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authorMW2007-03-10 20:30:25 +0000
committerMW2007-03-10 20:30:25 +0000
commit76569ff4fba09f22ed4a06b8073deaed7f64a2e3 (patch)
treef83430652d8874f299733f505b6b7ded13910bb8 /src/world
parentAnother attempt to fix the project files (diff)
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A PhysX physics plugin (that actually uses physX now but currently only works on windows)
Can now change direction when walking without stopping Flying works when using the Physx dll
Diffstat (limited to 'src/world')
-rw-r--r--src/world/Avatar.cs103
-rw-r--r--src/world/Primitive.cs83
-rw-r--r--src/world/World.cs9
3 files changed, 169 insertions, 26 deletions
diff --git a/src/world/Avatar.cs b/src/world/Avatar.cs
index c09c008..facfeee 100644
--- a/src/world/Avatar.cs
+++ b/src/world/Avatar.cs
@@ -11,15 +11,17 @@ namespace OpenSim.world
11{ 11{
12 public class Avatar : Entity 12 public class Avatar : Entity
13 { 13 {
14 public static bool PhysicsEngineFlying;
14 public string firstname; 15 public string firstname;
15 public string lastname; 16 public string lastname;
16 public OpenSimClient ControllingClient; 17 public OpenSimClient ControllingClient;
17 private PhysicsActor _physActor; 18 private PhysicsActor _physActor;
18 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; 19 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
19 private bool updateflag; 20 private bool updateflag;
20 private bool walking; 21 private byte movementflag;
21 private List<NewForce> forcesList = new List<NewForce>(); 22 private List<NewForce> forcesList = new List<NewForce>();
22 private short _updateCount; 23 private short _updateCount;
24 private Axiom.MathLib.Quaternion bodyRot;
23 25
24 public Avatar(OpenSimClient TheClient) { 26 public Avatar(OpenSimClient TheClient) {
25 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); 27 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
@@ -77,14 +79,14 @@ namespace OpenSim.world
77 } 79 }
78 80
79 updateflag =false; 81 updateflag =false;
80 this._updateCount = 0; 82 //this._updateCount = 0;
81 } 83 }
82 else 84 else
83 { 85 {
84 if(walking) 86 //if((movementflag & 1) !=0)
85 { 87 //{
86 _updateCount++; 88 _updateCount++;
87 if(_updateCount>3) 89 if(( (!PhysicsEngineFlying) && (_updateCount>3)) || (_updateCount>0))
88 { 90 {
89 //It has been a while since last update was sent so lets send one. 91 //It has been a while since last update was sent so lets send one.
90 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); 92 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
@@ -98,7 +100,7 @@ namespace OpenSim.world
98 } 100 }
99 _updateCount = 0; 101 _updateCount = 0;
100 } 102 }
101 } 103 //}
102 } 104 }
103 } 105 }
104 106
@@ -249,36 +251,111 @@ namespace OpenSim.world
249 } 251 }
250 252
251 public void HandleUpdate(AgentUpdatePacket pack) { 253 public void HandleUpdate(AgentUpdatePacket pack) {
252 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) { 254 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) !=0)
253 if(!walking) 255 {
256 this._physActor.Flying = true;
257 }
258 else
259 {
260 this._physActor.Flying = false;
261 }
262 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) {
263 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
264 if(((movementflag & 1) ==0) || (q!= this.bodyRot))
254 { 265 {
255 //we should add a new force to the list 266 //we should add a new force to the list
256 // but for now we will deal with velocities 267 // but for now we will deal with velocities
257 NewForce newVelocity = new NewForce(); 268 NewForce newVelocity = new NewForce();
258 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); 269 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
259 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
260 Axiom.MathLib.Vector3 direc = q * v3; 270 Axiom.MathLib.Vector3 direc = q * v3;
261 direc.Normalize(); 271 direc.Normalize();
262 272
263 //work out velocity for sim physics system 273 //work out velocity for sim physics system
264 direc = direc * ((0.03f) * 128f); 274 direc = direc * ((0.03f) * 128f);
275 if(this._physActor.Flying)
276 direc *=2;
277
278 newVelocity.X = direc.x;
279 newVelocity.Y = direc.y;
280 newVelocity.Z = direc.z;
281 this.forcesList.Add(newVelocity);
282 movementflag = 1;
283 this.bodyRot = q;
284 }
285 }
286 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) !=0) &&(PhysicsEngineFlying)) {
287 if(((movementflag & 2) ==0) && this._physActor.Flying)
288 {
289 //we should add a new force to the list
290 // but for now we will deal with velocities
291 NewForce newVelocity = new NewForce();
292 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1);
293 Axiom.MathLib.Vector3 direc = v3;
294 direc.Normalize();
295
296 //work out velocity for sim physics system
297 direc = direc * ((0.03f) * 128f *2);
298 newVelocity.X = direc.x;
299 newVelocity.Y = direc.y;
300 newVelocity.Z = direc.z;
301 this.forcesList.Add(newVelocity);
302 movementflag = 2;
303 }
304 }
305 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) !=0) && (PhysicsEngineFlying)) {
306 if(((movementflag & 4) ==0) && this._physActor.Flying)
307 {
308 //we should add a new force to the list
309 // but for now we will deal with velocities
310 NewForce newVelocity = new NewForce();
311 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
312 //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
313 Axiom.MathLib.Vector3 direc = v3;
314 direc.Normalize();
315
316 //work out velocity for sim physics system
317 direc = direc * ((0.03f) * 128f *2);
318 newVelocity.X = direc.x;
319 newVelocity.Y = direc.y;
320 newVelocity.Z = direc.z;
321 this.forcesList.Add(newVelocity);
322 movementflag = 4;
323 }
324 }
325 else if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) !=0) {
326 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
327 if(((movementflag & 8) ==0) || (q!= this.bodyRot))
328 {
329 //we should add a new force to the list
330 // but for now we will deal with velocities
331 NewForce newVelocity = new NewForce();
332 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
333 Axiom.MathLib.Vector3 direc = q * v3;
334 direc.Normalize();
335
336 //work out velocity for sim physics system
337 direc = direc * ((0.03f) * 128f);
338 if(this._physActor.Flying)
339 direc *=2;
340
265 newVelocity.X = direc.x; 341 newVelocity.X = direc.x;
266 newVelocity.Y = direc.y; 342 newVelocity.Y = direc.y;
267 newVelocity.Z = direc.z; 343 newVelocity.Z = direc.z;
268 this.forcesList.Add(newVelocity); 344 this.forcesList.Add(newVelocity);
269 walking=true; 345 movementflag = 8;
346 this.bodyRot = q;
270 } 347 }
271 } 348 }
272 else 349 else
273 { 350 {
274 if(walking) 351 if((movementflag) !=0)
275 { 352 {
276 NewForce newVelocity = new NewForce(); 353 NewForce newVelocity = new NewForce();
277 newVelocity.X = 0; 354 newVelocity.X = 0;
278 newVelocity.Y = 0; 355 newVelocity.Y = 0;
279 newVelocity.Z = 0; 356 newVelocity.Z = 0;
280 this.forcesList.Add(newVelocity); 357 this.forcesList.Add(newVelocity);
281 walking = false; 358 movementflag = 0;
282 } 359 }
283 } 360 }
284 } 361 }
diff --git a/src/world/Primitive.cs b/src/world/Primitive.cs
index 0d7d951..6be33ef 100644
--- a/src/world/Primitive.cs
+++ b/src/world/Primitive.cs
@@ -5,6 +5,7 @@ using OpenSim.types;
5using libsecondlife; 5using libsecondlife;
6using libsecondlife.Packets; 6using libsecondlife.Packets;
7using GridInterfaces; 7using GridInterfaces;
8using PhysicsSystem;
8 9
9namespace OpenSim.world 10namespace OpenSim.world
10{ 11{
@@ -16,8 +17,21 @@ namespace OpenSim.world
16 protected bool newPrimFlag; 17 protected bool newPrimFlag;
17 protected bool updateFlag; 18 protected bool updateFlag;
18 protected bool dirtyFlag; 19 protected bool dirtyFlag;
19 protected ObjectUpdatePacket OurPacket; 20 private ObjectUpdatePacket OurPacket;
21 private PhysicsActor _physActor;
22 private bool physicsEnabled;
20 23
24 public bool PhysicsEnabled
25 {
26 get
27 {
28 return physicsEnabled;
29 }
30 set
31 {
32 physicsEnabled = value;
33 }
34 }
21 public bool UpdateFlag 35 public bool UpdateFlag
22 { 36 {
23 get 37 get
@@ -41,6 +55,14 @@ namespace OpenSim.world
41 return this.primData.Scale; 55 return this.primData.Scale;
42 } 56 }
43 } 57 }
58 public PhysicsActor PhysActor
59 {
60 set
61 {
62 this._physActor = value;
63 }
64 }
65
44 public Primitive() 66 public Primitive()
45 { 67 {
46 mesh_cutbegin = 0.0f; 68 mesh_cutbegin = 0.0f;
@@ -61,6 +83,16 @@ namespace OpenSim.world
61 return mesh; 83 return mesh;
62 } 84 }
63 85
86 public void UpdatePosition( LLVector3 pos)
87 {
88 this.position = pos;
89 if(this._physActor != null && this.physicsEnabled)
90 {
91 this._physActor.Position = new PhysicsVector(pos.X, pos.Y, pos.Z);
92 }
93 this.updateFlag = true;
94 }
95
64 public override void update() 96 public override void update()
65 { 97 {
66 if(this.newPrimFlag) 98 if(this.newPrimFlag)
@@ -89,13 +121,39 @@ namespace OpenSim.world
89 } 121 }
90 this.dirtyFlag = false; 122 this.dirtyFlag = false;
91 } 123 }
92 124 else
125 {
126 if(this._physActor != null && this.physicsEnabled)
127 {
128 ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
129 terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
130 terse.RegionData.TimeDilation = 64096;
131 terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
132 terse.ObjectData[0] = this.CreateImprovedBlock();
133 foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
134 client.OutPacket(terse);
135 }
136 }
137 }
93 } 138 }
94 139
95 public void UpdateClient(OpenSimClient RemoteClient) 140 public void UpdateClient(OpenSimClient RemoteClient)
96 { 141 {
97 byte[] pb = this.position.GetBytes(); 142
143 LLVector3 lPos;
144 if( this._physActor != null && this.physicsEnabled)
145 {
146 PhysicsVector pPos = this._physActor.Position;
147 lPos = new LLVector3( pPos.X, pPos.Y, pPos.Z);
148 }
149 else
150 {
151 lPos = this.position;
152 }
153 byte[] pb = lPos.GetBytes();
98 Array.Copy(pb, 0, OurPacket.ObjectData[0].ObjectData, 0, pb.Length); 154 Array.Copy(pb, 0, OurPacket.ObjectData[0].ObjectData, 0, pb.Length);
155
156 // OurPacket should be update with the follwing in updateShape() rather than having to do it here
99 OurPacket.ObjectData[0].OwnerID = this.primData.OwnerID; 157 OurPacket.ObjectData[0].OwnerID = this.primData.OwnerID;
100 OurPacket.ObjectData[0].PCode = this.primData.PCode; 158 OurPacket.ObjectData[0].PCode = this.primData.PCode;
101 OurPacket.ObjectData[0].PathBegin = this.primData.PathBegin; 159 OurPacket.ObjectData[0].PathBegin = this.primData.PathBegin;
@@ -137,7 +195,6 @@ namespace OpenSim.world
137 this.primData.PathCurve = addPacket.PathCurve; 195 this.primData.PathCurve = addPacket.PathCurve;
138 this.primData.ProfileCurve = addPacket.ProfileCurve; 196 this.primData.ProfileCurve = addPacket.ProfileCurve;
139 this.primData.ProfileHollow = addPacket.ProfileHollow; 197 this.primData.ProfileHollow = addPacket.ProfileHollow;
140
141 this.primData.PathRadiusOffset = addPacket.PathRadiusOffset; 198 this.primData.PathRadiusOffset = addPacket.PathRadiusOffset;
142 this.primData.PathRevolutions = addPacket.PathRevolutions; 199 this.primData.PathRevolutions = addPacket.PathRevolutions;
143 this.primData.PathTaperX = addPacket.PathTaperX; 200 this.primData.PathTaperX = addPacket.PathTaperX;
@@ -145,7 +202,6 @@ namespace OpenSim.world
145 this.primData.PathTwist = addPacket.PathTwist; 202 this.primData.PathTwist = addPacket.PathTwist;
146 this.primData.PathTwistBegin =addPacket.PathTwistBegin; 203 this.primData.PathTwistBegin =addPacket.PathTwistBegin;
147 this.dirtyFlag = true; 204 this.dirtyFlag = true;
148
149 } 205 }
150 206
151 public void CreateFromPacket( ObjectAddPacket addPacket, LLUUID agentID, uint localID) 207 public void CreateFromPacket( ObjectAddPacket addPacket, LLUUID agentID, uint localID)
@@ -162,7 +218,6 @@ namespace OpenSim.world
162 objupdate.ObjectData[0].ExtraParams = new byte[1]; 218 objupdate.ObjectData[0].ExtraParams = new byte[1];
163 objupdate.ObjectData[0].MediaURL = new byte[0]; 219 objupdate.ObjectData[0].MediaURL = new byte[0];
164 objupdate.ObjectData[0].NameValue = new byte[0]; 220 objupdate.ObjectData[0].NameValue = new byte[0];
165 objupdate.ObjectData[0].PSBlock = new byte[0];
166 objupdate.ObjectData[0].Text = new byte[0]; 221 objupdate.ObjectData[0].Text = new byte[0];
167 objupdate.ObjectData[0].TextColor = new byte[4]; 222 objupdate.ObjectData[0].TextColor = new byte[4];
168 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0); 223 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0);
@@ -232,7 +287,6 @@ namespace OpenSim.world
232 objupdate.ObjectData[0].ExtraParams = new byte[1]; 287 objupdate.ObjectData[0].ExtraParams = new byte[1];
233 objupdate.ObjectData[0].MediaURL = new byte[0]; 288 objupdate.ObjectData[0].MediaURL = new byte[0];
234 objupdate.ObjectData[0].NameValue = new byte[0]; 289 objupdate.ObjectData[0].NameValue = new byte[0];
235 objupdate.ObjectData[0].PSBlock = new byte[0];
236 objupdate.ObjectData[0].Text = new byte[0]; 290 objupdate.ObjectData[0].Text = new byte[0];
237 objupdate.ObjectData[0].TextColor = new byte[4]; 291 objupdate.ObjectData[0].TextColor = new byte[4];
238 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0); 292 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0);
@@ -291,7 +345,6 @@ namespace OpenSim.world
291 uint ID = this.localid; 345 uint ID = this.localid;
292 byte[] bytes = new byte[60]; 346 byte[] bytes = new byte[60];
293 347
294
295 int i = 0; 348 int i = 0;
296 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock(); 349 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock();
297 dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry; 350 dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry;
@@ -302,8 +355,18 @@ namespace OpenSim.world
302 bytes[i++] = (byte)((ID >> 24) % 256); 355 bytes[i++] = (byte)((ID >> 24) % 256);
303 bytes[i++]= 0; 356 bytes[i++]= 0;
304 bytes[i++]= 0; 357 bytes[i++]= 0;
305 358
306 byte[] pb = this.position.GetBytes(); 359 LLVector3 lPos;
360 if( this._physActor != null && this.physicsEnabled)
361 {
362 PhysicsVector pPos = this._physActor.Position;
363 lPos = new LLVector3( pPos.X, pPos.Y, pPos.Z);
364 }
365 else
366 {
367 lPos = this.position;
368 }
369 byte[] pb = lPos.GetBytes();
307 Array.Copy(pb, 0, bytes, i, pb.Length); 370 Array.Copy(pb, 0, bytes, i, pb.Length);
308 i += 12; 371 i += 12;
309 ushort ac = 32767; 372 ushort ac = 32767;
diff --git a/src/world/World.cs b/src/world/World.cs
index fb78819..e1c84bc 100644
--- a/src/world/World.cs
+++ b/src/world/World.cs
@@ -176,9 +176,8 @@ namespace OpenSim.world
176 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); 176 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
177 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); 177 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
178 NewAvatar.SendRegionHandshake(this); 178 NewAvatar.SendRegionHandshake(this);
179 179 PhysicsVector pVec = new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z);
180 NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z)); 180 NewAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
181 //this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
182 this.Entities.Add(AgentClient.AgentID, NewAvatar); 181 this.Entities.Add(AgentClient.AgentID, NewAvatar);
183 } 182 }
184 183
@@ -187,6 +186,10 @@ namespace OpenSim.world
187 ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); 186 ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim");
188 Primitive prim = new Primitive(); 187 Primitive prim = new Primitive();
189 prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); 188 prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount);
189 PhysicsVector pVec = new PhysicsVector(prim.position.X, prim.position.Y, prim.position.Z);
190 PhysicsVector pSize = new PhysicsVector( 0.25f, 0.25f, 0.25f);
191 //prim.PhysActor = this.phyScene.AddPrim(pVec, pSize );
192 //prim.PhysicsEnabled = true;
190 this.Entities.Add(prim.uuid, prim); 193 this.Entities.Add(prim.uuid, prim);
191 this._primCount++; 194 this._primCount++;
192 } 195 }