/* * 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.Physics.Manager; namespace OpenSim.Region.Physics.BasicPhysicsPlugin { /// <summary> /// This is an incomplete extremely basic physics implementation /// </summary> /// <remarks> /// Not useful for anything at the moment apart from some regression testing in other components where some form /// of physics plugin is needed. /// </remarks> public class BasicScene : PhysicsScene { private List<BasicActor> _actors = new List<BasicActor>(); private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); private float[] _heightMap; //protected internal string sceneIdentifier; public BasicScene(string _sceneIdentifier) { //sceneIdentifier = _sceneIdentifier; } public override void Initialise(IMesher meshmerizer, IConfigSource config) { } 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 size, bool isFlying) { BasicActor act = new BasicActor(size); act.Position = position; 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) { float fps = 0; for (int i = 0; i < _actors.Count; ++i) { BasicActor actor = _actors[i]; Vector3 actorPosition = actor.Position; Vector3 actorVelocity = actor.Velocity; 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 >= Constants.RegionSize) { actorPosition.Y = ((int)Constants.RegionSize - 0.1f); } if (actor.Position.X < 0) { actorPosition.X = 0.1F; } else if (actor.Position.X >= Constants.RegionSize) { actorPosition.X = ((int)Constants.RegionSize - 0.1f); } float terrainHeight = 0; if (_heightMap != null) terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X]; float height = terrainHeight + actor.Size.Z; 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<uint, float> GetTopColliders() { Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); return returncolliders; } } }