From 67e12b95ea7b68f4904a7484d77ecfd787d16d0c Mon Sep 17 00:00:00 2001
From: lbsa71
Date: Tue, 30 Oct 2007 09:05:31 +0000
Subject: * Optimized usings * Shortened type references * Removed redundant
'this' qualifier
---
OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 643 ++++++++++------------
1 file changed, 284 insertions(+), 359 deletions(-)
(limited to 'OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs')
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index a7cef88..4896359 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -34,102 +34,99 @@ using Quaternion=Axiom.Math.Quaternion;
namespace OpenSim.Region.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(string avName, 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));
+ ///
+ /// 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(string avName, 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;
- }
+ _characters.Add(act);
+ return act;
+ }
public override void RemovePrim(PhysicsActor prim)
{
-
}
public override void RemoveAvatar(PhysicsActor actor)
{
+ }
+ private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
+ {
+ 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;
}
-
- PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
- {
- 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 PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
+
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
+ PhysicsVector size, Quaternion rotation)
{
return AddPrim(position, size, rotation);
}
- public override void Simulate(float timeStep)
- {
+ public override void Simulate(float timeStep)
+ {
try
{
foreach (PhysXCharacter actor in _characters)
@@ -149,309 +146,237 @@ namespace OpenSim.Region.Physics.PhysXPlugin
{
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)
+ }
+
+ 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 (_heightMap != null)
{
Console.WriteLine("PhysX - deleting old terrain");
- this.scene.DeleteTerrain();
+ scene.DeleteTerrain();
}
- this._heightMap = heightMap;
- this.scene.AddTerrain(heightMap);
- }
+ _heightMap = heightMap;
+ scene.AddTerrain(heightMap);
+ }
public override void DeleteTerrain()
{
- this.scene.DeleteTerrain();
- }
+ 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;
+
+ 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;
- }
- }
+ _character.Position = ps;
+ }
+ }
public override PhysicsVector Size
{
- get
+ get { return new PhysicsVector(0, 0, 0); }
+ set { }
+ }
+
+ public override PhysicsVector Velocity
+ {
+ get { return _velocity; }
+ set { _velocity = value; }
+ }
+
+ public override bool Kinematic
+ {
+ get { return false; }
+ set { }
+ }
+
+ public override Quaternion Orientation
+ {
+ get { return Quaternion.Identity; }
+ set { }
+ }
+
+ public override PhysicsVector Acceleration
+ {
+ get { return _acceleration; }
+ }
+
+ public void SetAcceleration(PhysicsVector accel)
+ {
+ _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 = _velocity.X*timeStep;
+ vec.Y = _velocity.Y*timeStep;
+ if (flying)
{
- return new PhysicsVector(0,0,0);
+ vec.Z = (_velocity.Z)*timeStep;
}
- set
+ else
+ {
+ gravityAccel += -9.8f;
+ vec.Z = (gravityAccel + _velocity.Z)*timeStep;
+ }
+ int res = _character.Move(vec);
+ if (res == 1)
{
+ gravityAccel = 0;
}
}
- public override PhysicsVector Velocity
- {
- get
- {
- return _velocity;
- }
- set
- {
- _velocity = value;
- }
- }
-
- public override bool Kinematic
- {
- get
- {
- return false;
- }
- set
- {
-
- }
- }
-
- public override Quaternion Orientation
- {
- get
- {
- return 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 Size
+ public void UpdatePosition()
+ {
+ Vec3 vec = _character.Position;
+ _position.X = vec.X;
+ _position.Y = vec.Y;
+ _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
{
- return new PhysicsVector(0, 0, 0);
+ PhysicsVector pos = new PhysicsVector();
+ Vec3 vec = _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;
+ _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 Quaternion Orientation
- {
- get
- {
- Quaternion res = new 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)
- {
-
- }
-
-
- }
-
-}
+ public override PhysicsVector Size
+ {
+ get { return new PhysicsVector(0, 0, 0); }
+ set { }
+ }
+
+ public override PhysicsVector Velocity
+ {
+ get { return _velocity; }
+ set { _velocity = value; }
+ }
+
+ public override bool Kinematic
+ {
+ get { return _prim.Kinematic; }
+ set { _prim.Kinematic = value; }
+ }
+
+ public override Quaternion Orientation
+ {
+ get
+ {
+ Quaternion res = new Quaternion();
+ PhysXWrapper.Quaternion quat = _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)
+ {
+ _acceleration = accel;
+ }
+
+ public override void AddForce(PhysicsVector force)
+ {
+ }
+
+ public override void SetMomentum(PhysicsVector momentum)
+ {
+ }
+ }
+}
\ No newline at end of file
--
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