From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001
From: MW
Date: Thu, 24 May 2007 12:16:50 +0000
Subject: Some more code refactoring, plus a restructuring of the directories
so that the Grid servers can be a separate solution to the region server.
---
OpenSim.Physics/PhysXPlugin/AssemblyInfo.cs | 31 --
.../PhysXPlugin/OpenSim.Physics.PhysXPlugin.csproj | 97 -----
.../OpenSim.Physics.PhysXPlugin.dll.build | 43 --
OpenSim.Physics/PhysXPlugin/PhysXPlugin.cs | 449 ---------------------
4 files changed, 620 deletions(-)
delete mode 100644 OpenSim.Physics/PhysXPlugin/AssemblyInfo.cs
delete mode 100644 OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.csproj
delete mode 100644 OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.dll.build
delete mode 100644 OpenSim.Physics/PhysXPlugin/PhysXPlugin.cs
(limited to 'OpenSim.Physics/PhysXPlugin')
diff --git a/OpenSim.Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim.Physics/PhysXPlugin/AssemblyInfo.cs
deleted file mode 100644
index 913aae7..0000000
--- a/OpenSim.Physics/PhysXPlugin/AssemblyInfo.cs
+++ /dev/null
@@ -1,31 +0,0 @@
-using System.Reflection;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-// Information about this assembly is defined by the following
-// attributes.
-//
-// change them to the information which is associated with the assembly
-// you compile.
-
-[assembly: AssemblyTitle("RealPhysXplugin")]
-[assembly: AssemblyDescription("")]
-[assembly: AssemblyConfiguration("")]
-[assembly: AssemblyCompany("")]
-[assembly: AssemblyProduct("RealPhysXplugin")]
-[assembly: AssemblyCopyright("")]
-[assembly: AssemblyTrademark("")]
-[assembly: AssemblyCulture("")]
-
-// This sets the default COM visibility of types in the assembly to invisible.
-// If you need to expose a type to COM, use [ComVisible(true)] on that type.
-[assembly: ComVisible(false)]
-
-// The assembly version has following format :
-//
-// Major.Minor.Build.Revision
-//
-// You can specify all values by your own or you can build default build and revision
-// numbers with the '*' character (the default):
-
-[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.csproj b/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.csproj
deleted file mode 100644
index efe9c79..0000000
--- a/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.csproj
+++ /dev/null
@@ -1,97 +0,0 @@
-
-
- Local
- 8.0.50727
- 2.0
- {988F0AC4-0000-0000-0000-000000000000}
- Debug
- AnyCPU
-
-
-
- OpenSim.Physics.PhysXPlugin
- JScript
- Grid
- IE50
- false
- Library
-
- OpenSim.Physics.PhysXPlugin
-
-
-
-
-
- False
- 285212672
- False
-
-
- TRACE;DEBUG
-
- True
- 4096
- False
- ..\..\bin\Physics\
- False
- False
- False
- 4
-
-
-
- False
- 285212672
- False
-
-
- TRACE
-
- False
- 4096
- True
- ..\..\bin\Physics\
- False
- False
- False
- 4
-
-
-
-
- System.dll
- False
-
-
- ..\..\bin\Axiom.MathLib.dll
- False
-
-
- ..\..\bin\PhysX_Wrapper_Dotnet.dll
- False
-
-
-
-
- OpenSim.Physics.Manager
- {8BE16150-0000-0000-0000-000000000000}
- {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
- False
-
-
-
-
- Code
-
-
- Code
-
-
-
-
-
-
-
-
-
-
diff --git a/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.dll.build b/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.dll.build
deleted file mode 100644
index 5ab70bb..0000000
--- a/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.dll.build
+++ /dev/null
@@ -1,43 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/OpenSim.Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim.Physics/PhysXPlugin/PhysXPlugin.cs
deleted file mode 100644
index dff1ee2..0000000
--- a/OpenSim.Physics/PhysXPlugin/PhysXPlugin.cs
+++ /dev/null
@@ -1,449 +0,0 @@
-/*
-* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
-*
-* Redistribution and use in source and binary forms, with or without
-* modification, are permitted provided that the following conditions are met:
-* * Redistributions of source code must retain the above copyright
-* notice, this list of conditions and the following disclaimer.
-* * Redistributions in binary form must reproduce the above copyright
-* notice, this list of conditions and the following disclaimer in the
-* documentation and/or other materials provided with the distribution.
-* * Neither the name of the nor the
-* names of its contributors may be used to endorse or promote products
-* derived from this software without specific prior written permission.
-*
-* THIS SOFTWARE IS PROVIDED BY ``AS IS'' AND ANY
-* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-* DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY
-* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*
-*/
-/*
-* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
-*
-* Redistribution and use in source and binary forms, with or without
-* modification, are permitted provided that the following conditions are met:
-* * Redistributions of source code must retain the above copyright
-* notice, this list of conditions and the following disclaimer.
-* * Redistributions in binary form must reproduce the above copyright
-* notice, this list of conditions and the following disclaimer in the
-* documentation and/or other materials provided with the distribution.
-* * Neither the name of the nor the
-* names of its contributors may be used to endorse or promote products
-* derived from this software without specific prior written permission.
-*
-* THIS SOFTWARE IS PROVIDED BY ``AS IS'' AND ANY
-* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-* DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY
-* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*
-*/
-using System;
-using System.Collections.Generic;
-using OpenSim.Physics.Manager;
-using PhysXWrapper;
-
-namespace OpenSim.Physics.PhysXPlugin
-{
- ///
- /// Will be the PhysX plugin but for now will be a very basic physics engine
- ///
- public class PhysXPlugin : IPhysicsPlugin
- {
- private PhysXScene _mScene;
-
- public PhysXPlugin()
- {
-
- }
-
- public bool Init()
- {
- return true;
- }
-
- public PhysicsScene GetScene()
- {
- if(_mScene == null)
- {
- _mScene = new PhysXScene();
- }
- return(_mScene);
- }
-
- public string GetName()
- {
- return("RealPhysX");
- }
-
- public void Dispose()
- {
-
- }
- }
-
- public class PhysXScene :PhysicsScene
- {
- private List _characters = new List();
- private List _prims = new List();
- private float[] _heightMap = null;
- private NxPhysicsSDK mySdk;
- private NxScene scene;
-
- public PhysXScene()
- {
- mySdk = NxPhysicsSDK.CreateSDK();
- Console.WriteLine("Sdk created - now creating scene");
- scene = mySdk.CreateScene();
-
- }
-
- public override PhysicsActor AddAvatar(PhysicsVector position)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
- act.Position = position;
- _characters.Add(act);
- return act;
- }
-
- public override void RemoveAvatar(PhysicsActor actor)
- {
-
- }
-
- public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
- {
- Vec3 pos = new Vec3();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- Vec3 siz = new Vec3();
- siz.X = size.X;
- siz.Y = size.Y;
- siz.Z = size.Z;
- PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz));
- _prims.Add(act);
- return act;
- }
- public override void Simulate(float timeStep)
- {
- try
- {
- foreach (PhysXCharacter actor in _characters)
- {
- actor.Move(timeStep);
- }
- scene.Simulate(timeStep);
- scene.FetchResults();
- scene.UpdateControllers();
-
- foreach (PhysXCharacter actor in _characters)
- {
- actor.UpdatePosition();
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
-
- }
-
- public override void GetResults()
- {
-
- }
-
- public override bool IsThreaded
- {
- get
- {
- return(false); // for now we won't be multithreaded
- }
- }
-
- public override void SetTerrain(float[] heightMap)
- {
- if (this._heightMap != null)
- {
- Console.WriteLine("PhysX - deleting old terrain");
- this.scene.DeleteTerrain();
- }
- this._heightMap = heightMap;
- this.scene.AddTerrain(heightMap);
- }
-
- public override void DeleteTerrain()
- {
- this.scene.DeleteTerrain();
- }
- }
-
- public class PhysXCharacter : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private NxCharacter _character;
- private bool flying;
- private float gravityAccel;
-
- public PhysXCharacter(NxCharacter character)
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _character = character;
- }
-
- public override bool Flying
- {
- get
- {
- return flying;
- }
- set
- {
- flying = value;
- }
- }
-
- public override PhysicsVector Position
- {
- get
- {
- return _position;
- }
- set
- {
- _position = value;
- Vec3 ps = new Vec3();
- ps.X = value.X;
- ps.Y = value.Y;
- ps.Z = value.Z;
- this._character.Position = ps;
- }
- }
-
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override bool Kinematic
- {
- get
- {
- return false;
- }
- set
- {
-
- }
- }
-
- public override Axiom.MathLib.Quaternion Orientation
- {
- get
- {
- return Axiom.MathLib.Quaternion.Identity;
- }
- set
- {
-
- }
- }
-
- public override PhysicsVector Acceleration
- {
- get
- {
- return _acceleration;
- }
-
- }
- public void SetAcceleration (PhysicsVector accel)
- {
- this._acceleration = accel;
- }
-
- public override void AddForce(PhysicsVector force)
- {
-
- }
-
- public override void SetMomentum(PhysicsVector momentum)
- {
-
- }
-
- public void Move(float timeStep)
- {
- Vec3 vec = new Vec3();
- vec.X = this._velocity.X * timeStep;
- vec.Y = this._velocity.Y * timeStep;
- if(flying)
- {
- vec.Z = ( this._velocity.Z) * timeStep;
- }
- else
- {
- gravityAccel+= -9.8f;
- vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
- }
- int res = this._character.Move(vec);
- if(res == 1)
- {
- gravityAccel = 0;
- }
- }
-
- public void UpdatePosition()
- {
- Vec3 vec = this._character.Position;
- this._position.X = vec.X;
- this._position.Y = vec.Y;
- this._position.Z = vec.Z;
- }
- }
-
- public class PhysXPrim : PhysicsActor
- {
- private PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector _acceleration;
- private NxActor _prim;
-
- public PhysXPrim(NxActor prim)
- {
- _velocity = new PhysicsVector();
- _position = new PhysicsVector();
- _acceleration = new PhysicsVector();
- _prim = prim;
- }
- public override bool Flying
- {
- get
- {
- return false; //no flying prims for you
- }
- set
- {
-
- }
- }
- public override PhysicsVector Position
- {
- get
- {
- PhysicsVector pos = new PhysicsVector();
- Vec3 vec = this._prim.Position;
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- return pos;
-
- }
- set
- {
- PhysicsVector vec = value;
- Vec3 pos = new Vec3();
- pos.X = vec.X;
- pos.Y = vec.Y;
- pos.Z = vec.Z;
- this._prim.Position = pos;
- }
- }
-
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override bool Kinematic
- {
- get
- {
- return this._prim.Kinematic;
- }
- set
- {
- this._prim.Kinematic = value;
- }
- }
-
- public override Axiom.MathLib.Quaternion Orientation
- {
- get
- {
- Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
- PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
- res.w = quat.W;
- res.x = quat.X;
- res.y = quat.Y;
- res.z = quat.Z;
- return res;
- }
- set
- {
-
- }
- }
-
- public override PhysicsVector Acceleration
- {
- get
- {
- return _acceleration;
- }
-
- }
- public void SetAcceleration (PhysicsVector accel)
- {
- this._acceleration = accel;
- }
-
- public override void AddForce(PhysicsVector force)
- {
-
- }
-
- public override void SetMomentum(PhysicsVector momentum)
- {
-
- }
-
-
- }
-
-}
--
cgit v1.1