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-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs344
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs41
2 files changed, 367 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs
new file mode 100644
index 0000000..ba7fe1e
--- /dev/null
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs
@@ -0,0 +1,344 @@
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
28using System;
29using System.Collections.Generic;
30using Nini.Config;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36{
37 public class BasicPhysicsPrim : PhysicsActor
38 {
39 private Vector3 _position;
40 private Vector3 _velocity;
41 private Vector3 _acceleration;
42 private Vector3 _size;
43 private PrimitiveBaseShape _shape;
44 private Vector3 m_rotationalVelocity;
45 private bool flying;
46 private bool iscolliding;
47
48 public BasicPhysicsPrim(
49 string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
50 {
51 Name = name;
52 LocalID = localId;
53 Position = position;
54 Size = size;
55 Orientation = orientation;
56 Shape = shape;
57 }
58
59 public override int PhysicsActorType
60 {
61 get { return (int) ActorTypes.Agent; }
62 set { return; }
63 }
64
65 public override Vector3 RotationalVelocity
66 {
67 get { return m_rotationalVelocity; }
68 set { m_rotationalVelocity = value; }
69 }
70
71 public override bool SetAlwaysRun
72 {
73 get { return false; }
74 set { return; }
75 }
76
77 public override uint LocalID
78 {
79 set { return; }
80 }
81
82 public override bool Grabbed
83 {
84 set { return; }
85 }
86
87 public override bool Selected
88 {
89 set { return; }
90 }
91
92 public override float Buoyancy
93 {
94 get { return 0f; }
95 set { return; }
96 }
97
98 public override bool FloatOnWater
99 {
100 set { return; }
101 }
102
103 public override bool IsPhysical
104 {
105 get { return false; }
106 set { return; }
107 }
108
109 public override bool ThrottleUpdates
110 {
111 get { return false; }
112 set { return; }
113 }
114
115 public override bool Flying
116 {
117 get { return flying; }
118 set { flying = value; }
119 }
120
121 public override bool IsColliding
122 {
123 get { return iscolliding; }
124 set { iscolliding = value; }
125 }
126
127 public override bool CollidingGround
128 {
129 get { return false; }
130 set { return; }
131 }
132
133 public override bool CollidingObj
134 {
135 get { return false; }
136 set { return; }
137 }
138
139 public override bool Stopped
140 {
141 get { return false; }
142 }
143
144 public override Vector3 Position
145 {
146 get { return _position; }
147 set { _position = value; }
148 }
149
150 public override Vector3 Size
151 {
152 get { return _size; }
153 set {
154 _size = value;
155 _size.Z = _size.Z / 2.0f;
156 }
157 }
158
159 public override PrimitiveBaseShape Shape
160 {
161 set { _shape = value; }
162 }
163
164 public override float Mass
165 {
166 get { return 0f; }
167 }
168
169 public override Vector3 Force
170 {
171 get { return Vector3.Zero; }
172 set { return; }
173 }
174
175 public override int VehicleType
176 {
177 get { return 0; }
178 set { return; }
179 }
180
181 public override void VehicleFloatParam(int param, float value)
182 {
183
184 }
185
186 public override void VehicleVectorParam(int param, Vector3 value)
187 {
188
189 }
190
191 public override void VehicleRotationParam(int param, Quaternion rotation)
192 {
193
194 }
195
196 public override void VehicleFlags(int param, bool remove)
197 {
198
199 }
200
201 public override void SetVolumeDetect(int param)
202 {
203
204 }
205
206 public override Vector3 CenterOfMass
207 {
208 get { return Vector3.Zero; }
209 }
210
211 public override Vector3 GeometricCenter
212 {
213 get { return Vector3.Zero; }
214 }
215
216 public override Vector3 Velocity
217 {
218 get { return _velocity; }
219 set { _velocity = value; }
220 }
221
222 public override Vector3 Torque
223 {
224 get { return Vector3.Zero; }
225 set { return; }
226 }
227
228 public override float CollisionScore
229 {
230 get { return 0f; }
231 set { }
232 }
233
234 public override Quaternion Orientation { get; set; }
235
236 public override Vector3 Acceleration
237 {
238 get { return _acceleration; }
239 set { _acceleration = value; }
240 }
241
242 public override bool Kinematic
243 {
244 get { return true; }
245 set { }
246 }
247
248 public override void link(PhysicsActor obj)
249 {
250 }
251
252 public override void delink()
253 {
254 }
255
256 public override void LockAngularMotion(Vector3 axis)
257 {
258 }
259
260 public override void AddForce(Vector3 force, bool pushforce)
261 {
262 }
263
264 public override void AddAngularForce(Vector3 force, bool pushforce)
265 {
266 }
267
268 public override void SetMomentum(Vector3 momentum)
269 {
270 }
271
272 public override void CrossingFailure()
273 {
274 }
275
276 public override Vector3 PIDTarget
277 {
278 set { return; }
279 }
280
281 public override bool PIDActive
282 {
283 set { return; }
284 }
285
286 public override float PIDTau
287 {
288 set { return; }
289 }
290
291 public override float PIDHoverHeight
292 {
293 set { return; }
294 }
295
296 public override bool PIDHoverActive
297 {
298 set { return; }
299 }
300
301 public override PIDHoverType PIDHoverType
302 {
303 set { return; }
304 }
305
306 public override float PIDHoverTau
307 {
308 set { return; }
309 }
310
311 public override Quaternion APIDTarget
312 {
313 set { return; }
314 }
315
316 public override bool APIDActive
317 {
318 set { return; }
319 }
320
321 public override float APIDStrength
322 {
323 set { return; }
324 }
325
326 public override float APIDDamping
327 {
328 set { return; }
329 }
330
331 public override void SubscribeEvents(int ms)
332 {
333 }
334
335 public override void UnSubscribeEvents()
336 {
337 }
338
339 public override bool SubscribedEvents()
340 {
341 return false;
342 }
343 }
344}
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index 2e14216..f5826ed 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager;
34 34
35namespace OpenSim.Region.Physics.BasicPhysicsPlugin 35namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36{ 36{
37 /// <summary>
38 /// This is an incomplete extremely basic physics implementation
39 /// </summary>
40 /// <remarks>
41 /// Not useful for anything at the moment apart from some regression testing in other components where some form
42 /// of physics plugin is needed.
43 /// </remarks>
37 public class BasicScene : PhysicsScene 44 public class BasicScene : PhysicsScene
38 { 45 {
39 private List<BasicActor> _actors = new List<BasicActor>(); 46 private List<BasicActor> _actors = new List<BasicActor>();
47 private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
40 private float[] _heightMap; 48 private float[] _heightMap;
41 49
42 //protected internal string sceneIdentifier; 50 //protected internal string sceneIdentifier;
@@ -50,10 +58,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
50 { 58 {
51 } 59 }
52 60
53 public override void Dispose() 61 public override void Dispose() {}
62
63 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
64 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
54 { 65 {
66 BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
67 prim.IsPhysical = isPhysical;
68
69 _prims.Add(prim);
55 70
71 return prim;
56 } 72 }
73
57 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) 74 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
58 { 75 {
59 BasicActor act = new BasicActor(size); 76 BasicActor act = new BasicActor(size);
@@ -63,30 +80,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
63 return act; 80 return act;
64 } 81 }
65 82
66 public override void RemovePrim(PhysicsActor prim) 83 public override void RemovePrim(PhysicsActor actor)
67 { 84 {
85 BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
86 if (_prims.Contains(prim))
87 _prims.Remove(prim);
68 } 88 }
69 89
70 public override void RemoveAvatar(PhysicsActor actor) 90 public override void RemoveAvatar(PhysicsActor actor)
71 { 91 {
72 BasicActor act = (BasicActor) actor; 92 BasicActor act = (BasicActor)actor;
73 if (_actors.Contains(act)) 93 if (_actors.Contains(act))
74 {
75 _actors.Remove(act); 94 _actors.Remove(act);
76 }
77 }
78
79/*
80 public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
81 {
82 return null;
83 }
84*/
85
86 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
87 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
88 {
89 return null;
90 } 95 }
91 96
92 public override void AddPhysicsActorTaint(PhysicsActor prim) 97 public override void AddPhysicsActorTaint(PhysicsActor prim)