if (_heightMap != null) | ||
193 | terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X]; | ||
194 | |||
195 | float height = terrainHeight + actor.Size.Z; | ||
196 | // Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition); | ||
197 | |||
198 | if (actor.Flying) | ||
199 | { | ||
200 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) | ||
201 | { | ||
202 | actorPosition.Z = height; | ||
203 | actorVelocity.Z = 0; | ||
204 | actor.IsColliding = true; | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | actorPosition.Z += actor.Velocity.Z * timeStep; | ||
209 | actor.IsColliding = false; | ||
210 | } | ||
211 | } | ||
212 | else | ||
213 | { | ||
214 | actorPosition.Z = height; | ||
215 | actorVelocity.Z = 0; | ||
216 | actor.IsColliding = true; | ||
217 | } | ||
218 | |||
219 | actor.Position = actorPosition; | ||
220 | actor.Velocity = actorVelocity; | ||
221 | } | ||
222 | |||
223 | return 1.0f; | ||
224 | } | ||
225 | |||
226 | public override void GetResults() | ||
227 | { | ||
228 | } | ||
229 | |||
230 | public override bool IsThreaded | ||
231 | { | ||
232 | get { return (false); // for now we won't be multithreaded | ||
233 | } | ||
234 | } | ||
235 | |||
236 | public override void SetTerrain(float[] heightMap) | ||
237 | { | ||
238 | _heightMap = heightMap; | ||
239 | } | ||
240 | |||
241 | public override void DeleteTerrain() | ||
242 | { | ||
243 | } | ||
244 | |||
245 | public override void SetWaterLevel(float baseheight) | ||
246 | { | ||
247 | } | ||
248 | |||
249 | public override Dictionary<uint, float> GetTopColliders() | ||
250 | { | ||
251 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
252 | return returncolliders; | ||
253 | } | ||
254 | |||
255 | } | ||
256 | } | ||