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-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs56
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs301
-rw-r--r--OpenSim/Region/Physics/Manager/AssemblyInfo.cs56
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs167
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsManager.cs115
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs110
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsVector.cs55
-rw-r--r--OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs56
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs457
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs56
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs425
11 files changed, 1854 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..ce567a9
--- /dev/null
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs
@@ -0,0 +1,56 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Reflection;
29using System.Runtime.InteropServices;
30// Information about this assembly is defined by the following
31// attributes.
32//
33// change them to the information which is associated with the assembly
34// you compile.
35
36[assembly: AssemblyTitle("PhysXplugin")]
37[assembly: AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")]
40[assembly: AssemblyProduct("PhysXplugin")]
41[assembly: AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")]
43[assembly: AssemblyCulture("")]
44
45// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)]
48
49// The assembly version has following format :
50//
51// Major.Minor.Build.Revision
52//
53// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default):
55
56[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
new file mode 100644
index 0000000..f133045
--- /dev/null
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -0,0 +1,301 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Collections.Generic;
29using Axiom.Math;
30using OpenSim.Physics.Manager;
31
32namespace OpenSim.Region.Physics.BasicPhysicsPlugin
33{
34 /// <summary>
35 /// Will be the PhysX plugin but for now will be a very basic physics engine
36 /// </summary>
37 public class BasicPhysicsPlugin : IPhysicsPlugin
38 {
39 private BasicScene _mScene;
40
41 public BasicPhysicsPlugin()
42 {
43
44 }
45
46 public bool Init()
47 {
48 return true;
49 }
50
51 public PhysicsScene GetScene()
52 {
53 return new BasicScene();
54 }
55
56 public string GetName()
57 {
58 return("basicphysics");
59 }
60
61 public void Dispose()
62 {
63
64 }
65 }
66
67 public class BasicScene :PhysicsScene
68 {
69 private List<BasicActor> _actors = new List<BasicActor>();
70 private float[] _heightMap;
71
72 public BasicScene()
73 {
74
75 }
76
77 public override PhysicsActor AddAvatar(PhysicsVector position)
78 {
79 BasicActor act = new BasicActor();
80 act.Position = position;
81 _actors.Add(act);
82 return act;
83 }
84
85 public override void RemoveAvatar(PhysicsActor actor)
86 {
87 BasicActor act = (BasicActor)actor;
88 if(_actors.Contains(act))
89 {
90 _actors.Remove(act);
91 }
92
93 }
94
95 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
96 {
97 return null;
98 }
99
100 public override void Simulate(float timeStep)
101 {
102 foreach (BasicActor actor in _actors)
103 {
104 if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
105 {
106 float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
107 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
108 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
109 if (actor.Flying)
110 {
111 if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
112 _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
113 {
114 actor.Position.Z = height;
115 actor.Velocity.Z = 0;
116 }
117 else
118 {
119 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
120 }
121 }
122 else
123 {
124 actor.Position.Z = height;
125 actor.Velocity.Z = 0;
126 }
127 }
128 else
129 {
130 if (actor.Position.Y < 0)
131 {
132 actor.Position.Y = 0;
133 }
134 else if (actor.Position.Y > 256)
135 {
136 actor.Position.Y = 256;
137 }
138
139 if (actor.Position.X < 0)
140 {
141 actor.Position.X = 0;
142 }
143 if (actor.Position.X > 256)
144 {
145 actor.Position.X = 256;
146 }
147 }
148 //}
149
150
151
152 // This code needs sorting out - border crossings etc
153/* if(actor.Position.X<0)
154 {
155 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
156 actor.Position.X = 0;
157 actor.Velocity.X = 0;
158 }
159 if(actor.Position.Y < 0)
160 {
161 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
162 actor.Position.Y = 0;
163 actor.Velocity.Y = 0;
164 }
165 if(actor.Position.X > 255)
166 {
167 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
168 actor.Position.X = 255;
169 actor.Velocity.X = 0;
170 }
171 if(actor.Position.Y > 255)
172 {
173 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
174 actor.Position.Y = 255;
175 actor.Velocity.X = 0;
176 }*/
177 }
178 }
179
180 public override void GetResults()
181 {
182
183 }
184
185 public override bool IsThreaded
186 {
187 get
188 {
189 return(false); // for now we won't be multithreaded
190 }
191 }
192
193 public override void SetTerrain(float[] heightMap)
194 {
195 this._heightMap = heightMap;
196 }
197
198 public override void DeleteTerrain()
199 {
200
201 }
202 }
203
204 public class BasicActor : PhysicsActor
205 {
206 private PhysicsVector _position;
207 private PhysicsVector _velocity;
208 private PhysicsVector _acceleration;
209 private bool flying;
210 public BasicActor()
211 {
212 _velocity = new PhysicsVector();
213 _position = new PhysicsVector();
214 _acceleration = new PhysicsVector();
215 }
216
217 public override bool Flying
218 {
219 get
220 {
221 return flying;
222 }
223 set
224 {
225 flying= value;
226 }
227 }
228
229 public override PhysicsVector Position
230 {
231 get
232 {
233 return _position;
234 }
235 set
236 {
237 _position = value;
238 }
239 }
240
241 public override PhysicsVector Velocity
242 {
243 get
244 {
245 return _velocity;
246 }
247 set
248 {
249 _velocity = value;
250 }
251 }
252
253 public override Quaternion Orientation
254 {
255 get
256 {
257 return Quaternion.Identity;
258 }
259 set
260 {
261
262 }
263 }
264
265 public override PhysicsVector Acceleration
266 {
267 get
268 {
269 return _acceleration;
270 }
271
272 }
273
274 public override bool Kinematic
275 {
276 get
277 {
278 return true;
279 }
280 set
281 {
282
283 }
284 }
285 public void SetAcceleration (PhysicsVector accel)
286 {
287 this._acceleration = accel;
288 }
289
290 public override void AddForce(PhysicsVector force)
291 {
292
293 }
294
295 public override void SetMomentum(PhysicsVector momentum)
296 {
297
298 }
299 }
300
301}
diff --git a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs
new file mode 100644
index 0000000..9415db9
--- /dev/null
+++ b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs
@@ -0,0 +1,56 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Reflection;
29using System.Runtime.InteropServices;
30// Information about this assembly is defined by the following
31// attributes.
32//
33// change them to the information which is associated with the assembly
34// you compile.
35
36[assembly: AssemblyTitle("PhysicsManager")]
37[assembly: AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")]
40[assembly: AssemblyProduct("PhysicsManager")]
41[assembly: AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")]
43[assembly: AssemblyCulture("")]
44
45// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)]
48
49// The assembly version has following format :
50//
51// Major.Minor.Build.Revision
52//
53// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default):
55
56[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
new file mode 100644
index 0000000..da3b560
--- /dev/null
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -0,0 +1,167 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 Axiom.Math;
29
30namespace OpenSim.Physics.Manager
31{
32 public delegate void PositionUpdate(PhysicsVector position);
33 public delegate void VelocityUpdate(PhysicsVector velocity);
34 public delegate void OrientationUpdate(Quaternion orientation);
35
36 public abstract class PhysicsActor
37 {
38 public event PositionUpdate OnPositionUpdate;
39 public event VelocityUpdate OnVelocityUpdate;
40 public event OrientationUpdate OnOrientationUpdate;
41
42 public static PhysicsActor Null
43 {
44 get
45 {
46 return new NullPhysicsActor();
47 }
48 }
49
50 public abstract PhysicsVector Position
51 {
52 get;
53 set;
54 }
55
56 public abstract PhysicsVector Velocity
57 {
58 get;
59 set;
60 }
61
62 public abstract PhysicsVector Acceleration
63 {
64 get;
65 }
66
67 public abstract Quaternion Orientation
68 {
69 get;
70 set;
71 }
72
73 public abstract bool Flying
74 {
75 get;
76 set;
77 }
78
79 public abstract bool Kinematic
80 {
81 get;
82 set;
83 }
84
85 public abstract void AddForce(PhysicsVector force);
86
87 public abstract void SetMomentum(PhysicsVector momentum);
88 }
89
90 public class NullPhysicsActor : PhysicsActor
91 {
92 public override PhysicsVector Position
93 {
94 get
95 {
96 return PhysicsVector.Zero;
97 }
98 set
99 {
100 return;
101 }
102 }
103
104 public override PhysicsVector Velocity
105 {
106 get
107 {
108 return PhysicsVector.Zero;
109 }
110 set
111 {
112 return;
113 }
114 }
115
116 public override Quaternion Orientation
117 {
118 get
119 {
120 return Quaternion.Identity;
121 }
122 set
123 {
124
125 }
126 }
127
128 public override PhysicsVector Acceleration
129 {
130 get { return PhysicsVector.Zero; }
131 }
132
133 public override bool Flying
134 {
135 get
136 {
137 return false;
138 }
139 set
140 {
141 return;
142 }
143 }
144
145 public override bool Kinematic
146 {
147 get
148 {
149 return true;
150 }
151 set
152 {
153 return;
154 }
155 }
156
157 public override void AddForce(PhysicsVector force)
158 {
159 return;
160 }
161
162 public override void SetMomentum(PhysicsVector momentum)
163 {
164 return;
165 }
166 }
167}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsManager.cs b/OpenSim/Region/Physics/Manager/PhysicsManager.cs
new file mode 100644
index 0000000..265bce6
--- /dev/null
+++ b/OpenSim/Region/Physics/Manager/PhysicsManager.cs
@@ -0,0 +1,115 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 System.IO;
31using System.Reflection;
32using OpenSim.Framework.Console;
33
34namespace OpenSim.Physics.Manager
35{
36 /// <summary>
37 /// Description of MyClass.
38 /// </summary>
39 public class PhysicsManager
40 {
41 private Dictionary<string, IPhysicsPlugin> _plugins=new Dictionary<string, IPhysicsPlugin>();
42
43 public PhysicsManager()
44 {
45
46 }
47
48 public PhysicsScene GetPhysicsScene(string engineName)
49 {
50 if (String.IsNullOrEmpty(engineName))
51 {
52 return PhysicsScene.Null;
53 }
54
55 if(_plugins.ContainsKey(engineName))
56 {
57 MainLog.Instance.WriteLine(LogPriority.LOW,"creating "+engineName);
58 return _plugins[engineName].GetScene();
59 }
60 else
61 {
62 MainLog.Instance.WriteLine(LogPriority.MEDIUM,"couldn't find physicsEngine: {0}",engineName);
63 throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}",engineName));
64 }
65 }
66
67 public void LoadPlugins()
68 {
69 string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory ,"Physics");
70 string[] pluginFiles = Directory.GetFiles(path, "*.dll");
71
72
73 for(int i= 0; i<pluginFiles.Length; i++)
74 {
75 this.AddPlugin(pluginFiles[i]);
76 }
77 }
78
79 private void AddPlugin(string FileName)
80 {
81 Assembly pluginAssembly = Assembly.LoadFrom(FileName);
82
83 foreach (Type pluginType in pluginAssembly.GetTypes())
84 {
85 if (pluginType.IsPublic)
86 {
87 if (!pluginType.IsAbstract)
88 {
89 Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
90
91 if (typeInterface != null)
92 {
93 IPhysicsPlugin plug = (IPhysicsPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
94 plug.Init();
95 this._plugins.Add(plug.GetName(),plug);
96
97 }
98
99 typeInterface = null;
100 }
101 }
102 }
103
104 pluginAssembly = null;
105 }
106 }
107
108 public interface IPhysicsPlugin
109 {
110 bool Init();
111 PhysicsScene GetScene();
112 string GetName();
113 void Dispose();
114 }
115}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
new file mode 100644
index 0000000..d44da00
--- /dev/null
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -0,0 +1,110 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 OpenSim.Framework.Console;
29
30namespace OpenSim.Physics.Manager
31{
32 public abstract class PhysicsScene
33 {
34 public static PhysicsScene Null
35 {
36 get
37 {
38 return new NullPhysicsScene();
39 }
40 }
41
42 public abstract PhysicsActor AddAvatar(PhysicsVector position);
43
44 public abstract void RemoveAvatar(PhysicsActor actor);
45
46 public abstract PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size);
47
48 public abstract void Simulate(float timeStep);
49
50 public abstract void GetResults();
51
52 public abstract void SetTerrain(float[] heightMap);
53
54 public abstract void DeleteTerrain();
55
56 public abstract bool IsThreaded
57 {
58 get;
59 }
60
61 private class NullPhysicsScene : PhysicsScene
62 {
63 private static int m_workIndicator;
64
65 public override PhysicsActor AddAvatar(PhysicsVector position)
66 {
67 MainLog.Instance.Verbose("NullPhysicsScene : AddAvatar({0})", position);
68 return PhysicsActor.Null;
69 }
70
71 public override void RemoveAvatar(PhysicsActor actor)
72 {
73
74 }
75
76 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
77 {
78 MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
79 return PhysicsActor.Null;
80 }
81
82 public override void Simulate(float timeStep)
83 {
84 m_workIndicator = (m_workIndicator + 1) % 10;
85
86 //OpenSim.Framework.Console.MainLog.Instance.SetStatus(m_workIndicator.ToString());
87 }
88
89 public override void GetResults()
90 {
91 MainLog.Instance.Verbose("NullPhysicsScene : GetResults()");
92 }
93
94 public override void SetTerrain(float[] heightMap)
95 {
96 MainLog.Instance.Verbose("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
97 }
98
99 public override void DeleteTerrain()
100 {
101
102 }
103
104 public override bool IsThreaded
105 {
106 get { return false; }
107 }
108 }
109 }
110}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
new file mode 100644
index 0000000..e75f29b
--- /dev/null
+++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
@@ -0,0 +1,55 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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*/
28namespace OpenSim.Physics.Manager
29{
30 public class PhysicsVector
31 {
32 public float X;
33 public float Y;
34 public float Z;
35
36 public PhysicsVector()
37 {
38
39 }
40
41 public PhysicsVector(float x, float y, float z)
42 {
43 X = x;
44 Y = y;
45 Z = z;
46 }
47
48 public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
49
50 public override string ToString()
51 {
52 return "<" + this.X + "," + this.Y + "," + this.Z + ">";
53 }
54 }
55}
diff --git a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..ee10430
--- /dev/null
+++ b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs
@@ -0,0 +1,56 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Reflection;
29using System.Runtime.InteropServices;
30// Information about this assembly is defined by the following
31// attributes.
32//
33// change them to the information which is associated with the assembly
34// you compile.
35
36[assembly: AssemblyTitle("RealPhysXplugin")]
37[assembly: AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")]
40[assembly: AssemblyProduct("RealPhysXplugin")]
41[assembly: AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")]
43[assembly: AssemblyCulture("")]
44
45// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)]
48
49// The assembly version has following format :
50//
51// Major.Minor.Build.Revision
52//
53// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default):
55
56[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..2780188
--- /dev/null
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -0,0 +1,457 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 Axiom.Math;
31using Ode.NET;
32using OpenSim.Physics.Manager;
33
34namespace OpenSim.Region.Physics.OdePlugin
35{
36 /// <summary>
37 /// ODE plugin
38 /// </summary>
39 public class OdePlugin : IPhysicsPlugin
40 {
41 private OdeScene _mScene;
42
43 public OdePlugin()
44 {
45
46 }
47
48 public bool Init()
49 {
50 return true;
51 }
52
53 public PhysicsScene GetScene()
54 {
55 if (_mScene == null)
56 {
57 _mScene = new OdeScene();
58 }
59 return (_mScene);
60 }
61
62 public string GetName()
63 {
64 return ("OpenDynamicsEngine");
65 }
66
67 public void Dispose()
68 {
69
70 }
71 }
72
73 public class OdeScene : PhysicsScene
74 {
75 static public IntPtr world;
76 static public IntPtr space;
77 static private IntPtr contactgroup;
78 static private IntPtr LandGeom;
79 //static private IntPtr Land;
80 private double[] _heightmap;
81 static private d.NearCallback nearCallback = near;
82 private List<OdeCharacter> _characters = new List<OdeCharacter>();
83 private static d.ContactGeom[] contacts = new d.ContactGeom[30];
84 private static d.Contact contact;
85
86 public OdeScene()
87 {
88 contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
89 contact.surface.mu = d.Infinity;
90 contact.surface.mu2 = 0.0f;
91 contact.surface.bounce = 0.1f;
92 contact.surface.bounce_vel = 0.1f;
93 contact.surface.soft_cfm = 0.01f;
94
95 world = d.WorldCreate();
96 space = d.HashSpaceCreate(IntPtr.Zero);
97 contactgroup = d.JointGroupCreate(0);
98 d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
99 //d.WorldSetCFM(world, 1e-5f);
100 d.WorldSetAutoDisableFlag(world, false);
101 d.WorldSetContactSurfaceLayer(world, 0.001f);
102 // d.CreatePlane(space, 0, 0, 1, 0);
103 this._heightmap = new double[65536];
104 }
105
106 // This function blatantly ripped off from BoxStack.cs
107 static private void near(IntPtr space, IntPtr g1, IntPtr g2)
108 {
109 IntPtr b1 = d.GeomGetBody(g1);
110 IntPtr b2 = d.GeomGetBody(g2);
111 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
112 return;
113
114 int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
115 for (int i = 0; i < count; ++i)
116 {
117 contact.geom = contacts[i];
118 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
119 d.JointAttach(joint, b1, b2);
120 }
121
122 }
123
124 public override PhysicsActor AddAvatar(PhysicsVector position)
125 {
126 PhysicsVector pos = new PhysicsVector();
127 pos.X = position.X;
128 pos.Y = position.Y;
129 pos.Z = position.Z + 20;
130 OdeCharacter newAv = new OdeCharacter(this, pos);
131 this._characters.Add(newAv);
132 return newAv;
133 }
134
135 public override void RemoveAvatar(PhysicsActor actor)
136 {
137
138 }
139
140 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
141 {
142 PhysicsVector pos = new PhysicsVector();
143 pos.X = position.X;
144 pos.Y = position.Y;
145 pos.Z = position.Z;
146 PhysicsVector siz = new PhysicsVector();
147 siz.X = size.X;
148 siz.Y = size.Y;
149 siz.Z = size.Z;
150 return new OdePrim();
151 }
152
153 public override void Simulate(float timeStep)
154 {
155 foreach (OdeCharacter actor in _characters)
156 {
157 actor.Move(timeStep * 5f);
158 }
159 d.SpaceCollide(space, IntPtr.Zero, nearCallback);
160 d.WorldQuickStep(world, timeStep * 5f);
161 d.JointGroupEmpty(contactgroup);
162 foreach (OdeCharacter actor in _characters)
163 {
164 actor.UpdatePosition();
165 }
166
167 }
168
169 public override void GetResults()
170 {
171
172 }
173
174 public override bool IsThreaded
175 {
176 get
177 {
178 return (false); // for now we won't be multithreaded
179 }
180 }
181
182 public override void SetTerrain(float[] heightMap)
183 {
184 for (int i = 0; i < 65536; i++)
185 {
186 // this._heightmap[i] = (double)heightMap[i];
187 // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
188 int x = i & 0xff;
189 int y = i >> 8;
190 this._heightmap[i] = (double)heightMap[x * 256 + y];
191 }
192 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
193 d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0);
194 d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
195 LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
196 d.Matrix3 R = new d.Matrix3();
197
198 Quaternion q1 =Quaternion.FromAngleAxis(1.5707f, new Vector3(1,0,0));
199 Quaternion q2 =Quaternion.FromAngleAxis(1.5707f, new Vector3(0,1,0));
200 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
201
202 q1 = q1 * q2;
203 //q1 = q1 * q3;
204 Vector3 v3 = new Vector3();
205 float angle = 0;
206 q1.ToAngleAxis(ref angle, ref v3);
207
208 d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
209 d.GeomSetRotation(LandGeom, ref R);
210 d.GeomSetPosition(LandGeom, 128, 128, 0);
211 }
212
213 public override void DeleteTerrain()
214 {
215
216 }
217 }
218
219 public class OdeCharacter : PhysicsActor
220 {
221 private PhysicsVector _position;
222 private PhysicsVector _velocity;
223 private PhysicsVector _acceleration;
224 private bool flying;
225 //private float gravityAccel;
226 private IntPtr BoundingCapsule;
227 IntPtr capsule_geom;
228 d.Mass capsule_mass;
229
230 public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
231 {
232 _velocity = new PhysicsVector();
233 _position = pos;
234 _acceleration = new PhysicsVector();
235 d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
236 capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
237 this.BoundingCapsule = d.BodyCreate(OdeScene.world);
238 d.BodySetMass(BoundingCapsule, ref capsule_mass);
239 d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
240 d.GeomSetBody(capsule_geom, BoundingCapsule);
241 }
242
243 public override bool Flying
244 {
245 get
246 {
247 return flying;
248 }
249 set
250 {
251 flying = value;
252 }
253 }
254
255 public override PhysicsVector Position
256 {
257 get
258 {
259 return _position;
260 }
261 set
262 {
263 _position = value;
264 }
265 }
266
267 public override PhysicsVector Velocity
268 {
269 get
270 {
271 return _velocity;
272 }
273 set
274 {
275 _velocity = value;
276 }
277 }
278
279 public override bool Kinematic
280 {
281 get
282 {
283 return false;
284 }
285 set
286 {
287
288 }
289 }
290
291 public override Quaternion Orientation
292 {
293 get
294 {
295 return Quaternion.Identity;
296 }
297 set
298 {
299
300 }
301 }
302
303 public override PhysicsVector Acceleration
304 {
305 get
306 {
307 return _acceleration;
308 }
309
310 }
311 public void SetAcceleration(PhysicsVector accel)
312 {
313 this._acceleration = accel;
314 }
315
316 public override void AddForce(PhysicsVector force)
317 {
318
319 }
320
321 public override void SetMomentum(PhysicsVector momentum)
322 {
323
324 }
325
326 public void Move(float timeStep)
327 {
328 PhysicsVector vec = new PhysicsVector();
329 vec.X = this._velocity.X * timeStep;
330 vec.Y = this._velocity.Y * timeStep;
331 if (flying)
332 {
333 vec.Z = (this._velocity.Z + 0.5f) * timeStep;
334 }
335 d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
336 }
337
338 public void UpdatePosition()
339 {
340 d.Vector3 vec = d.BodyGetPosition(BoundingCapsule);
341 this._position.X = vec.X;
342 this._position.Y = vec.Y;
343 this._position.Z = vec.Z+1.0f;
344 }
345 }
346
347 public class OdePrim : PhysicsActor
348 {
349 private PhysicsVector _position;
350 private PhysicsVector _velocity;
351 private PhysicsVector _acceleration;
352
353 public OdePrim()
354 {
355 _velocity = new PhysicsVector();
356 _position = new PhysicsVector();
357 _acceleration = new PhysicsVector();
358 }
359 public override bool Flying
360 {
361 get
362 {
363 return false; //no flying prims for you
364 }
365 set
366 {
367
368 }
369 }
370 public override PhysicsVector Position
371 {
372 get
373 {
374 PhysicsVector pos = new PhysicsVector();
375 // PhysicsVector vec = this._prim.Position;
376 //pos.X = vec.X;
377 //pos.Y = vec.Y;
378 //pos.Z = vec.Z;
379 return pos;
380
381 }
382 set
383 {
384 /*PhysicsVector vec = value;
385 PhysicsVector pos = new PhysicsVector();
386 pos.X = vec.X;
387 pos.Y = vec.Y;
388 pos.Z = vec.Z;
389 this._prim.Position = pos;*/
390 }
391 }
392
393 public override PhysicsVector Velocity
394 {
395 get
396 {
397 return _velocity;
398 }
399 set
400 {
401 _velocity = value;
402 }
403 }
404
405 public override bool Kinematic
406 {
407 get
408 {
409 return false;
410 //return this._prim.Kinematic;
411 }
412 set
413 {
414 //this._prim.Kinematic = value;
415 }
416 }
417
418 public override Quaternion Orientation
419 {
420 get
421 {
422 Quaternion res = new Quaternion();
423 return res;
424 }
425 set
426 {
427
428 }
429 }
430
431 public override PhysicsVector Acceleration
432 {
433 get
434 {
435 return _acceleration;
436 }
437
438 }
439 public void SetAcceleration(PhysicsVector accel)
440 {
441 this._acceleration = accel;
442 }
443
444 public override void AddForce(PhysicsVector force)
445 {
446
447 }
448
449 public override void SetMomentum(PhysicsVector momentum)
450 {
451
452 }
453
454
455 }
456
457}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..ee10430
--- /dev/null
+++ b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs
@@ -0,0 +1,56 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Reflection;
29using System.Runtime.InteropServices;
30// Information about this assembly is defined by the following
31// attributes.
32//
33// change them to the information which is associated with the assembly
34// you compile.
35
36[assembly: AssemblyTitle("RealPhysXplugin")]
37[assembly: AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")]
40[assembly: AssemblyProduct("RealPhysXplugin")]
41[assembly: AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")]
43[assembly: AssemblyCulture("")]
44
45// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)]
48
49// The assembly version has following format :
50//
51// Major.Minor.Build.Revision
52//
53// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default):
55
56[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
new file mode 100644
index 0000000..4c82549
--- /dev/null
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -0,0 +1,425 @@
1/*/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 OpenSim.Physics.Manager;
31using PhysXWrapper;
32using Quaternion=Axiom.Math.Quaternion;
33
34namespace OpenSim.Region.Physics.PhysXPlugin
35{
36 /// <summary>
37 /// Will be the PhysX plugin but for now will be a very basic physics engine
38 /// </summary>
39 public class PhysXPlugin : IPhysicsPlugin
40 {
41 private PhysXScene _mScene;
42
43 public PhysXPlugin()
44 {
45
46 }
47
48 public bool Init()
49 {
50 return true;
51 }
52
53 public PhysicsScene GetScene()
54 {
55 if(_mScene == null)
56 {
57 _mScene = new PhysXScene();
58 }
59 return(_mScene);
60 }
61
62 public string GetName()
63 {
64 return("RealPhysX");
65 }
66
67 public void Dispose()
68 {
69
70 }
71 }
72
73 public class PhysXScene :PhysicsScene
74 {
75 private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
76 private List<PhysXPrim> _prims = new List<PhysXPrim>();
77 private float[] _heightMap = null;
78 private NxPhysicsSDK mySdk;
79 private NxScene scene;
80
81 public PhysXScene()
82 {
83 mySdk = NxPhysicsSDK.CreateSDK();
84 Console.WriteLine("Sdk created - now creating scene");
85 scene = mySdk.CreateScene();
86
87 }
88
89 public override PhysicsActor AddAvatar(PhysicsVector position)
90 {
91 Vec3 pos = new Vec3();
92 pos.X = position.X;
93 pos.Y = position.Y;
94 pos.Z = position.Z;
95 PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
96 act.Position = position;
97 _characters.Add(act);
98 return act;
99 }
100
101 public override void RemoveAvatar(PhysicsActor actor)
102 {
103
104 }
105
106 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
107 {
108 Vec3 pos = new Vec3();
109 pos.X = position.X;
110 pos.Y = position.Y;
111 pos.Z = position.Z;
112 Vec3 siz = new Vec3();
113 siz.X = size.X;
114 siz.Y = size.Y;
115 siz.Z = size.Z;
116 PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz));
117 _prims.Add(act);
118 return act;
119 }
120 public override void Simulate(float timeStep)
121 {
122 try
123 {
124 foreach (PhysXCharacter actor in _characters)
125 {
126 actor.Move(timeStep);
127 }
128 scene.Simulate(timeStep);
129 scene.FetchResults();
130 scene.UpdateControllers();
131
132 foreach (PhysXCharacter actor in _characters)
133 {
134 actor.UpdatePosition();
135 }
136 }
137 catch (Exception e)
138 {
139 Console.WriteLine(e.Message);
140 }
141
142 }
143
144 public override void GetResults()
145 {
146
147 }
148
149 public override bool IsThreaded
150 {
151 get
152 {
153 return(false); // for now we won't be multithreaded
154 }
155 }
156
157 public override void SetTerrain(float[] heightMap)
158 {
159 if (this._heightMap != null)
160 {
161 Console.WriteLine("PhysX - deleting old terrain");
162 this.scene.DeleteTerrain();
163 }
164 this._heightMap = heightMap;
165 this.scene.AddTerrain(heightMap);
166 }
167
168 public override void DeleteTerrain()
169 {
170 this.scene.DeleteTerrain();
171 }
172 }
173
174 public class PhysXCharacter : PhysicsActor
175 {
176 private PhysicsVector _position;
177 private PhysicsVector _velocity;
178 private PhysicsVector _acceleration;
179 private NxCharacter _character;
180 private bool flying;
181 private float gravityAccel;
182
183 public PhysXCharacter(NxCharacter character)
184 {
185 _velocity = new PhysicsVector();
186 _position = new PhysicsVector();
187 _acceleration = new PhysicsVector();
188 _character = character;
189 }
190
191 public override bool Flying
192 {
193 get
194 {
195 return flying;
196 }
197 set
198 {
199 flying = value;
200 }
201 }
202
203 public override PhysicsVector Position
204 {
205 get
206 {
207 return _position;
208 }
209 set
210 {
211 _position = value;
212 Vec3 ps = new Vec3();
213 ps.X = value.X;
214 ps.Y = value.Y;
215 ps.Z = value.Z;
216 this._character.Position = ps;
217 }
218 }
219
220 public override PhysicsVector Velocity
221 {
222 get
223 {
224 return _velocity;
225 }
226 set
227 {
228 _velocity = value;
229 }
230 }
231
232 public override bool Kinematic
233 {
234 get
235 {
236 return false;
237 }
238 set
239 {
240
241 }
242 }
243
244 public override Quaternion Orientation
245 {
246 get
247 {
248 return Quaternion.Identity;
249 }
250 set
251 {
252
253 }
254 }
255
256 public override PhysicsVector Acceleration
257 {
258 get
259 {
260 return _acceleration;
261 }
262
263 }
264 public void SetAcceleration (PhysicsVector accel)
265 {
266 this._acceleration = accel;
267 }
268
269 public override void AddForce(PhysicsVector force)
270 {
271
272 }
273
274 public override void SetMomentum(PhysicsVector momentum)
275 {
276
277 }
278
279 public void Move(float timeStep)
280 {
281 Vec3 vec = new Vec3();
282 vec.X = this._velocity.X * timeStep;
283 vec.Y = this._velocity.Y * timeStep;
284 if(flying)
285 {
286 vec.Z = ( this._velocity.Z) * timeStep;
287 }
288 else
289 {
290 gravityAccel+= -9.8f;
291 vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
292 }
293 int res = this._character.Move(vec);
294 if(res == 1)
295 {
296 gravityAccel = 0;
297 }
298 }
299
300 public void UpdatePosition()
301 {
302 Vec3 vec = this._character.Position;
303 this._position.X = vec.X;
304 this._position.Y = vec.Y;
305 this._position.Z = vec.Z;
306 }
307 }
308
309 public class PhysXPrim : PhysicsActor
310 {
311 private PhysicsVector _position;
312 private PhysicsVector _velocity;
313 private PhysicsVector _acceleration;
314 private NxActor _prim;
315
316 public PhysXPrim(NxActor prim)
317 {
318 _velocity = new PhysicsVector();
319 _position = new PhysicsVector();
320 _acceleration = new PhysicsVector();
321 _prim = prim;
322 }
323 public override bool Flying
324 {
325 get
326 {
327 return false; //no flying prims for you
328 }
329 set
330 {
331
332 }
333 }
334 public override PhysicsVector Position
335 {
336 get
337 {
338 PhysicsVector pos = new PhysicsVector();
339 Vec3 vec = this._prim.Position;
340 pos.X = vec.X;
341 pos.Y = vec.Y;
342 pos.Z = vec.Z;
343 return pos;
344
345 }
346 set
347 {
348 PhysicsVector vec = value;
349 Vec3 pos = new Vec3();
350 pos.X = vec.X;
351 pos.Y = vec.Y;
352 pos.Z = vec.Z;
353 this._prim.Position = pos;
354 }
355 }
356
357 public override PhysicsVector Velocity
358 {
359 get
360 {
361 return _velocity;
362 }
363 set
364 {
365 _velocity = value;
366 }
367 }
368
369 public override bool Kinematic
370 {
371 get
372 {
373 return this._prim.Kinematic;
374 }
375 set
376 {
377 this._prim.Kinematic = value;
378 }
379 }
380
381 public override Quaternion Orientation
382 {
383 get
384 {
385 Quaternion res = new Quaternion();
386 PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
387 res.w = quat.W;
388 res.x = quat.X;
389 res.y = quat.Y;
390 res.z = quat.Z;
391 return res;
392 }
393 set
394 {
395
396 }
397 }
398
399 public override PhysicsVector Acceleration
400 {
401 get
402 {
403 return _acceleration;
404 }
405
406 }
407 public void SetAcceleration (PhysicsVector accel)
408 {
409 this._acceleration = accel;
410 }
411
412 public override void AddForce(PhysicsVector force)
413 {
414
415 }
416
417 public override void SetMomentum(PhysicsVector momentum)
418 {
419
420 }
421
422
423 }
424
425}