diff options
author | Sean Dague | 2007-07-16 15:40:11 +0000 |
---|---|---|
committer | Sean Dague | 2007-07-16 15:40:11 +0000 |
commit | 2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6 (patch) | |
tree | e3f80ad51736cf17e856547b1bcf956010927434 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |
parent | *Trunk compiles now (diff) | |
download | opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.zip opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.gz opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.bz2 opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.xz |
changed to native line ending encoding
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 914 |
1 files changed, 457 insertions, 457 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2780188..486fa9e 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -1,457 +1,457 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using Axiom.Math; | 30 | using Axiom.Math; |
31 | using Ode.NET; | 31 | using Ode.NET; |
32 | using OpenSim.Physics.Manager; | 32 | using OpenSim.Physics.Manager; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.OdePlugin | 34 | namespace OpenSim.Region.Physics.OdePlugin |
35 | { | 35 | { |
36 | /// <summary> | 36 | /// <summary> |
37 | /// ODE plugin | 37 | /// ODE plugin |
38 | /// </summary> | 38 | /// </summary> |
39 | public class OdePlugin : IPhysicsPlugin | 39 | public class OdePlugin : IPhysicsPlugin |
40 | { | 40 | { |
41 | private OdeScene _mScene; | 41 | private OdeScene _mScene; |
42 | 42 | ||
43 | public OdePlugin() | 43 | public OdePlugin() |
44 | { | 44 | { |
45 | 45 | ||
46 | } | 46 | } |
47 | 47 | ||
48 | public bool Init() | 48 | public bool Init() |
49 | { | 49 | { |
50 | return true; | 50 | return true; |
51 | } | 51 | } |
52 | 52 | ||
53 | public PhysicsScene GetScene() | 53 | public PhysicsScene GetScene() |
54 | { | 54 | { |
55 | if (_mScene == null) | 55 | if (_mScene == null) |
56 | { | 56 | { |
57 | _mScene = new OdeScene(); | 57 | _mScene = new OdeScene(); |
58 | } | 58 | } |
59 | return (_mScene); | 59 | return (_mScene); |
60 | } | 60 | } |
61 | 61 | ||
62 | public string GetName() | 62 | public string GetName() |
63 | { | 63 | { |
64 | return ("OpenDynamicsEngine"); | 64 | return ("OpenDynamicsEngine"); |
65 | } | 65 | } |
66 | 66 | ||
67 | public void Dispose() | 67 | public void Dispose() |
68 | { | 68 | { |
69 | 69 | ||
70 | } | 70 | } |
71 | } | 71 | } |
72 | 72 | ||
73 | public class OdeScene : PhysicsScene | 73 | public class OdeScene : PhysicsScene |
74 | { | 74 | { |
75 | static public IntPtr world; | 75 | static public IntPtr world; |
76 | static public IntPtr space; | 76 | static public IntPtr space; |
77 | static private IntPtr contactgroup; | 77 | static private IntPtr contactgroup; |
78 | static private IntPtr LandGeom; | 78 | static private IntPtr LandGeom; |
79 | //static private IntPtr Land; | 79 | //static private IntPtr Land; |
80 | private double[] _heightmap; | 80 | private double[] _heightmap; |
81 | static private d.NearCallback nearCallback = near; | 81 | static private d.NearCallback nearCallback = near; |
82 | private List<OdeCharacter> _characters = new List<OdeCharacter>(); | 82 | private List<OdeCharacter> _characters = new List<OdeCharacter>(); |
83 | private static d.ContactGeom[] contacts = new d.ContactGeom[30]; | 83 | private static d.ContactGeom[] contacts = new d.ContactGeom[30]; |
84 | private static d.Contact contact; | 84 | private static d.Contact contact; |
85 | 85 | ||
86 | public OdeScene() | 86 | public OdeScene() |
87 | { | 87 | { |
88 | contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM; | 88 | contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM; |
89 | contact.surface.mu = d.Infinity; | 89 | contact.surface.mu = d.Infinity; |
90 | contact.surface.mu2 = 0.0f; | 90 | contact.surface.mu2 = 0.0f; |
91 | contact.surface.bounce = 0.1f; | 91 | contact.surface.bounce = 0.1f; |
92 | contact.surface.bounce_vel = 0.1f; | 92 | contact.surface.bounce_vel = 0.1f; |
93 | contact.surface.soft_cfm = 0.01f; | 93 | contact.surface.soft_cfm = 0.01f; |
94 | 94 | ||
95 | world = d.WorldCreate(); | 95 | world = d.WorldCreate(); |
96 | space = d.HashSpaceCreate(IntPtr.Zero); | 96 | space = d.HashSpaceCreate(IntPtr.Zero); |
97 | contactgroup = d.JointGroupCreate(0); | 97 | contactgroup = d.JointGroupCreate(0); |
98 | d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f); | 98 | d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f); |
99 | //d.WorldSetCFM(world, 1e-5f); | 99 | //d.WorldSetCFM(world, 1e-5f); |
100 | d.WorldSetAutoDisableFlag(world, false); | 100 | d.WorldSetAutoDisableFlag(world, false); |
101 | d.WorldSetContactSurfaceLayer(world, 0.001f); | 101 | d.WorldSetContactSurfaceLayer(world, 0.001f); |
102 | // d.CreatePlane(space, 0, 0, 1, 0); | 102 | // d.CreatePlane(space, 0, 0, 1, 0); |
103 | this._heightmap = new double[65536]; | 103 | this._heightmap = new double[65536]; |
104 | } | 104 | } |
105 | 105 | ||
106 | // This function blatantly ripped off from BoxStack.cs | 106 | // This function blatantly ripped off from BoxStack.cs |
107 | static private void near(IntPtr space, IntPtr g1, IntPtr g2) | 107 | static private void near(IntPtr space, IntPtr g1, IntPtr g2) |
108 | { | 108 | { |
109 | IntPtr b1 = d.GeomGetBody(g1); | 109 | IntPtr b1 = d.GeomGetBody(g1); |
110 | IntPtr b2 = d.GeomGetBody(g2); | 110 | IntPtr b2 = d.GeomGetBody(g2); |
111 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | 111 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) |
112 | return; | 112 | return; |
113 | 113 | ||
114 | int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf); | 114 | int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf); |
115 | for (int i = 0; i < count; ++i) | 115 | for (int i = 0; i < count; ++i) |
116 | { | 116 | { |
117 | contact.geom = contacts[i]; | 117 | contact.geom = contacts[i]; |
118 | IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); | 118 | IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); |
119 | d.JointAttach(joint, b1, b2); | 119 | d.JointAttach(joint, b1, b2); |
120 | } | 120 | } |
121 | 121 | ||
122 | } | 122 | } |
123 | 123 | ||
124 | public override PhysicsActor AddAvatar(PhysicsVector position) | 124 | public override PhysicsActor AddAvatar(PhysicsVector position) |
125 | { | 125 | { |
126 | PhysicsVector pos = new PhysicsVector(); | 126 | PhysicsVector pos = new PhysicsVector(); |
127 | pos.X = position.X; | 127 | pos.X = position.X; |
128 | pos.Y = position.Y; | 128 | pos.Y = position.Y; |
129 | pos.Z = position.Z + 20; | 129 | pos.Z = position.Z + 20; |
130 | OdeCharacter newAv = new OdeCharacter(this, pos); | 130 | OdeCharacter newAv = new OdeCharacter(this, pos); |
131 | this._characters.Add(newAv); | 131 | this._characters.Add(newAv); |
132 | return newAv; | 132 | return newAv; |
133 | } | 133 | } |
134 | 134 | ||
135 | public override void RemoveAvatar(PhysicsActor actor) | 135 | public override void RemoveAvatar(PhysicsActor actor) |
136 | { | 136 | { |
137 | 137 | ||
138 | } | 138 | } |
139 | 139 | ||
140 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 140 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
141 | { | 141 | { |
142 | PhysicsVector pos = new PhysicsVector(); | 142 | PhysicsVector pos = new PhysicsVector(); |
143 | pos.X = position.X; | 143 | pos.X = position.X; |
144 | pos.Y = position.Y; | 144 | pos.Y = position.Y; |
145 | pos.Z = position.Z; | 145 | pos.Z = position.Z; |
146 | PhysicsVector siz = new PhysicsVector(); | 146 | PhysicsVector siz = new PhysicsVector(); |
147 | siz.X = size.X; | 147 | siz.X = size.X; |
148 | siz.Y = size.Y; | 148 | siz.Y = size.Y; |
149 | siz.Z = size.Z; | 149 | siz.Z = size.Z; |
150 | return new OdePrim(); | 150 | return new OdePrim(); |
151 | } | 151 | } |
152 | 152 | ||
153 | public override void Simulate(float timeStep) | 153 | public override void Simulate(float timeStep) |
154 | { | 154 | { |
155 | foreach (OdeCharacter actor in _characters) | 155 | foreach (OdeCharacter actor in _characters) |
156 | { | 156 | { |
157 | actor.Move(timeStep * 5f); | 157 | actor.Move(timeStep * 5f); |
158 | } | 158 | } |
159 | d.SpaceCollide(space, IntPtr.Zero, nearCallback); | 159 | d.SpaceCollide(space, IntPtr.Zero, nearCallback); |
160 | d.WorldQuickStep(world, timeStep * 5f); | 160 | d.WorldQuickStep(world, timeStep * 5f); |
161 | d.JointGroupEmpty(contactgroup); | 161 | d.JointGroupEmpty(contactgroup); |
162 | foreach (OdeCharacter actor in _characters) | 162 | foreach (OdeCharacter actor in _characters) |
163 | { | 163 | { |
164 | actor.UpdatePosition(); | 164 | actor.UpdatePosition(); |
165 | } | 165 | } |
166 | 166 | ||
167 | } | 167 | } |
168 | 168 | ||
169 | public override void GetResults() | 169 | public override void GetResults() |
170 | { | 170 | { |
171 | 171 | ||
172 | } | 172 | } |
173 | 173 | ||
174 | public override bool IsThreaded | 174 | public override bool IsThreaded |
175 | { | 175 | { |
176 | get | 176 | get |
177 | { | 177 | { |
178 | return (false); // for now we won't be multithreaded | 178 | return (false); // for now we won't be multithreaded |
179 | } | 179 | } |
180 | } | 180 | } |
181 | 181 | ||
182 | public override void SetTerrain(float[] heightMap) | 182 | public override void SetTerrain(float[] heightMap) |
183 | { | 183 | { |
184 | for (int i = 0; i < 65536; i++) | 184 | for (int i = 0; i < 65536; i++) |
185 | { | 185 | { |
186 | // this._heightmap[i] = (double)heightMap[i]; | 186 | // this._heightmap[i] = (double)heightMap[i]; |
187 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | 187 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) |
188 | int x = i & 0xff; | 188 | int x = i & 0xff; |
189 | int y = i >> 8; | 189 | int y = i >> 8; |
190 | this._heightmap[i] = (double)heightMap[x * 256 + y]; | 190 | this._heightmap[i] = (double)heightMap[x * 256 + y]; |
191 | } | 191 | } |
192 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | 192 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); |
193 | d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0); | 193 | d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0); |
194 | d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); | 194 | d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); |
195 | LandGeom = d.CreateHeightfield(space, HeightmapData, 1); | 195 | LandGeom = d.CreateHeightfield(space, HeightmapData, 1); |
196 | d.Matrix3 R = new d.Matrix3(); | 196 | d.Matrix3 R = new d.Matrix3(); |
197 | 197 | ||
198 | Quaternion q1 =Quaternion.FromAngleAxis(1.5707f, new Vector3(1,0,0)); | 198 | Quaternion q1 =Quaternion.FromAngleAxis(1.5707f, new Vector3(1,0,0)); |
199 | Quaternion q2 =Quaternion.FromAngleAxis(1.5707f, new Vector3(0,1,0)); | 199 | Quaternion q2 =Quaternion.FromAngleAxis(1.5707f, new Vector3(0,1,0)); |
200 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | 200 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); |
201 | 201 | ||
202 | q1 = q1 * q2; | 202 | q1 = q1 * q2; |
203 | //q1 = q1 * q3; | 203 | //q1 = q1 * q3; |
204 | Vector3 v3 = new Vector3(); | 204 | Vector3 v3 = new Vector3(); |
205 | float angle = 0; | 205 | float angle = 0; |
206 | q1.ToAngleAxis(ref angle, ref v3); | 206 | q1.ToAngleAxis(ref angle, ref v3); |
207 | 207 | ||
208 | d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle); | 208 | d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle); |
209 | d.GeomSetRotation(LandGeom, ref R); | 209 | d.GeomSetRotation(LandGeom, ref R); |
210 | d.GeomSetPosition(LandGeom, 128, 128, 0); | 210 | d.GeomSetPosition(LandGeom, 128, 128, 0); |
211 | } | 211 | } |
212 | 212 | ||
213 | public override void DeleteTerrain() | 213 | public override void DeleteTerrain() |
214 | { | 214 | { |
215 | 215 | ||
216 | } | 216 | } |
217 | } | 217 | } |
218 | 218 | ||
219 | public class OdeCharacter : PhysicsActor | 219 | public class OdeCharacter : PhysicsActor |
220 | { | 220 | { |
221 | private PhysicsVector _position; | 221 | private PhysicsVector _position; |
222 | private PhysicsVector _velocity; | 222 | private PhysicsVector _velocity; |
223 | private PhysicsVector _acceleration; | 223 | private PhysicsVector _acceleration; |
224 | private bool flying; | 224 | private bool flying; |
225 | //private float gravityAccel; | 225 | //private float gravityAccel; |
226 | private IntPtr BoundingCapsule; | 226 | private IntPtr BoundingCapsule; |
227 | IntPtr capsule_geom; | 227 | IntPtr capsule_geom; |
228 | d.Mass capsule_mass; | 228 | d.Mass capsule_mass; |
229 | 229 | ||
230 | public OdeCharacter(OdeScene parent_scene, PhysicsVector pos) | 230 | public OdeCharacter(OdeScene parent_scene, PhysicsVector pos) |
231 | { | 231 | { |
232 | _velocity = new PhysicsVector(); | 232 | _velocity = new PhysicsVector(); |
233 | _position = pos; | 233 | _position = pos; |
234 | _acceleration = new PhysicsVector(); | 234 | _acceleration = new PhysicsVector(); |
235 | d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f); | 235 | d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f); |
236 | capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f); | 236 | capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f); |
237 | this.BoundingCapsule = d.BodyCreate(OdeScene.world); | 237 | this.BoundingCapsule = d.BodyCreate(OdeScene.world); |
238 | d.BodySetMass(BoundingCapsule, ref capsule_mass); | 238 | d.BodySetMass(BoundingCapsule, ref capsule_mass); |
239 | d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); | 239 | d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); |
240 | d.GeomSetBody(capsule_geom, BoundingCapsule); | 240 | d.GeomSetBody(capsule_geom, BoundingCapsule); |
241 | } | 241 | } |
242 | 242 | ||
243 | public override bool Flying | 243 | public override bool Flying |
244 | { | 244 | { |
245 | get | 245 | get |
246 | { | 246 | { |
247 | return flying; | 247 | return flying; |
248 | } | 248 | } |
249 | set | 249 | set |
250 | { | 250 | { |
251 | flying = value; | 251 | flying = value; |
252 | } | 252 | } |
253 | } | 253 | } |
254 | 254 | ||
255 | public override PhysicsVector Position | 255 | public override PhysicsVector Position |
256 | { | 256 | { |
257 | get | 257 | get |
258 | { | 258 | { |
259 | return _position; | 259 | return _position; |
260 | } | 260 | } |
261 | set | 261 | set |
262 | { | 262 | { |
263 | _position = value; | 263 | _position = value; |
264 | } | 264 | } |
265 | } | 265 | } |
266 | 266 | ||
267 | public override PhysicsVector Velocity | 267 | public override PhysicsVector Velocity |
268 | { | 268 | { |
269 | get | 269 | get |
270 | { | 270 | { |
271 | return _velocity; | 271 | return _velocity; |
272 | } | 272 | } |
273 | set | 273 | set |
274 | { | 274 | { |
275 | _velocity = value; | 275 | _velocity = value; |
276 | } | 276 | } |
277 | } | 277 | } |
278 | 278 | ||
279 | public override bool Kinematic | 279 | public override bool Kinematic |
280 | { | 280 | { |
281 | get | 281 | get |
282 | { | 282 | { |
283 | return false; | 283 | return false; |
284 | } | 284 | } |
285 | set | 285 | set |
286 | { | 286 | { |
287 | 287 | ||
288 | } | 288 | } |
289 | } | 289 | } |
290 | 290 | ||
291 | public override Quaternion Orientation | 291 | public override Quaternion Orientation |
292 | { | 292 | { |
293 | get | 293 | get |
294 | { | 294 | { |
295 | return Quaternion.Identity; | 295 | return Quaternion.Identity; |
296 | } | 296 | } |
297 | set | 297 | set |
298 | { | 298 | { |
299 | 299 | ||
300 | } | 300 | } |
301 | } | 301 | } |
302 | 302 | ||
303 | public override PhysicsVector Acceleration | 303 | public override PhysicsVector Acceleration |
304 | { | 304 | { |
305 | get | 305 | get |
306 | { | 306 | { |
307 | return _acceleration; | 307 | return _acceleration; |
308 | } | 308 | } |
309 | 309 | ||
310 | } | 310 | } |
311 | public void SetAcceleration(PhysicsVector accel) | 311 | public void SetAcceleration(PhysicsVector accel) |
312 | { | 312 | { |
313 | this._acceleration = accel; | 313 | this._acceleration = accel; |
314 | } | 314 | } |
315 | 315 | ||
316 | public override void AddForce(PhysicsVector force) | 316 | public override void AddForce(PhysicsVector force) |
317 | { | 317 | { |
318 | 318 | ||
319 | } | 319 | } |
320 | 320 | ||
321 | public override void SetMomentum(PhysicsVector momentum) | 321 | public override void SetMomentum(PhysicsVector momentum) |
322 | { | 322 | { |
323 | 323 | ||
324 | } | 324 | } |
325 | 325 | ||
326 | public void Move(float timeStep) | 326 | public void Move(float timeStep) |
327 | { | 327 | { |
328 | PhysicsVector vec = new PhysicsVector(); | 328 | PhysicsVector vec = new PhysicsVector(); |
329 | vec.X = this._velocity.X * timeStep; | 329 | vec.X = this._velocity.X * timeStep; |
330 | vec.Y = this._velocity.Y * timeStep; | 330 | vec.Y = this._velocity.Y * timeStep; |
331 | if (flying) | 331 | if (flying) |
332 | { | 332 | { |
333 | vec.Z = (this._velocity.Z + 0.5f) * timeStep; | 333 | vec.Z = (this._velocity.Z + 0.5f) * timeStep; |
334 | } | 334 | } |
335 | d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z); | 335 | d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z); |
336 | } | 336 | } |
337 | 337 | ||
338 | public void UpdatePosition() | 338 | public void UpdatePosition() |
339 | { | 339 | { |
340 | d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); | 340 | d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); |
341 | this._position.X = vec.X; | 341 | this._position.X = vec.X; |
342 | this._position.Y = vec.Y; | 342 | this._position.Y = vec.Y; |
343 | this._position.Z = vec.Z+1.0f; | 343 | this._position.Z = vec.Z+1.0f; |
344 | } | 344 | } |
345 | } | 345 | } |
346 | 346 | ||
347 | public class OdePrim : PhysicsActor | 347 | public class OdePrim : PhysicsActor |
348 | { | 348 | { |
349 | private PhysicsVector _position; | 349 | private PhysicsVector _position; |
350 | private PhysicsVector _velocity; | 350 | private PhysicsVector _velocity; |
351 | private PhysicsVector _acceleration; | 351 | private PhysicsVector _acceleration; |
352 | 352 | ||
353 | public OdePrim() | 353 | public OdePrim() |
354 | { | 354 | { |
355 | _velocity = new PhysicsVector(); | 355 | _velocity = new PhysicsVector(); |
356 | _position = new PhysicsVector(); | 356 | _position = new PhysicsVector(); |
357 | _acceleration = new PhysicsVector(); | 357 | _acceleration = new PhysicsVector(); |
358 | } | 358 | } |
359 | public override bool Flying | 359 | public override bool Flying |
360 | { | 360 | { |
361 | get | 361 | get |
362 | { | 362 | { |
363 | return false; //no flying prims for you | 363 | return false; //no flying prims for you |
364 | } | 364 | } |
365 | set | 365 | set |
366 | { | 366 | { |
367 | 367 | ||
368 | } | 368 | } |
369 | } | 369 | } |
370 | public override PhysicsVector Position | 370 | public override PhysicsVector Position |
371 | { | 371 | { |
372 | get | 372 | get |
373 | { | 373 | { |
374 | PhysicsVector pos = new PhysicsVector(); | 374 | PhysicsVector pos = new PhysicsVector(); |
375 | // PhysicsVector vec = this._prim.Position; | 375 | // PhysicsVector vec = this._prim.Position; |
376 | //pos.X = vec.X; | 376 | //pos.X = vec.X; |
377 | //pos.Y = vec.Y; | 377 | //pos.Y = vec.Y; |
378 | //pos.Z = vec.Z; | 378 | //pos.Z = vec.Z; |
379 | return pos; | 379 | return pos; |
380 | 380 | ||
381 | } | 381 | } |
382 | set | 382 | set |
383 | { | 383 | { |
384 | /*PhysicsVector vec = value; | 384 | /*PhysicsVector vec = value; |
385 | PhysicsVector pos = new PhysicsVector(); | 385 | PhysicsVector pos = new PhysicsVector(); |
386 | pos.X = vec.X; | 386 | pos.X = vec.X; |
387 | pos.Y = vec.Y; | 387 | pos.Y = vec.Y; |
388 | pos.Z = vec.Z; | 388 | pos.Z = vec.Z; |
389 | this._prim.Position = pos;*/ | 389 | this._prim.Position = pos;*/ |
390 | } | 390 | } |
391 | } | 391 | } |
392 | 392 | ||
393 | public override PhysicsVector Velocity | 393 | public override PhysicsVector Velocity |
394 | { | 394 | { |
395 | get | 395 | get |
396 | { | 396 | { |
397 | return _velocity; | 397 | return _velocity; |
398 | } | 398 | } |
399 | set | 399 | set |
400 | { | 400 | { |
401 | _velocity = value; | 401 | _velocity = value; |
402 | } | 402 | } |
403 | } | 403 | } |
404 | 404 | ||
405 | public override bool Kinematic | 405 | public override bool Kinematic |
406 | { | 406 | { |
407 | get | 407 | get |
408 | { | 408 | { |
409 | return false; | 409 | return false; |
410 | //return this._prim.Kinematic; | 410 | //return this._prim.Kinematic; |
411 | } | 411 | } |
412 | set | 412 | set |
413 | { | 413 | { |
414 | //this._prim.Kinematic = value; | 414 | //this._prim.Kinematic = value; |
415 | } | 415 | } |
416 | } | 416 | } |
417 | 417 | ||
418 | public override Quaternion Orientation | 418 | public override Quaternion Orientation |
419 | { | 419 | { |
420 | get | 420 | get |
421 | { | 421 | { |
422 | Quaternion res = new Quaternion(); | 422 | Quaternion res = new Quaternion(); |
423 | return res; | 423 | return res; |
424 | } | 424 | } |
425 | set | 425 | set |
426 | { | 426 | { |
427 | 427 | ||
428 | } | 428 | } |
429 | } | 429 | } |
430 | 430 | ||
431 | public override PhysicsVector Acceleration | 431 | public override PhysicsVector Acceleration |
432 | { | 432 | { |
433 | get | 433 | get |
434 | { | 434 | { |
435 | return _acceleration; | 435 | return _acceleration; |
436 | } | 436 | } |
437 | 437 | ||
438 | } | 438 | } |
439 | public void SetAcceleration(PhysicsVector accel) | 439 | public void SetAcceleration(PhysicsVector accel) |
440 | { | 440 | { |
441 | this._acceleration = accel; | 441 | this._acceleration = accel; |
442 | } | 442 | } |
443 | 443 | ||
444 | public override void AddForce(PhysicsVector force) | 444 | public override void AddForce(PhysicsVector force) |
445 | { | 445 | { |
446 | 446 | ||
447 | } | 447 | } |
448 | 448 | ||
449 | public override void SetMomentum(PhysicsVector momentum) | 449 | public override void SetMomentum(PhysicsVector momentum) |
450 | { | 450 | { |
451 | 451 | ||
452 | } | 452 | } |
453 | 453 | ||
454 | 454 | ||
455 | } | 455 | } |
456 | 456 | ||
457 | } | 457 | } |