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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 | |||
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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 | } | ||