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-rw-r--r-- | OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs new file mode 100644 index 0000000..54be853 --- /dev/null +++ b/OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
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1 | /* | ||
2 | * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ | ||
3 | * | ||
4 | * Redistribution and use in source and binary forms, with or without | ||
5 | * modification, are permitted provided that the following conditions are met: | ||
6 | * * Redistributions of source code must retain the above copyright | ||
7 | * notice, this list of conditions and the following disclaimer. | ||
8 | * * Redistributions in binary form must reproduce the above copyright | ||
9 | * notice, this list of conditions and the following disclaimer in the | ||
10 | * documentation and/or other materials provided with the distribution. | ||
11 | * * Neither the name of the <organization> nor the | ||
12 | * names of its contributors may be used to endorse or promote products | ||
13 | * derived from this software without specific prior written permission. | ||
14 | * | ||
15 | * THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY | ||
16 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
17 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
18 | * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY | ||
19 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
20 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
21 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
22 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
23 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
24 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
25 | * | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using OpenSim.Physics.Manager; | ||
30 | |||
31 | namespace OpenSim.Physics.BasicPhysicsPlugin | ||
32 | { | ||
33 | /// <summary> | ||
34 | /// Will be the PhysX plugin but for now will be a very basic physics engine | ||
35 | /// </summary> | ||
36 | public class BasicPhysicsPlugin : IPhysicsPlugin | ||
37 | { | ||
38 | private BasicScene _mScene; | ||
39 | |||
40 | public BasicPhysicsPlugin() | ||
41 | { | ||
42 | |||
43 | } | ||
44 | |||
45 | public bool Init() | ||
46 | { | ||
47 | return true; | ||
48 | } | ||
49 | |||
50 | public PhysicsScene GetScene() | ||
51 | { | ||
52 | if(_mScene == null) | ||
53 | { | ||
54 | _mScene = new BasicScene(); | ||
55 | } | ||
56 | return(_mScene); | ||
57 | } | ||
58 | |||
59 | public string GetName() | ||
60 | { | ||
61 | return("basicphysics"); | ||
62 | } | ||
63 | |||
64 | public void Dispose() | ||
65 | { | ||
66 | |||
67 | } | ||
68 | } | ||
69 | |||
70 | public class BasicScene :PhysicsScene | ||
71 | { | ||
72 | private List<BasicActor> _actors = new List<BasicActor>(); | ||
73 | private float[] _heightMap; | ||
74 | |||
75 | public BasicScene() | ||
76 | { | ||
77 | |||
78 | } | ||
79 | |||
80 | public override PhysicsActor AddAvatar(PhysicsVector position) | ||
81 | { | ||
82 | BasicActor act = new BasicActor(); | ||
83 | act.Position = position; | ||
84 | _actors.Add(act); | ||
85 | return act; | ||
86 | } | ||
87 | |||
88 | public override void RemoveAvatar(PhysicsActor actor) | ||
89 | { | ||
90 | BasicActor act = (BasicActor)actor; | ||
91 | if(_actors.Contains(act)) | ||
92 | { | ||
93 | _actors.Remove(act); | ||
94 | } | ||
95 | |||
96 | } | ||
97 | |||
98 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | ||
99 | { | ||
100 | return null; | ||
101 | } | ||
102 | |||
103 | public override void Simulate(float timeStep) | ||
104 | { | ||
105 | foreach (BasicActor actor in _actors) | ||
106 | { | ||
107 | actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); | ||
108 | actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); | ||
109 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); | ||
110 | /*if(actor.Flying) | ||
111 | { | ||
112 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); | ||
113 | } | ||
114 | else | ||
115 | { | ||
116 | actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep); | ||
117 | } | ||
118 | if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1)) | ||
119 | {*/ | ||
120 | if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) | ||
121 | { | ||
122 | actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1; | ||
123 | } | ||
124 | else | ||
125 | { | ||
126 | if (actor.Position.Y < -1) | ||
127 | { | ||
128 | actor.Position.Y = -1; | ||
129 | } | ||
130 | else if (actor.Position.Y > 257) | ||
131 | { | ||
132 | actor.Position.Y = 257; | ||
133 | } | ||
134 | |||
135 | if (actor.Position.X < -1) | ||
136 | { | ||
137 | actor.Position.X = -1; | ||
138 | } | ||
139 | if (actor.Position.X > 257) | ||
140 | { | ||
141 | actor.Position.X = 257; | ||
142 | } | ||
143 | } | ||
144 | //} | ||
145 | |||
146 | |||
147 | |||
148 | // This code needs sorting out - border crossings etc | ||
149 | /* if(actor.Position.X<0) | ||
150 | { | ||
151 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
152 | actor.Position.X = 0; | ||
153 | actor.Velocity.X = 0; | ||
154 | } | ||
155 | if(actor.Position.Y < 0) | ||
156 | { | ||
157 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
158 | actor.Position.Y = 0; | ||
159 | actor.Velocity.Y = 0; | ||
160 | } | ||
161 | if(actor.Position.X > 255) | ||
162 | { | ||
163 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
164 | actor.Position.X = 255; | ||
165 | actor.Velocity.X = 0; | ||
166 | } | ||
167 | if(actor.Position.Y > 255) | ||
168 | { | ||
169 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | ||
170 | actor.Position.Y = 255; | ||
171 | actor.Velocity.X = 0; | ||
172 | }*/ | ||
173 | } | ||
174 | } | ||
175 | |||
176 | public override void GetResults() | ||
177 | { | ||
178 | |||
179 | } | ||
180 | |||
181 | public override bool IsThreaded | ||
182 | { | ||
183 | get | ||
184 | { | ||
185 | return(false); // for now we won't be multithreaded | ||
186 | } | ||
187 | } | ||
188 | |||
189 | public override void SetTerrain(float[] heightMap) | ||
190 | { | ||
191 | this._heightMap = heightMap; | ||
192 | } | ||
193 | |||
194 | public override void DeleteTerrain() | ||
195 | { | ||
196 | |||
197 | } | ||
198 | } | ||
199 | |||
200 | public class BasicActor : PhysicsActor | ||
201 | { | ||
202 | private PhysicsVector _position; | ||
203 | private PhysicsVector _velocity; | ||
204 | private PhysicsVector _acceleration; | ||
205 | private bool flying; | ||
206 | public BasicActor() | ||
207 | { | ||
208 | _velocity = new PhysicsVector(); | ||
209 | _position = new PhysicsVector(); | ||
210 | _acceleration = new PhysicsVector(); | ||
211 | } | ||
212 | |||
213 | public override bool Flying | ||
214 | { | ||
215 | get | ||
216 | { | ||
217 | return false; | ||
218 | } | ||
219 | set | ||
220 | { | ||
221 | flying= value; | ||
222 | } | ||
223 | } | ||
224 | |||
225 | public override PhysicsVector Position | ||
226 | { | ||
227 | get | ||
228 | { | ||
229 | return _position; | ||
230 | } | ||
231 | set | ||
232 | { | ||
233 | _position = value; | ||
234 | } | ||
235 | } | ||
236 | |||
237 | public override PhysicsVector Velocity | ||
238 | { | ||
239 | get | ||
240 | { | ||
241 | return _velocity; | ||
242 | } | ||
243 | set | ||
244 | { | ||
245 | _velocity = value; | ||
246 | } | ||
247 | } | ||
248 | |||
249 | public override Axiom.MathLib.Quaternion Orientation | ||
250 | { | ||
251 | get | ||
252 | { | ||
253 | return Axiom.MathLib.Quaternion.Identity; | ||
254 | } | ||
255 | set | ||
256 | { | ||
257 | |||
258 | } | ||
259 | } | ||
260 | |||
261 | public override PhysicsVector Acceleration | ||
262 | { | ||
263 | get | ||
264 | { | ||
265 | return _acceleration; | ||
266 | } | ||
267 | |||
268 | } | ||
269 | |||
270 | public override bool Kinematic | ||
271 | { | ||
272 | get | ||
273 | { | ||
274 | return true; | ||
275 | } | ||
276 | set | ||
277 | { | ||
278 | |||
279 | } | ||
280 | } | ||
281 | public void SetAcceleration (PhysicsVector accel) | ||
282 | { | ||
283 | this._acceleration = accel; | ||
284 | } | ||
285 | |||
286 | public override void AddForce(PhysicsVector force) | ||
287 | { | ||
288 | |||
289 | } | ||
290 | |||
291 | public override void SetMomentum(PhysicsVector momentum) | ||
292 | { | ||
293 | |||
294 | } | ||
295 | } | ||
296 | |||
297 | } | ||