From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Thu, 3 Nov 2016 21:44:39 +1000 Subject: Initial update to OpenSim 0.8.2.1 source code. --- .../PhysicsModules/BasicPhysics/AssemblyInfo.cs | 62 ++++ .../BasicPhysics/BasicPhysicsActor.cs | 303 ++++++++++++++++++++ .../BasicPhysics/BasicPhysicsPrim.cs | 316 +++++++++++++++++++++ .../BasicPhysics/BasicPhysicsScene.cs | 256 +++++++++++++++++ 4 files changed, 937 insertions(+) create mode 100644 OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs create mode 100644 OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs create mode 100644 OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs create mode 100644 OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs (limited to 'OpenSim/Region/PhysicsModules/BasicPhysics') diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs new file mode 100644 index 0000000..1765ae0 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs @@ -0,0 +1,62 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.Reflection; +using System.Runtime.InteropServices; +using Mono.Addins; + +// 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("BasicPhysicsModule")] +[assembly : AssemblyDescription("")] +[assembly : AssemblyConfiguration("")] +[assembly : AssemblyCompany("http://opensimulator.org")] +[assembly : AssemblyProduct("BasicPhysicsModule")] +[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")] +[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("0.8.2.*")] + +[assembly: Addin("OpenSim.Region.PhysicsModule.BasicPhysics", OpenSim.VersionInfo.VersionNumber)] +[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs new file mode 100644 index 0000000..e7b30ba --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs @@ -0,0 +1,303 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.PhysicsModules.SharedBase; + +namespace OpenSim.Region.PhysicsModule.BasicPhysics +{ + public class BasicActor : PhysicsActor + { + public BasicActor(Vector3 size) + { + Size = size; + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Agent; } + set { return; } + } + + public override Vector3 RotationalVelocity { get; set; } + + public override bool SetAlwaysRun + { + get { return false; } + set { return; } + } + + public override uint LocalID + { + set { return; } + } + + public override bool Grabbed + { + set { return; } + } + + public override bool Selected + { + set { return; } + } + + public override float Buoyancy + { + get { return 0f; } + set { return; } + } + + public override bool FloatOnWater + { + set { return; } + } + + public override bool IsPhysical + { + get { return false; } + set { return; } + } + + public override bool ThrottleUpdates + { + get { return false; } + set { return; } + } + + public override bool Flying { get; set; } + + public override bool IsColliding { get; set; } + + public override bool CollidingGround + { + get { return false; } + set { return; } + } + + public override bool CollidingObj + { + get { return false; } + set { return; } + } + + public override bool Stopped + { + get { return false; } + } + + public override Vector3 Position { get; set; } + + public override Vector3 Size { get; set; } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public override float Mass + { + get { return 0f; } + } + + public override Vector3 Force + { + get { return Vector3.Zero; } + set { return; } + } + + public override int VehicleType + { + get { return 0; } + set { return; } + } + + public override void VehicleFloatParam(int param, float value) + { + + } + + public override void VehicleVectorParam(int param, Vector3 value) + { + + } + + public override void VehicleRotationParam(int param, Quaternion rotation) + { + + } + + public override void VehicleFlags(int param, bool remove) + { + + } + + public override void SetVolumeDetect(int param) + { + + } + + public override Vector3 CenterOfMass + { + get { return Vector3.Zero; } + } + + public override Vector3 GeometricCenter + { + get { return Vector3.Zero; } + } + + public override Vector3 Velocity { get; set; } + + public override Vector3 Torque + { + get { return Vector3.Zero; } + set { return; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override Quaternion Orientation + { + get { return Quaternion.Identity; } + set { } + } + + public override Vector3 Acceleration { get; set; } + + public override bool Kinematic + { + get { return true; } + set { } + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(Vector3 axis) + { + } + + public override void AddForce(Vector3 force, bool pushforce) + { + } + + public override void AddAngularForce(Vector3 force, bool pushforce) + { + } + + public override void SetMomentum(Vector3 momentum) + { + } + + public override void CrossingFailure() + { + } + + public override Vector3 PIDTarget + { + set { return; } + } + + public override bool PIDActive + { + get { return false; } + set { return; } + } + + public override float PIDTau + { + set { return; } + } + + public override float PIDHoverHeight + { + set { return; } + } + + public override bool PIDHoverActive + { + set { return; } + } + + public override PIDHoverType PIDHoverType + { + set { return; } + } + + public override float PIDHoverTau + { + set { return; } + } + + public override Quaternion APIDTarget + { + set { return; } + } + + public override bool APIDActive + { + set { return; } + } + + public override float APIDStrength + { + set { return; } + } + + public override float APIDDamping + { + set { return; } + } + + public override void SubscribeEvents(int ms) + { + } + + public override void UnSubscribeEvents() + { + } + + public override bool SubscribedEvents() + { + return false; + } + } +} diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs new file mode 100644 index 0000000..5383f1b --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs @@ -0,0 +1,316 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.PhysicsModules.SharedBase; + +namespace OpenSim.Region.PhysicsModule.BasicPhysics +{ + public class BasicPhysicsPrim : PhysicsActor + { + private Vector3 _size; +// private PrimitiveBaseShape _shape; + + public BasicPhysicsPrim( + string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape) + { + Name = name; + LocalID = localId; + Position = position; + Size = size; + Orientation = orientation; + Shape = shape; + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Agent; } + set { return; } + } + + public override Vector3 RotationalVelocity { get; set; } + + public override bool SetAlwaysRun + { + get { return false; } + set { return; } + } + + public override uint LocalID + { + set { return; } + } + + public override bool Grabbed + { + set { return; } + } + + public override bool Selected + { + set { return; } + } + + public override float Buoyancy + { + get { return 0f; } + set { return; } + } + + public override bool FloatOnWater + { + set { return; } + } + + public override bool IsPhysical + { + get { return false; } + set { return; } + } + + public override bool ThrottleUpdates + { + get { return false; } + set { return; } + } + + public override bool Flying { get; set; } + + public override bool IsColliding { get; set; } + + public override bool CollidingGround + { + get { return false; } + set { return; } + } + + public override bool CollidingObj + { + get { return false; } + set { return; } + } + + public override bool Stopped + { + get { return false; } + } + + public override Vector3 Position { get; set; } + + public override Vector3 Size + { + get { return _size; } + set { + _size = value; + _size.Z = _size.Z / 2.0f; + } + } + + public override PrimitiveBaseShape Shape + { +// set { _shape = value; } + set {} + } + + public override float Mass + { + get { return 0f; } + } + + public override Vector3 Force + { + get { return Vector3.Zero; } + set { return; } + } + + public override int VehicleType + { + get { return 0; } + set { return; } + } + + public override void VehicleFloatParam(int param, float value) + { + + } + + public override void VehicleVectorParam(int param, Vector3 value) + { + + } + + public override void VehicleRotationParam(int param, Quaternion rotation) + { + + } + + public override void VehicleFlags(int param, bool remove) + { + + } + + public override void SetVolumeDetect(int param) + { + + } + + public override Vector3 CenterOfMass + { + get { return Vector3.Zero; } + } + + public override Vector3 GeometricCenter + { + get { return Vector3.Zero; } + } + + public override Vector3 Velocity { get; set; } + + public override Vector3 Torque + { + get { return Vector3.Zero; } + set { return; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override Quaternion Orientation { get; set; } + + public override Vector3 Acceleration { get; set; } + + public override bool Kinematic + { + get { return true; } + set { } + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(Vector3 axis) + { + } + + public override void AddForce(Vector3 force, bool pushforce) + { + } + + public override void AddAngularForce(Vector3 force, bool pushforce) + { + } + + public override void SetMomentum(Vector3 momentum) + { + } + + public override void CrossingFailure() + { + } + + public override Vector3 PIDTarget + { + set { return; } + } + + public override bool PIDActive + { + get { return false; } + set { return; } + } + + public override float PIDTau + { + set { return; } + } + + public override float PIDHoverHeight + { + set { return; } + } + + public override bool PIDHoverActive + { + set { return; } + } + + public override PIDHoverType PIDHoverType + { + set { return; } + } + + public override float PIDHoverTau + { + set { return; } + } + + public override Quaternion APIDTarget + { + set { return; } + } + + public override bool APIDActive + { + set { return; } + } + + public override float APIDStrength + { + set { return; } + } + + public override float APIDDamping + { + set { return; } + } + + public override void SubscribeEvents(int ms) + { + } + + public override void UnSubscribeEvents() + { + } + + public override bool SubscribedEvents() + { + return false; + } + } +} diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs new file mode 100644 index 0000000..20b337a --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs @@ -0,0 +1,256 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; +using Mono.Addins; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.PhysicsModules.SharedBase; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Interfaces; + +namespace OpenSim.Region.PhysicsModule.BasicPhysics +{ + /// + /// This is an incomplete extremely basic physics implementation + /// + /// + /// Not useful for anything at the moment apart from some regression testing in other components where some form + /// of physics plugin is needed. + /// + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")] + public class BasicScene : PhysicsScene, INonSharedRegionModule + { + private List _actors = new List(); + private List _prims = new List(); + private float[] _heightMap; + private Vector3 m_regionExtent; + + private bool m_Enabled = false; + + //protected internal string sceneIdentifier; + #region INonSharedRegionModule + public string Name + { + get { return "basicphysics"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + public void Initialise(IConfigSource source) + { + // TODO: Move this out of Startup + IConfig config = source.Configs["Startup"]; + if (config != null) + { + string physics = config.GetString("physics", string.Empty); + if (physics == Name) + m_Enabled = true; + } + + } + + public void Close() + { + } + + public void AddRegion(Scene scene) + { + if (!m_Enabled) + return; + + EngineType = Name; + PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; + + scene.RegisterModuleInterface(this); + m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); + base.Initialise(scene.PhysicsRequestAsset, + (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), + (float)scene.RegionInfo.RegionSettings.WaterHeight); + + } + + public void RemoveRegion(Scene scene) + { + if (!m_Enabled) + return; + } + + public void RegionLoaded(Scene scene) + { + if (!m_Enabled) + return; + } + #endregion + + public override void Dispose() {} + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + Vector3 size, Quaternion rotation, bool isPhysical, uint localid) + { + BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); + prim.IsPhysical = isPhysical; + + _prims.Add(prim); + + return prim; + } + + public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) + { + BasicActor act = new BasicActor(size); + act.Position = position; + act.Velocity = velocity; + act.Flying = isFlying; + _actors.Add(act); + return act; + } + + public override void RemovePrim(PhysicsActor actor) + { + BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; + if (_prims.Contains(prim)) + _prims.Remove(prim); + } + + public override void RemoveAvatar(PhysicsActor actor) + { + BasicActor act = (BasicActor)actor; + if (_actors.Contains(act)) + _actors.Remove(act); + } + + public override void AddPhysicsActorTaint(PhysicsActor prim) + { + } + + public override float Simulate(float timeStep) + { +// Console.WriteLine("Simulating"); + + float fps = 0; + for (int i = 0; i < _actors.Count; ++i) + { + BasicActor actor = _actors[i]; + Vector3 actorPosition = actor.Position; + Vector3 actorVelocity = actor.Velocity; + + //Console.WriteLine( + // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); + + actorPosition.X += actor.Velocity.X * timeStep; + actorPosition.Y += actor.Velocity.Y * timeStep; + + if (actor.Position.Y < 0) + { + actorPosition.Y = 0.1F; + } + else if (actor.Position.Y >= m_regionExtent.Y) + { + actorPosition.Y = (m_regionExtent.Y - 0.1f); + } + + if (actor.Position.X < 0) + { + actorPosition.X = 0.1F; + } + else if (actor.Position.X >= m_regionExtent.X) + { + actorPosition.X = (m_regionExtent.X - 0.1f); + } + + float terrainHeight = 0; + if (_heightMap != null) + terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X]; + + float height = terrainHeight + actor.Size.Z; +// Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition); + + if (actor.Flying) + { + if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) + { + actorPosition.Z = height; + actorVelocity.Z = 0; + actor.IsColliding = true; + } + else + { + actorPosition.Z += actor.Velocity.Z * timeStep; + actor.IsColliding = false; + } + } + else + { + actorPosition.Z = height; + actorVelocity.Z = 0; + actor.IsColliding = true; + } + + actor.Position = actorPosition; + actor.Velocity = actorVelocity; + } + + return fps; + } + + public override void GetResults() + { + } + + public override bool IsThreaded + { + get { return (false); // for now we won't be multithreaded + } + } + + public override void SetTerrain(float[] heightMap) + { + _heightMap = heightMap; + } + + public override void DeleteTerrain() + { + } + + public override void SetWaterLevel(float baseheight) + { + } + + public override Dictionary GetTopColliders() + { + Dictionary returncolliders = new Dictionary(); + return returncolliders; + } + + } +} -- cgit v1.1