/* * 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.POSPlugin { public class POSScene : PhysicsScene { private List<POSCharacter> _characters = new List<POSCharacter>(); private List<POSPrim> _prims = new List<POSPrim>(); private float[] _heightMap; private const float gravity = -9.8f; //protected internal string sceneIdentifier; public POSScene(String _sceneIdentifier) { //sceneIdentifier = _sceneIdentifier; } public override void Initialise(IMesher meshmerizer, IConfigSource config) { } public override void Dispose() { } public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { POSCharacter act = new POSCharacter(); act.Position = position; act.Flying = isFlying; _characters.Add(act); return act; } public override void RemovePrim(PhysicsActor prim) { POSPrim p = (POSPrim) prim; if (_prims.Contains(p)) { _prims.Remove(p); } } public override void RemoveAvatar(PhysicsActor character) { POSCharacter act = (POSCharacter) character; if (_characters.Contains(act)) { _characters.Remove(act); } } /* public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { return null; } */ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation) { return AddPrimShape(primName, pbs, position, size, rotation, false); } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical) { POSPrim prim = new POSPrim(); prim.Position = position; prim.Orientation = rotation; prim.Size = size; _prims.Add(prim); return prim; } private bool isColliding(POSCharacter c, POSPrim p) { Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) && Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) && Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))); } private bool isCollidingWithPrim(POSCharacter c) { foreach (POSPrim p in _prims) { if (isColliding(c, p)) { return true; } } return false; } public override void AddPhysicsActorTaint(PhysicsActor prim) { } public override float Simulate(float timeStep) { float fps = 0; for (int i = 0; i < _characters.Count; ++i) { fps++; POSCharacter character = _characters[i]; float oldposX = character.Position.X; float oldposY = character.Position.Y; float oldposZ = character.Position.Z; if (!character.Flying) { character._target_velocity.Z += gravity * timeStep; } Vector3 characterPosition = character.Position; characterPosition.X += character._target_velocity.X * timeStep; characterPosition.Y += character._target_velocity.Y * timeStep; characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); bool forcedZ = false; float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) { characterPosition.Z = terrainheight + character.Size.Z; forcedZ = true; } else { characterPosition.Z += character._target_velocity.Z*timeStep; } /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- /// Completely Bogus Collision Detection!!! /// better known as the CBCD algorithm if (isCollidingWithPrim(character)) { characterPosition.Z = oldposZ; // first try Z axis if (isCollidingWithPrim(character)) { characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder if (isCollidingWithPrim(character)) { characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard if (isCollidingWithPrim(character)) { characterPosition.X = oldposX; characterPosition.Y = oldposY; characterPosition.Z = oldposZ; characterPosition.X += character._target_velocity.X * timeStep; if (isCollidingWithPrim(character)) { characterPosition.X = oldposX; } characterPosition.Y += character._target_velocity.Y * timeStep; if (isCollidingWithPrim(character)) { characterPosition.Y = oldposY; } } else { forcedZ = true; } } else { forcedZ = true; } } else { forcedZ = true; } } characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); character.Position = characterPosition; character._velocity.X = (character.Position.X - oldposX)/timeStep; character._velocity.Y = (character.Position.Y - oldposY)/timeStep; if (forcedZ) { character._velocity.Z = 0; character._target_velocity.Z = 0; ((PhysicsActor)character).IsColliding = true; character.RequestPhysicsterseUpdate(); } else { ((PhysicsActor)character).IsColliding = false; character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; } } return fps; } public override void GetResults() { } public override bool IsThreaded { // for now we won't be multithreaded get { return (false); } } 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; } } }