From 5ee2e38c11785e9b68ecf1767af7a4ea5b13b7c7 Mon Sep 17 00:00:00 2001 From: MW Date: Sun, 29 Jul 2007 13:05:57 +0000 Subject: Deleting objects should now work. But beware they aren't send to your trash folder or anything so there is at the moment no way to recover deleted objects. --- .../BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 386 +++++++++++---------- 1 file changed, 194 insertions(+), 192 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 4d0699b..b722fdf 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs @@ -31,79 +31,97 @@ using OpenSim.Physics.Manager; namespace OpenSim.Region.Physics.BasicPhysicsPlugin { - /// - /// Will be the PhysX plugin but for now will be a very basic physics engine - /// - public class BasicPhysicsPlugin : IPhysicsPlugin - { - public BasicPhysicsPlugin() - { - - } - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene() - { - return new BasicScene(); - } - - public string GetName() - { - return("basicphysics"); - } - - public void Dispose() - { - - } - } - - public class BasicScene :PhysicsScene - { - private List _actors = new List(); - private float[] _heightMap; - - public BasicScene() - { - - } - - public override PhysicsActor AddAvatar(PhysicsVector position) - { - BasicActor act = new BasicActor(); - act.Position = position; - _actors.Add(act); - return act; - } + /// + /// Will be the PhysX plugin but for now will be a very basic physics engine + /// + public class BasicPhysicsPlugin : IPhysicsPlugin + { + public BasicPhysicsPlugin() + { + + } + + public bool Init() + { + return true; + } + + public PhysicsScene GetScene() + { + return new BasicScene(); + } + + public string GetName() + { + return ("basicphysics"); + } + + public void Dispose() + { + + } + } + + public class BasicScene : PhysicsScene + { + private List _actors = new List(); + private float[] _heightMap; + + public BasicScene() + { + + } + + public override PhysicsActor AddAvatar(PhysicsVector position) + { + BasicActor act = new BasicActor(); + act.Position = position; + _actors.Add(act); + return act; + } public override void RemoveAvatar(PhysicsActor actor) { BasicActor act = (BasicActor)actor; - if(_actors.Contains(act)) + if (_actors.Contains(act)) { _actors.Remove(act); } } - public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) - { - return null; - } - - public override void Simulate(float timeStep) - { - foreach (BasicActor actor in _actors) - { - float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; + public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) + { + return null; + } + + public override void Simulate(float timeStep) + { + foreach (BasicActor actor in _actors) + { actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); + if (actor.Position.Y < 0) + { + actor.Position.Y = 0; + } + else if (actor.Position.Y > 256) + { + actor.Position.Y = 256; + } + + if (actor.Position.X < 0) + { + actor.Position.X = 0; + } + else if (actor.Position.X > 256) + { + actor.Position.X = 256; + } + + float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; if (actor.Flying) - { + { if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) { actor.Position.Z = height; @@ -120,145 +138,129 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin actor.Velocity.Z = 0; } - if (actor.Position.Y < 0) - { - actor.Position.Y = 0; - } - else if (actor.Position.Y > 256) - { - actor.Position.Y = 256; - } - if (actor.Position.X < 0) - { - actor.Position.X = 0; - } - if (actor.Position.X > 256) - { - actor.Position.X = 256; - } } - } - - public override void GetResults() - { - - } - - public override bool IsThreaded - { - get - { - return(false); // for now we won't be multithreaded - } - } - - public override void SetTerrain(float[] heightMap) - { - this._heightMap = heightMap; - } + } + + public override void GetResults() + { + + } + + public override bool IsThreaded + { + get + { + return (false); // for now we won't be multithreaded + } + } + + public override void SetTerrain(float[] heightMap) + { + this._heightMap = heightMap; + } public override void DeleteTerrain() { } - } - - public class BasicActor : PhysicsActor - { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private bool flying; - public BasicActor() - { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - } - - public override bool Flying - { - get - { + } + + public class BasicActor : PhysicsActor + { + private PhysicsVector _position; + private PhysicsVector _velocity; + private PhysicsVector _acceleration; + private bool flying; + public BasicActor() + { + _velocity = new PhysicsVector(); + _position = new PhysicsVector(); + _acceleration = new PhysicsVector(); + } + + public override bool Flying + { + get + { return flying; - } - set - { - flying= value; - } - } - - public override PhysicsVector Position - { - get - { - return _position; - } - set - { - _position = value; - } - } - - public override PhysicsVector Velocity - { - get - { - return _velocity; - } - set - { - _velocity = value; - } - } - - public override Quaternion Orientation - { - get - { - return Quaternion.Identity; - } - set - { - - } - } - - public override PhysicsVector Acceleration - { - get - { - return _acceleration; - } - - } - - public override bool Kinematic - { - get - { - return true; - } - set - { - - } - } - public void SetAcceleration (PhysicsVector accel) - { - this._acceleration = accel; - } - - public override void AddForce(PhysicsVector force) - { - - } - - public override void SetMomentum(PhysicsVector momentum) - { - - } - } + } + set + { + flying = value; + } + } + + public override PhysicsVector Position + { + get + { + return _position; + } + set + { + _position = value; + } + } + + public override PhysicsVector Velocity + { + get + { + return _velocity; + } + set + { + _velocity = value; + } + } + + public override Quaternion Orientation + { + get + { + return Quaternion.Identity; + } + set + { + + } + } + + public override PhysicsVector Acceleration + { + get + { + return _acceleration; + } + + } + + public override bool Kinematic + { + get + { + return true; + } + set + { + + } + } + public void SetAcceleration(PhysicsVector accel) + { + this._acceleration = accel; + } + + public override void AddForce(PhysicsVector force) + { + + } + + public override void SetMomentum(PhysicsVector momentum) + { + + } + } } -- cgit v1.1