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 | |
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')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs | 112 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 602 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs | 112 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 1068 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/AssemblyInfo.cs | 112 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsActor.cs | 334 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsManager.cs | 230 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 220 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsVector.cs | 110 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs | 112 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 914 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs | 112 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 850 |
13 files changed, 2444 insertions, 2444 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs index ce567a9..ecf8e68 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs | |||
@@ -1,56 +1,56 @@ | |||
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.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | // Information about this assembly is defined by the following | 30 | // Information about this assembly is defined by the following |
31 | // attributes. | 31 | // attributes. |
32 | // | 32 | // |
33 | // change them to the information which is associated with the assembly | 33 | // change them to the information which is associated with the assembly |
34 | // you compile. | 34 | // you compile. |
35 | 35 | ||
36 | [assembly: AssemblyTitle("PhysXplugin")] | 36 | [assembly: AssemblyTitle("PhysXplugin")] |
37 | [assembly: AssemblyDescription("")] | 37 | [assembly: AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 38 | [assembly: AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 39 | [assembly: AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("PhysXplugin")] | 40 | [assembly: AssemblyProduct("PhysXplugin")] |
41 | [assembly: AssemblyCopyright("")] | 41 | [assembly: AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 42 | [assembly: AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 43 | [assembly: AssemblyCulture("")] |
44 | 44 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 45 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 47 | [assembly: ComVisible(false)] |
48 | 48 | ||
49 | // The assembly version has following format : | 49 | // The assembly version has following format : |
50 | // | 50 | // |
51 | // Major.Minor.Build.Revision | 51 | // Major.Minor.Build.Revision |
52 | // | 52 | // |
53 | // You can specify all values by your own or you can build default build and revision | 53 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 54 | // numbers with the '*' character (the default): |
55 | 55 | ||
56 | [assembly: AssemblyVersion("1.0.*")] | 56 | [assembly: AssemblyVersion("1.0.*")] |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index f133045..ec406f1 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -1,301 +1,301 @@ | |||
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.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using Axiom.Math; | 29 | using Axiom.Math; |
30 | using OpenSim.Physics.Manager; | 30 | using OpenSim.Physics.Manager; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 32 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Will be the PhysX plugin but for now will be a very basic physics engine | 35 | /// Will be the PhysX plugin but for now will be a very basic physics engine |
36 | /// </summary> | 36 | /// </summary> |
37 | public class BasicPhysicsPlugin : IPhysicsPlugin | 37 | public class BasicPhysicsPlugin : IPhysicsPlugin |
38 | { | 38 | { |
39 | private BasicScene _mScene; | 39 | private BasicScene _mScene; |
40 | 40 | ||
41 | public BasicPhysicsPlugin() | 41 | public BasicPhysicsPlugin() |
42 | { | 42 | { |
43 | 43 | ||
44 | } | 44 | } |
45 | 45 | ||
46 | public bool Init() | 46 | public bool Init() |
47 | { | 47 | { |
48 | return true; | 48 | return true; |
49 | } | 49 | } |
50 | 50 | ||
51 | public PhysicsScene GetScene() | 51 | public PhysicsScene GetScene() |
52 | { | 52 | { |
53 | return new BasicScene(); | 53 | return new BasicScene(); |
54 | } | 54 | } |
55 | 55 | ||
56 | public string GetName() | 56 | public string GetName() |
57 | { | 57 | { |
58 | return("basicphysics"); | 58 | return("basicphysics"); |
59 | } | 59 | } |
60 | 60 | ||
61 | public void Dispose() | 61 | public void Dispose() |
62 | { | 62 | { |
63 | 63 | ||
64 | } | 64 | } |
65 | } | 65 | } |
66 | 66 | ||
67 | public class BasicScene :PhysicsScene | 67 | public class BasicScene :PhysicsScene |
68 | { | 68 | { |
69 | private List<BasicActor> _actors = new List<BasicActor>(); | 69 | private List<BasicActor> _actors = new List<BasicActor>(); |
70 | private float[] _heightMap; | 70 | private float[] _heightMap; |
71 | 71 | ||
72 | public BasicScene() | 72 | public BasicScene() |
73 | { | 73 | { |
74 | 74 | ||
75 | } | 75 | } |
76 | 76 | ||
77 | public override PhysicsActor AddAvatar(PhysicsVector position) | 77 | public override PhysicsActor AddAvatar(PhysicsVector position) |
78 | { | 78 | { |
79 | BasicActor act = new BasicActor(); | 79 | BasicActor act = new BasicActor(); |
80 | act.Position = position; | 80 | act.Position = position; |
81 | _actors.Add(act); | 81 | _actors.Add(act); |
82 | return act; | 82 | return act; |
83 | } | 83 | } |
84 | 84 | ||
85 | public override void RemoveAvatar(PhysicsActor actor) | 85 | public override void RemoveAvatar(PhysicsActor actor) |
86 | { | 86 | { |
87 | BasicActor act = (BasicActor)actor; | 87 | BasicActor act = (BasicActor)actor; |
88 | if(_actors.Contains(act)) | 88 | if(_actors.Contains(act)) |
89 | { | 89 | { |
90 | _actors.Remove(act); | 90 | _actors.Remove(act); |
91 | } | 91 | } |
92 | 92 | ||
93 | } | 93 | } |
94 | 94 | ||
95 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 95 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
96 | { | 96 | { |
97 | return null; | 97 | return null; |
98 | } | 98 | } |
99 | 99 | ||
100 | public override void Simulate(float timeStep) | 100 | public override void Simulate(float timeStep) |
101 | { | 101 | { |
102 | foreach (BasicActor actor in _actors) | 102 | foreach (BasicActor actor in _actors) |
103 | { | 103 | { |
104 | if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) | 104 | if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) |
105 | { | 105 | { |
106 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; | 106 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; |
107 | actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); | 107 | actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); |
108 | actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); | 108 | actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); |
109 | if (actor.Flying) | 109 | if (actor.Flying) |
110 | { | 110 | { |
111 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < | 111 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < |
112 | _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) | 112 | _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) |
113 | { | 113 | { |
114 | actor.Position.Z = height; | 114 | actor.Position.Z = height; |
115 | actor.Velocity.Z = 0; | 115 | actor.Velocity.Z = 0; |
116 | } | 116 | } |
117 | else | 117 | else |
118 | { | 118 | { |
119 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); | 119 | actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); |
120 | } | 120 | } |
121 | } | 121 | } |
122 | else | 122 | else |
123 | { | 123 | { |
124 | actor.Position.Z = height; | 124 | actor.Position.Z = height; |
125 | actor.Velocity.Z = 0; | 125 | actor.Velocity.Z = 0; |
126 | } | 126 | } |
127 | } | 127 | } |
128 | else | 128 | else |
129 | { | 129 | { |
130 | if (actor.Position.Y < 0) | 130 | if (actor.Position.Y < 0) |
131 | { | 131 | { |
132 | actor.Position.Y = 0; | 132 | actor.Position.Y = 0; |
133 | } | 133 | } |
134 | else if (actor.Position.Y > 256) | 134 | else if (actor.Position.Y > 256) |
135 | { | 135 | { |
136 | actor.Position.Y = 256; | 136 | actor.Position.Y = 256; |
137 | } | 137 | } |
138 | 138 | ||
139 | if (actor.Position.X < 0) | 139 | if (actor.Position.X < 0) |
140 | { | 140 | { |
141 | actor.Position.X = 0; | 141 | actor.Position.X = 0; |
142 | } | 142 | } |
143 | if (actor.Position.X > 256) | 143 | if (actor.Position.X > 256) |
144 | { | 144 | { |
145 | actor.Position.X = 256; | 145 | actor.Position.X = 256; |
146 | } | 146 | } |
147 | } | 147 | } |
148 | //} | 148 | //} |
149 | 149 | ||
150 | 150 | ||
151 | 151 | ||
152 | // This code needs sorting out - border crossings etc | 152 | // This code needs sorting out - border crossings etc |
153 | /* if(actor.Position.X<0) | 153 | /* if(actor.Position.X<0) |
154 | { | 154 | { |
155 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 155 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
156 | actor.Position.X = 0; | 156 | actor.Position.X = 0; |
157 | actor.Velocity.X = 0; | 157 | actor.Velocity.X = 0; |
158 | } | 158 | } |
159 | if(actor.Position.Y < 0) | 159 | if(actor.Position.Y < 0) |
160 | { | 160 | { |
161 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 161 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
162 | actor.Position.Y = 0; | 162 | actor.Position.Y = 0; |
163 | actor.Velocity.Y = 0; | 163 | actor.Velocity.Y = 0; |
164 | } | 164 | } |
165 | if(actor.Position.X > 255) | 165 | if(actor.Position.X > 255) |
166 | { | 166 | { |
167 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 167 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
168 | actor.Position.X = 255; | 168 | actor.Position.X = 255; |
169 | actor.Velocity.X = 0; | 169 | actor.Velocity.X = 0; |
170 | } | 170 | } |
171 | if(actor.Position.Y > 255) | 171 | if(actor.Position.Y > 255) |
172 | { | 172 | { |
173 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); | 173 | ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); |
174 | actor.Position.Y = 255; | 174 | actor.Position.Y = 255; |
175 | actor.Velocity.X = 0; | 175 | actor.Velocity.X = 0; |
176 | }*/ | 176 | }*/ |
177 | } | 177 | } |
178 | } | 178 | } |
179 | 179 | ||
180 | public override void GetResults() | 180 | public override void GetResults() |
181 | { | 181 | { |
182 | 182 | ||
183 | } | 183 | } |
184 | 184 | ||
185 | public override bool IsThreaded | 185 | public override bool IsThreaded |
186 | { | 186 | { |
187 | get | 187 | get |
188 | { | 188 | { |
189 | return(false); // for now we won't be multithreaded | 189 | return(false); // for now we won't be multithreaded |
190 | } | 190 | } |
191 | } | 191 | } |
192 | 192 | ||
193 | public override void SetTerrain(float[] heightMap) | 193 | public override void SetTerrain(float[] heightMap) |
194 | { | 194 | { |
195 | this._heightMap = heightMap; | 195 | this._heightMap = heightMap; |
196 | } | 196 | } |
197 | 197 | ||
198 | public override void DeleteTerrain() | 198 | public override void DeleteTerrain() |
199 | { | 199 | { |
200 | 200 | ||
201 | } | 201 | } |
202 | } | 202 | } |
203 | 203 | ||
204 | public class BasicActor : PhysicsActor | 204 | public class BasicActor : PhysicsActor |
205 | { | 205 | { |
206 | private PhysicsVector _position; | 206 | private PhysicsVector _position; |
207 | private PhysicsVector _velocity; | 207 | private PhysicsVector _velocity; |
208 | private PhysicsVector _acceleration; | 208 | private PhysicsVector _acceleration; |
209 | private bool flying; | 209 | private bool flying; |
210 | public BasicActor() | 210 | public BasicActor() |
211 | { | 211 | { |
212 | _velocity = new PhysicsVector(); | 212 | _velocity = new PhysicsVector(); |
213 | _position = new PhysicsVector(); | 213 | _position = new PhysicsVector(); |
214 | _acceleration = new PhysicsVector(); | 214 | _acceleration = new PhysicsVector(); |
215 | } | 215 | } |
216 | 216 | ||
217 | public override bool Flying | 217 | public override bool Flying |
218 | { | 218 | { |
219 | get | 219 | get |
220 | { | 220 | { |
221 | return flying; | 221 | return flying; |
222 | } | 222 | } |
223 | set | 223 | set |
224 | { | 224 | { |
225 | flying= value; | 225 | flying= value; |
226 | } | 226 | } |
227 | } | 227 | } |
228 | 228 | ||
229 | public override PhysicsVector Position | 229 | public override PhysicsVector Position |
230 | { | 230 | { |
231 | get | 231 | get |
232 | { | 232 | { |
233 | return _position; | 233 | return _position; |
234 | } | 234 | } |
235 | set | 235 | set |
236 | { | 236 | { |
237 | _position = value; | 237 | _position = value; |
238 | } | 238 | } |
239 | } | 239 | } |
240 | 240 | ||
241 | public override PhysicsVector Velocity | 241 | public override PhysicsVector Velocity |
242 | { | 242 | { |
243 | get | 243 | get |
244 | { | 244 | { |
245 | return _velocity; | 245 | return _velocity; |
246 | } | 246 | } |
247 | set | 247 | set |
248 | { | 248 | { |
249 | _velocity = value; | 249 | _velocity = value; |
250 | } | 250 | } |
251 | } | 251 | } |
252 | 252 | ||
253 | public override Quaternion Orientation | 253 | public override Quaternion Orientation |
254 | { | 254 | { |
255 | get | 255 | get |
256 | { | 256 | { |
257 | return Quaternion.Identity; | 257 | return Quaternion.Identity; |
258 | } | 258 | } |
259 | set | 259 | set |
260 | { | 260 | { |
261 | 261 | ||
262 | } | 262 | } |
263 | } | 263 | } |
264 | 264 | ||
265 | public override PhysicsVector Acceleration | 265 | public override PhysicsVector Acceleration |
266 | { | 266 | { |
267 | get | 267 | get |
268 | { | 268 | { |
269 | return _acceleration; | 269 | return _acceleration; |
270 | } | 270 | } |
271 | 271 | ||
272 | } | 272 | } |
273 | 273 | ||
274 | public override bool Kinematic | 274 | public override bool Kinematic |
275 | { | 275 | { |
276 | get | 276 | get |
277 | { | 277 | { |
278 | return true; | 278 | return true; |
279 | } | 279 | } |
280 | set | 280 | set |
281 | { | 281 | { |
282 | 282 | ||
283 | } | 283 | } |
284 | } | 284 | } |
285 | public void SetAcceleration (PhysicsVector accel) | 285 | public void SetAcceleration (PhysicsVector accel) |
286 | { | 286 | { |
287 | this._acceleration = accel; | 287 | this._acceleration = accel; |
288 | } | 288 | } |
289 | 289 | ||
290 | public override void AddForce(PhysicsVector force) | 290 | public override void AddForce(PhysicsVector force) |
291 | { | 291 | { |
292 | 292 | ||
293 | } | 293 | } |
294 | 294 | ||
295 | public override void SetMomentum(PhysicsVector momentum) | 295 | public override void SetMomentum(PhysicsVector momentum) |
296 | { | 296 | { |
297 | 297 | ||
298 | } | 298 | } |
299 | } | 299 | } |
300 | 300 | ||
301 | } | 301 | } |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs index bda35f7..42ccdff 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs | |||
@@ -1,56 +1,56 @@ | |||
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.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | // Information about this assembly is defined by the following | 30 | // Information about this assembly is defined by the following |
31 | // attributes. | 31 | // attributes. |
32 | // | 32 | // |
33 | // change them to the information which is associated with the assembly | 33 | // change them to the information which is associated with the assembly |
34 | // you compile. | 34 | // you compile. |
35 | 35 | ||
36 | [assembly: AssemblyTitle("BulletXPlugin")] | 36 | [assembly: AssemblyTitle("BulletXPlugin")] |
37 | [assembly: AssemblyDescription("")] | 37 | [assembly: AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 38 | [assembly: AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 39 | [assembly: AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("BulletXPlugin")] | 40 | [assembly: AssemblyProduct("BulletXPlugin")] |
41 | [assembly: AssemblyCopyright("")] | 41 | [assembly: AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 42 | [assembly: AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 43 | [assembly: AssemblyCulture("")] |
44 | 44 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 45 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 47 | [assembly: ComVisible(false)] |
48 | 48 | ||
49 | // The assembly version has following format : | 49 | // The assembly version has following format : |
50 | // | 50 | // |
51 | // Major.Minor.Build.Revision | 51 | // Major.Minor.Build.Revision |
52 | // | 52 | // |
53 | // You can specify all values by your own or you can build default build and revision | 53 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 54 | // numbers with the '*' character (the default): |
55 | 55 | ||
56 | [assembly: AssemblyVersion("1.0.0.0")] | 56 | [assembly: AssemblyVersion("1.0.0.0")] |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 1ca5efe..383dbc0 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -1,534 +1,534 @@ | |||
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 | #region References | 28 | #region References |
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using OpenSim.Physics.Manager; | 31 | using OpenSim.Physics.Manager; |
32 | using Axiom.Math; | 32 | using Axiom.Math; |
33 | //Specific References for BulletXPlugin | 33 | //Specific References for BulletXPlugin |
34 | using MonoXnaCompactMaths; | 34 | using MonoXnaCompactMaths; |
35 | using XnaDevRu.BulletX; | 35 | using XnaDevRu.BulletX; |
36 | using XnaDevRu.BulletX.Dynamics; | 36 | using XnaDevRu.BulletX.Dynamics; |
37 | #endregion | 37 | #endregion |
38 | 38 | ||
39 | namespace OpenSim.Region.Physics.BulletXPlugin | 39 | namespace OpenSim.Region.Physics.BulletXPlugin |
40 | { | 40 | { |
41 | /// <summary> | 41 | /// <summary> |
42 | /// This Class converts objects and types for BulletX | 42 | /// This Class converts objects and types for BulletX |
43 | /// </summary> | 43 | /// </summary> |
44 | public class BulletXConversions | 44 | public class BulletXConversions |
45 | { | 45 | { |
46 | public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) | 46 | public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) |
47 | { | 47 | { |
48 | return new MonoXnaCompactMaths.Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); | 48 | return new MonoXnaCompactMaths.Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); |
49 | } | 49 | } |
50 | public static void PhysicsVectorToXnaVector3(PhysicsVector physicsVector, out MonoXnaCompactMaths.Vector3 XnaVector3) | 50 | public static void PhysicsVectorToXnaVector3(PhysicsVector physicsVector, out MonoXnaCompactMaths.Vector3 XnaVector3) |
51 | { | 51 | { |
52 | XnaVector3.X = physicsVector.X; | 52 | XnaVector3.X = physicsVector.X; |
53 | XnaVector3.Y = physicsVector.Y; | 53 | XnaVector3.Y = physicsVector.Y; |
54 | XnaVector3.Z = physicsVector.Z; | 54 | XnaVector3.Z = physicsVector.Z; |
55 | } | 55 | } |
56 | public static PhysicsVector XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3) | 56 | public static PhysicsVector XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3) |
57 | { | 57 | { |
58 | return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); | 58 | return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); |
59 | } | 59 | } |
60 | /*public static void XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3, out PhysicsVector physicsVector) | 60 | /*public static void XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3, out PhysicsVector physicsVector) |
61 | { | 61 | { |
62 | xnaVector3.X = physicsVector.X; | 62 | xnaVector3.X = physicsVector.X; |
63 | xnaVector3.Y = physicsVector.Y; | 63 | xnaVector3.Y = physicsVector.Y; |
64 | xnaVector3.Z = physicsVector.Z; | 64 | xnaVector3.Z = physicsVector.Z; |
65 | }*/ | 65 | }*/ |
66 | #region Axiom and Xna | 66 | #region Axiom and Xna |
67 | ///// <summary> | 67 | ///// <summary> |
68 | ///// BTW maybe some conversions will be a simply converion that it doesn't require this class, but i don't know | 68 | ///// BTW maybe some conversions will be a simply converion that it doesn't require this class, but i don't know |
69 | ///// </summary> | 69 | ///// </summary> |
70 | ///// <param name="AxiomVector3"></param> | 70 | ///// <param name="AxiomVector3"></param> |
71 | ///// <returns></returns> | 71 | ///// <returns></returns> |
72 | //public static MonoXnaCompactMaths.Vector3 Vector3AxiomToXna(Axiom.Math.Vector3 AxiomVector3) | 72 | //public static MonoXnaCompactMaths.Vector3 Vector3AxiomToXna(Axiom.Math.Vector3 AxiomVector3) |
73 | //{ | 73 | //{ |
74 | // return new MonoXnaCompactMaths.Vector3(AxiomVector3.x, AxiomVector3.y, AxiomVector3.z); | 74 | // return new MonoXnaCompactMaths.Vector3(AxiomVector3.x, AxiomVector3.y, AxiomVector3.z); |
75 | //} | 75 | //} |
76 | #endregion | 76 | #endregion |
77 | } | 77 | } |
78 | /// <summary> | 78 | /// <summary> |
79 | /// PhysicsPlugin Class for BulletX | 79 | /// PhysicsPlugin Class for BulletX |
80 | /// </summary> | 80 | /// </summary> |
81 | public class BulletXPlugin : IPhysicsPlugin | 81 | public class BulletXPlugin : IPhysicsPlugin |
82 | { | 82 | { |
83 | private BulletXScene _mScene; | 83 | private BulletXScene _mScene; |
84 | 84 | ||
85 | public BulletXPlugin() | 85 | public BulletXPlugin() |
86 | { | 86 | { |
87 | } | 87 | } |
88 | public bool Init() | 88 | public bool Init() |
89 | { | 89 | { |
90 | return true; | 90 | return true; |
91 | } | 91 | } |
92 | public PhysicsScene GetScene() | 92 | public PhysicsScene GetScene() |
93 | { | 93 | { |
94 | if (_mScene == null) | 94 | if (_mScene == null) |
95 | { | 95 | { |
96 | _mScene = new BulletXScene(); | 96 | _mScene = new BulletXScene(); |
97 | } | 97 | } |
98 | return (_mScene); | 98 | return (_mScene); |
99 | } | 99 | } |
100 | public string GetName() | 100 | public string GetName() |
101 | { | 101 | { |
102 | return ("BulletXEngine"); | 102 | return ("BulletXEngine"); |
103 | } | 103 | } |
104 | public void Dispose() | 104 | public void Dispose() |
105 | { | 105 | { |
106 | } | 106 | } |
107 | } | 107 | } |
108 | /// <summary> | 108 | /// <summary> |
109 | /// PhysicsScene Class for BulletX | 109 | /// PhysicsScene Class for BulletX |
110 | /// </summary> | 110 | /// </summary> |
111 | public class BulletXScene : PhysicsScene | 111 | public class BulletXScene : PhysicsScene |
112 | { | 112 | { |
113 | public DiscreteDynamicsWorld ddWorld; | 113 | public DiscreteDynamicsWorld ddWorld; |
114 | private CollisionDispatcher cDispatcher; | 114 | private CollisionDispatcher cDispatcher; |
115 | private OverlappingPairCache opCache; | 115 | private OverlappingPairCache opCache; |
116 | private SequentialImpulseConstraintSolver sicSolver; | 116 | private SequentialImpulseConstraintSolver sicSolver; |
117 | 117 | ||
118 | private const int minXY = 0; | 118 | private const int minXY = 0; |
119 | private const int minZ = 0; | 119 | private const int minZ = 0; |
120 | private const int maxXY = 256; | 120 | private const int maxXY = 256; |
121 | private const int maxZ = 4096; | 121 | private const int maxZ = 4096; |
122 | private const int maxHandles = 32766; //Why? I don't know | 122 | private const int maxHandles = 32766; //Why? I don't know |
123 | private static float gravity = 9.8f; | 123 | private static float gravity = 9.8f; |
124 | private static float heightLevel0 = 77.0f; | 124 | private static float heightLevel0 = 77.0f; |
125 | private static float heightLevel1 = 200.0f; | 125 | private static float heightLevel1 = 200.0f; |
126 | private static float lowGravityFactor = 0.2f; | 126 | private static float lowGravityFactor = 0.2f; |
127 | 127 | ||
128 | private float[] _heightmap; | 128 | private float[] _heightmap; |
129 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); | 129 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); |
130 | 130 | ||
131 | public static float Gravity { get { return gravity; } } | 131 | public static float Gravity { get { return gravity; } } |
132 | public static float HeightLevel0 { get { return heightLevel0; } } | 132 | public static float HeightLevel0 { get { return heightLevel0; } } |
133 | public static float HeightLevel1 { get { return heightLevel1; } } | 133 | public static float HeightLevel1 { get { return heightLevel1; } } |
134 | public static float LowGravityFactor { get { return lowGravityFactor; } } | 134 | public static float LowGravityFactor { get { return lowGravityFactor; } } |
135 | 135 | ||
136 | public BulletXScene() | 136 | public BulletXScene() |
137 | { | 137 | { |
138 | cDispatcher = new CollisionDispatcher(); | 138 | cDispatcher = new CollisionDispatcher(); |
139 | MonoXnaCompactMaths.Vector3 worldMinDim = new MonoXnaCompactMaths.Vector3((float)minXY, (float)minXY, (float)minZ); | 139 | MonoXnaCompactMaths.Vector3 worldMinDim = new MonoXnaCompactMaths.Vector3((float)minXY, (float)minXY, (float)minZ); |
140 | MonoXnaCompactMaths.Vector3 worldMaxDim = new MonoXnaCompactMaths.Vector3((float)maxXY, (float)maxXY, (float)maxZ); | 140 | MonoXnaCompactMaths.Vector3 worldMaxDim = new MonoXnaCompactMaths.Vector3((float)maxXY, (float)maxXY, (float)maxZ); |
141 | opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); | 141 | opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); |
142 | sicSolver = new SequentialImpulseConstraintSolver(); | 142 | sicSolver = new SequentialImpulseConstraintSolver(); |
143 | 143 | ||
144 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); | 144 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); |
145 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); | 145 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); |
146 | 146 | ||
147 | this._heightmap = new float[65536]; | 147 | this._heightmap = new float[65536]; |
148 | } | 148 | } |
149 | 149 | ||
150 | public override PhysicsActor AddAvatar(PhysicsVector position) | 150 | public override PhysicsActor AddAvatar(PhysicsVector position) |
151 | { | 151 | { |
152 | PhysicsVector pos = new PhysicsVector(); | 152 | PhysicsVector pos = new PhysicsVector(); |
153 | pos.X = position.X; | 153 | pos.X = position.X; |
154 | pos.Y = position.Y; | 154 | pos.Y = position.Y; |
155 | pos.Z = position.Z + 20; | 155 | pos.Z = position.Z + 20; |
156 | BulletXCharacter newAv = new BulletXCharacter(this, pos); | 156 | BulletXCharacter newAv = new BulletXCharacter(this, pos); |
157 | this._characters.Add(newAv); | 157 | this._characters.Add(newAv); |
158 | return newAv; | 158 | return newAv; |
159 | } | 159 | } |
160 | 160 | ||
161 | public override void RemoveAvatar(PhysicsActor actor) | 161 | public override void RemoveAvatar(PhysicsActor actor) |
162 | { | 162 | { |
163 | 163 | ||
164 | } | 164 | } |
165 | 165 | ||
166 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 166 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
167 | { | 167 | { |
168 | PhysicsVector pos = new PhysicsVector(); | 168 | PhysicsVector pos = new PhysicsVector(); |
169 | pos.X = position.X; | 169 | pos.X = position.X; |
170 | pos.Y = position.Y; | 170 | pos.Y = position.Y; |
171 | pos.Z = position.Z; | 171 | pos.Z = position.Z; |
172 | PhysicsVector siz = new PhysicsVector(); | 172 | PhysicsVector siz = new PhysicsVector(); |
173 | siz.X = size.X; | 173 | siz.X = size.X; |
174 | siz.Y = size.Y; | 174 | siz.Y = size.Y; |
175 | siz.Z = size.Z; | 175 | siz.Z = size.Z; |
176 | return new BulletXPrim(); | 176 | return new BulletXPrim(); |
177 | } | 177 | } |
178 | 178 | ||
179 | public override void Simulate(float timeStep) | 179 | public override void Simulate(float timeStep) |
180 | { | 180 | { |
181 | foreach (BulletXCharacter actor in _characters) | 181 | foreach (BulletXCharacter actor in _characters) |
182 | { | 182 | { |
183 | actor.Move(timeStep); | 183 | actor.Move(timeStep); |
184 | 184 | ||
185 | } | 185 | } |
186 | ddWorld.StepSimulation(timeStep, 0, timeStep); | 186 | ddWorld.StepSimulation(timeStep, 0, timeStep); |
187 | foreach (BulletXCharacter actor in _characters) | 187 | foreach (BulletXCharacter actor in _characters) |
188 | { | 188 | { |
189 | actor.ValidateHeight(this._heightmap[ | 189 | actor.ValidateHeight(this._heightmap[ |
190 | (int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256 | 190 | (int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256 |
191 | + (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]); | 191 | + (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]); |
192 | } | 192 | } |
193 | foreach (BulletXCharacter actor in _characters) | 193 | foreach (BulletXCharacter actor in _characters) |
194 | { | 194 | { |
195 | actor.UpdatePosition(); | 195 | actor.UpdatePosition(); |
196 | } | 196 | } |
197 | 197 | ||
198 | } | 198 | } |
199 | 199 | ||
200 | public override void GetResults() | 200 | public override void GetResults() |
201 | { | 201 | { |
202 | 202 | ||
203 | } | 203 | } |
204 | 204 | ||
205 | public override bool IsThreaded | 205 | public override bool IsThreaded |
206 | { | 206 | { |
207 | get | 207 | get |
208 | { | 208 | { |
209 | return (false); // for now we won't be multithreaded | 209 | return (false); // for now we won't be multithreaded |
210 | } | 210 | } |
211 | } | 211 | } |
212 | 212 | ||
213 | public override void SetTerrain(float[] heightMap) | 213 | public override void SetTerrain(float[] heightMap) |
214 | { | 214 | { |
215 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX | 215 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX |
216 | for (int i = 0; i < 65536; i++) | 216 | for (int i = 0; i < 65536; i++) |
217 | { | 217 | { |
218 | // this._heightmap[i] = (double)heightMap[i]; | 218 | // this._heightmap[i] = (double)heightMap[i]; |
219 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | 219 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) |
220 | int x = i & 0xff; | 220 | int x = i & 0xff; |
221 | int y = i >> 8; | 221 | int y = i >> 8; |
222 | this._heightmap[i] = heightMap[x * 256 + y]; | 222 | this._heightmap[i] = heightMap[x * 256 + y]; |
223 | } | 223 | } |
224 | } | 224 | } |
225 | 225 | ||
226 | public override void DeleteTerrain() | 226 | public override void DeleteTerrain() |
227 | { | 227 | { |
228 | 228 | ||
229 | } | 229 | } |
230 | } | 230 | } |
231 | /// <summary> | 231 | /// <summary> |
232 | /// PhysicsActor Character Class for BulletX | 232 | /// PhysicsActor Character Class for BulletX |
233 | /// </summary> | 233 | /// </summary> |
234 | public class BulletXCharacter : PhysicsActor | 234 | public class BulletXCharacter : PhysicsActor |
235 | { | 235 | { |
236 | private PhysicsVector _position; | 236 | private PhysicsVector _position; |
237 | private PhysicsVector _velocity; | 237 | private PhysicsVector _velocity; |
238 | private PhysicsVector _acceleration; | 238 | private PhysicsVector _acceleration; |
239 | private bool flying; | 239 | private bool flying; |
240 | private RigidBody rigidBody; | 240 | private RigidBody rigidBody; |
241 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 241 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition |
242 | { | 242 | { |
243 | get | 243 | get |
244 | { | 244 | { |
245 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); | 245 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); |
246 | } | 246 | } |
247 | } | 247 | } |
248 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) | 248 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) |
249 | { | 249 | { |
250 | _velocity = new PhysicsVector(); | 250 | _velocity = new PhysicsVector(); |
251 | _position = pos; | 251 | _position = pos; |
252 | _acceleration = new PhysicsVector(); | 252 | _acceleration = new PhysicsVector(); |
253 | float _mass = 50.0f; //This depends of avatar's dimensions | 253 | float _mass = 50.0f; //This depends of avatar's dimensions |
254 | Matrix _startTransform = Matrix.Identity; | 254 | Matrix _startTransform = Matrix.Identity; |
255 | _startTransform.Translation = BulletXConversions.PhysicsVectorToXnaVector3(pos); | 255 | _startTransform.Translation = BulletXConversions.PhysicsVectorToXnaVector3(pos); |
256 | Matrix _centerOfMassOffset = Matrix.Identity; | 256 | Matrix _centerOfMassOffset = Matrix.Identity; |
257 | CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f)); | 257 | CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f)); |
258 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | 258 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); |
259 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | 259 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); |
260 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 | 260 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 |
261 | 261 | ||
262 | //The next values might change | 262 | //The next values might change |
263 | float _linearDamping = 0.0f; | 263 | float _linearDamping = 0.0f; |
264 | float _angularDamping = 0.0f; | 264 | float _angularDamping = 0.0f; |
265 | float _friction = 0.5f; | 265 | float _friction = 0.5f; |
266 | float _restitution = 0.0f; | 266 | float _restitution = 0.0f; |
267 | 267 | ||
268 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 268 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); |
269 | rigidBody.ActivationState = ActivationState.DisableDeactivation; | 269 | rigidBody.ActivationState = ActivationState.DisableDeactivation; |
270 | 270 | ||
271 | parent_scene.ddWorld.AddRigidBody(rigidBody); | 271 | parent_scene.ddWorld.AddRigidBody(rigidBody); |
272 | } | 272 | } |
273 | 273 | ||
274 | public override bool Flying | 274 | public override bool Flying |
275 | { | 275 | { |
276 | get | 276 | get |
277 | { | 277 | { |
278 | return flying; | 278 | return flying; |
279 | } | 279 | } |
280 | set | 280 | set |
281 | { | 281 | { |
282 | flying = value; | 282 | flying = value; |
283 | } | 283 | } |
284 | } | 284 | } |
285 | 285 | ||
286 | public override PhysicsVector Position | 286 | public override PhysicsVector Position |
287 | { | 287 | { |
288 | get | 288 | get |
289 | { | 289 | { |
290 | return _position; | 290 | return _position; |
291 | } | 291 | } |
292 | set | 292 | set |
293 | { | 293 | { |
294 | _position = value; | 294 | _position = value; |
295 | } | 295 | } |
296 | } | 296 | } |
297 | 297 | ||
298 | public override PhysicsVector Velocity | 298 | public override PhysicsVector Velocity |
299 | { | 299 | { |
300 | get | 300 | get |
301 | { | 301 | { |
302 | return _velocity; | 302 | return _velocity; |
303 | } | 303 | } |
304 | set | 304 | set |
305 | { | 305 | { |
306 | _velocity = value; | 306 | _velocity = value; |
307 | } | 307 | } |
308 | } | 308 | } |
309 | 309 | ||
310 | public override bool Kinematic | 310 | public override bool Kinematic |
311 | { | 311 | { |
312 | get | 312 | get |
313 | { | 313 | { |
314 | return false; | 314 | return false; |
315 | } | 315 | } |
316 | set | 316 | set |
317 | { | 317 | { |
318 | 318 | ||
319 | } | 319 | } |
320 | } | 320 | } |
321 | 321 | ||
322 | public override Axiom.Math.Quaternion Orientation | 322 | public override Axiom.Math.Quaternion Orientation |
323 | { | 323 | { |
324 | get | 324 | get |
325 | { | 325 | { |
326 | return Axiom.Math.Quaternion.Identity; | 326 | return Axiom.Math.Quaternion.Identity; |
327 | } | 327 | } |
328 | set | 328 | set |
329 | { | 329 | { |
330 | 330 | ||
331 | } | 331 | } |
332 | } | 332 | } |
333 | 333 | ||
334 | public override PhysicsVector Acceleration | 334 | public override PhysicsVector Acceleration |
335 | { | 335 | { |
336 | get | 336 | get |
337 | { | 337 | { |
338 | return _acceleration; | 338 | return _acceleration; |
339 | } | 339 | } |
340 | 340 | ||
341 | } | 341 | } |
342 | public void SetAcceleration(PhysicsVector accel) | 342 | public void SetAcceleration(PhysicsVector accel) |
343 | { | 343 | { |
344 | this._acceleration = accel; | 344 | this._acceleration = accel; |
345 | } | 345 | } |
346 | 346 | ||
347 | public override void AddForce(PhysicsVector force) | 347 | public override void AddForce(PhysicsVector force) |
348 | { | 348 | { |
349 | 349 | ||
350 | } | 350 | } |
351 | 351 | ||
352 | public override void SetMomentum(PhysicsVector momentum) | 352 | public override void SetMomentum(PhysicsVector momentum) |
353 | { | 353 | { |
354 | 354 | ||
355 | } | 355 | } |
356 | 356 | ||
357 | public void Move(float timeStep) | 357 | public void Move(float timeStep) |
358 | { | 358 | { |
359 | MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3(); | 359 | MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3(); |
360 | //if (this._velocity.X == 0.0f) | 360 | //if (this._velocity.X == 0.0f) |
361 | // vec.X = this.rigidBody.LinearVelocity.X; //current velocity | 361 | // vec.X = this.rigidBody.LinearVelocity.X; //current velocity |
362 | //else | 362 | //else |
363 | vec.X = this._velocity.X; //overrides current velocity | 363 | vec.X = this._velocity.X; //overrides current velocity |
364 | 364 | ||
365 | //if (this._velocity.Y == 0.0f) | 365 | //if (this._velocity.Y == 0.0f) |
366 | // vec.Y = this.rigidBody.LinearVelocity.Y; //current velocity | 366 | // vec.Y = this.rigidBody.LinearVelocity.Y; //current velocity |
367 | //else | 367 | //else |
368 | vec.Y = this._velocity.Y; //overrides current velocity | 368 | vec.Y = this._velocity.Y; //overrides current velocity |
369 | 369 | ||
370 | float nextZVelocity; | 370 | float nextZVelocity; |
371 | //if (this._velocity.Z == 0.0f) | 371 | //if (this._velocity.Z == 0.0f) |
372 | // nextZVelocity = this.rigidBody.LinearVelocity.Z; //current velocity | 372 | // nextZVelocity = this.rigidBody.LinearVelocity.Z; //current velocity |
373 | //else | 373 | //else |
374 | nextZVelocity = this._velocity.Z; //overrides current velocity | 374 | nextZVelocity = this._velocity.Z; //overrides current velocity |
375 | 375 | ||
376 | if (flying) | 376 | if (flying) |
377 | { | 377 | { |
378 | //Antigravity with movement | 378 | //Antigravity with movement |
379 | if (this._position.Z <= BulletXScene.HeightLevel0) | 379 | if (this._position.Z <= BulletXScene.HeightLevel0) |
380 | { | 380 | { |
381 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep; | 381 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep; |
382 | } | 382 | } |
383 | //Lowgravity with movement | 383 | //Lowgravity with movement |
384 | else if((this._position.Z > BulletXScene.HeightLevel0) | 384 | else if((this._position.Z > BulletXScene.HeightLevel0) |
385 | && (this._position.Z <= BulletXScene.HeightLevel1)) | 385 | && (this._position.Z <= BulletXScene.HeightLevel1)) |
386 | { | 386 | { |
387 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); | 387 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); |
388 | } | 388 | } |
389 | //Lowgravity with... | 389 | //Lowgravity with... |
390 | else if (this._position.Z > BulletXScene.HeightLevel1) | 390 | else if (this._position.Z > BulletXScene.HeightLevel1) |
391 | { | 391 | { |
392 | if(nextZVelocity > 0) //no movement | 392 | if(nextZVelocity > 0) //no movement |
393 | vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); | 393 | vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); |
394 | else | 394 | else |
395 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); | 395 | vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); |
396 | 396 | ||
397 | } | 397 | } |
398 | } | 398 | } |
399 | else | 399 | else |
400 | { | 400 | { |
401 | vec.Z = nextZVelocity; | 401 | vec.Z = nextZVelocity; |
402 | } | 402 | } |
403 | rigidBody.LinearVelocity = vec; | 403 | rigidBody.LinearVelocity = vec; |
404 | } | 404 | } |
405 | 405 | ||
406 | public void UpdatePosition() | 406 | public void UpdatePosition() |
407 | { | 407 | { |
408 | this._position = BulletXConversions.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); | 408 | this._position = BulletXConversions.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); |
409 | } | 409 | } |
410 | 410 | ||
411 | //This validation is very basic | 411 | //This validation is very basic |
412 | internal void ValidateHeight(float heighmapPositionValue) | 412 | internal void ValidateHeight(float heighmapPositionValue) |
413 | { | 413 | { |
414 | if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue) | 414 | if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue) |
415 | { | 415 | { |
416 | Matrix m = rigidBody.WorldTransform; | 416 | Matrix m = rigidBody.WorldTransform; |
417 | MonoXnaCompactMaths.Vector3 v3 = m.Translation; | 417 | MonoXnaCompactMaths.Vector3 v3 = m.Translation; |
418 | v3.Z = heighmapPositionValue; | 418 | v3.Z = heighmapPositionValue; |
419 | m.Translation = v3; | 419 | m.Translation = v3; |
420 | rigidBody.WorldTransform = m; | 420 | rigidBody.WorldTransform = m; |
421 | } | 421 | } |
422 | } | 422 | } |
423 | } | 423 | } |
424 | /// <summary> | 424 | /// <summary> |
425 | /// PhysicsActor Prim Class for BulletX | 425 | /// PhysicsActor Prim Class for BulletX |
426 | /// </summary> | 426 | /// </summary> |
427 | public class BulletXPrim : PhysicsActor | 427 | public class BulletXPrim : PhysicsActor |
428 | { | 428 | { |
429 | private PhysicsVector _position; | 429 | private PhysicsVector _position; |
430 | private PhysicsVector _velocity; | 430 | private PhysicsVector _velocity; |
431 | private PhysicsVector _acceleration; | 431 | private PhysicsVector _acceleration; |
432 | 432 | ||
433 | public BulletXPrim() | 433 | public BulletXPrim() |
434 | { | 434 | { |
435 | _velocity = new PhysicsVector(); | 435 | _velocity = new PhysicsVector(); |
436 | _position = new PhysicsVector(); | 436 | _position = new PhysicsVector(); |
437 | _acceleration = new PhysicsVector(); | 437 | _acceleration = new PhysicsVector(); |
438 | } | 438 | } |
439 | public override bool Flying | 439 | public override bool Flying |
440 | { | 440 | { |
441 | get | 441 | get |
442 | { | 442 | { |
443 | return false; //no flying prims for you | 443 | return false; //no flying prims for you |
444 | } | 444 | } |
445 | set | 445 | set |
446 | { | 446 | { |
447 | 447 | ||
448 | } | 448 | } |
449 | } | 449 | } |
450 | public override PhysicsVector Position | 450 | public override PhysicsVector Position |
451 | { | 451 | { |
452 | get | 452 | get |
453 | { | 453 | { |
454 | PhysicsVector pos = new PhysicsVector(); | 454 | PhysicsVector pos = new PhysicsVector(); |
455 | // PhysicsVector vec = this._prim.Position; | 455 | // PhysicsVector vec = this._prim.Position; |
456 | //pos.X = vec.X; | 456 | //pos.X = vec.X; |
457 | //pos.Y = vec.Y; | 457 | //pos.Y = vec.Y; |
458 | //pos.Z = vec.Z; | 458 | //pos.Z = vec.Z; |
459 | return pos; | 459 | return pos; |
460 | 460 | ||
461 | } | 461 | } |
462 | set | 462 | set |
463 | { | 463 | { |
464 | /*PhysicsVector vec = value; | 464 | /*PhysicsVector vec = value; |
465 | PhysicsVector pos = new PhysicsVector(); | 465 | PhysicsVector pos = new PhysicsVector(); |
466 | pos.X = vec.X; | 466 | pos.X = vec.X; |
467 | pos.Y = vec.Y; | 467 | pos.Y = vec.Y; |
468 | pos.Z = vec.Z; | 468 | pos.Z = vec.Z; |
469 | this._prim.Position = pos;*/ | 469 | this._prim.Position = pos;*/ |
470 | } | 470 | } |
471 | } | 471 | } |
472 | 472 | ||
473 | public override PhysicsVector Velocity | 473 | public override PhysicsVector Velocity |
474 | { | 474 | { |
475 | get | 475 | get |
476 | { | 476 | { |
477 | return _velocity; | 477 | return _velocity; |
478 | } | 478 | } |
479 | set | 479 | set |
480 | { | 480 | { |
481 | _velocity = value; | 481 | _velocity = value; |
482 | } | 482 | } |
483 | } | 483 | } |
484 | 484 | ||
485 | public override bool Kinematic | 485 | public override bool Kinematic |
486 | { | 486 | { |
487 | get | 487 | get |
488 | { | 488 | { |
489 | return false; | 489 | return false; |
490 | //return this._prim.Kinematic; | 490 | //return this._prim.Kinematic; |
491 | } | 491 | } |
492 | set | 492 | set |
493 | { | 493 | { |
494 | //this._prim.Kinematic = value; | 494 | //this._prim.Kinematic = value; |
495 | } | 495 | } |
496 | } | 496 | } |
497 | 497 | ||
498 | public override Axiom.Math.Quaternion Orientation | 498 | public override Axiom.Math.Quaternion Orientation |
499 | { | 499 | { |
500 | get | 500 | get |
501 | { | 501 | { |
502 | Axiom.Math.Quaternion res = new Axiom.Math.Quaternion(); | 502 | Axiom.Math.Quaternion res = new Axiom.Math.Quaternion(); |
503 | return res; | 503 | return res; |
504 | } | 504 | } |
505 | set | 505 | set |
506 | { | 506 | { |
507 | 507 | ||
508 | } | 508 | } |
509 | } | 509 | } |
510 | 510 | ||
511 | public override PhysicsVector Acceleration | 511 | public override PhysicsVector Acceleration |
512 | { | 512 | { |
513 | get | 513 | get |
514 | { | 514 | { |
515 | return _acceleration; | 515 | return _acceleration; |
516 | } | 516 | } |
517 | 517 | ||
518 | } | 518 | } |
519 | public void SetAcceleration(PhysicsVector accel) | 519 | public void SetAcceleration(PhysicsVector accel) |
520 | { | 520 | { |
521 | this._acceleration = accel; | 521 | this._acceleration = accel; |
522 | } | 522 | } |
523 | 523 | ||
524 | public override void AddForce(PhysicsVector force) | 524 | public override void AddForce(PhysicsVector force) |
525 | { | 525 | { |
526 | 526 | ||
527 | } | 527 | } |
528 | 528 | ||
529 | public override void SetMomentum(PhysicsVector momentum) | 529 | public override void SetMomentum(PhysicsVector momentum) |
530 | { | 530 | { |
531 | 531 | ||
532 | } | 532 | } |
533 | } | 533 | } |
534 | } | 534 | } |
diff --git a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs index 9415db9..27b467f 100644 --- a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs | |||
@@ -1,56 +1,56 @@ | |||
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.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | // Information about this assembly is defined by the following | 30 | // Information about this assembly is defined by the following |
31 | // attributes. | 31 | // attributes. |
32 | // | 32 | // |
33 | // change them to the information which is associated with the assembly | 33 | // change them to the information which is associated with the assembly |
34 | // you compile. | 34 | // you compile. |
35 | 35 | ||
36 | [assembly: AssemblyTitle("PhysicsManager")] | 36 | [assembly: AssemblyTitle("PhysicsManager")] |
37 | [assembly: AssemblyDescription("")] | 37 | [assembly: AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 38 | [assembly: AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 39 | [assembly: AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("PhysicsManager")] | 40 | [assembly: AssemblyProduct("PhysicsManager")] |
41 | [assembly: AssemblyCopyright("")] | 41 | [assembly: AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 42 | [assembly: AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 43 | [assembly: AssemblyCulture("")] |
44 | 44 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 45 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 47 | [assembly: ComVisible(false)] |
48 | 48 | ||
49 | // The assembly version has following format : | 49 | // The assembly version has following format : |
50 | // | 50 | // |
51 | // Major.Minor.Build.Revision | 51 | // Major.Minor.Build.Revision |
52 | // | 52 | // |
53 | // You can specify all values by your own or you can build default build and revision | 53 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 54 | // numbers with the '*' character (the default): |
55 | 55 | ||
56 | [assembly: AssemblyVersion("1.0.*")] | 56 | [assembly: AssemblyVersion("1.0.*")] |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index da3b560..2c2c8dd 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -1,167 +1,167 @@ | |||
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 Axiom.Math; | 28 | using Axiom.Math; |
29 | 29 | ||
30 | namespace OpenSim.Physics.Manager | 30 | namespace OpenSim.Physics.Manager |
31 | { | 31 | { |
32 | public delegate void PositionUpdate(PhysicsVector position); | 32 | public delegate void PositionUpdate(PhysicsVector position); |
33 | public delegate void VelocityUpdate(PhysicsVector velocity); | 33 | public delegate void VelocityUpdate(PhysicsVector velocity); |
34 | public delegate void OrientationUpdate(Quaternion orientation); | 34 | public delegate void OrientationUpdate(Quaternion orientation); |
35 | 35 | ||
36 | public abstract class PhysicsActor | 36 | public abstract class PhysicsActor |
37 | { | 37 | { |
38 | public event PositionUpdate OnPositionUpdate; | 38 | public event PositionUpdate OnPositionUpdate; |
39 | public event VelocityUpdate OnVelocityUpdate; | 39 | public event VelocityUpdate OnVelocityUpdate; |
40 | public event OrientationUpdate OnOrientationUpdate; | 40 | public event OrientationUpdate OnOrientationUpdate; |
41 | 41 | ||
42 | public static PhysicsActor Null | 42 | public static PhysicsActor Null |
43 | { | 43 | { |
44 | get | 44 | get |
45 | { | 45 | { |
46 | return new NullPhysicsActor(); | 46 | return new NullPhysicsActor(); |
47 | } | 47 | } |
48 | } | 48 | } |
49 | 49 | ||
50 | public abstract PhysicsVector Position | 50 | public abstract PhysicsVector Position |
51 | { | 51 | { |
52 | get; | 52 | get; |
53 | set; | 53 | set; |
54 | } | 54 | } |
55 | 55 | ||
56 | public abstract PhysicsVector Velocity | 56 | public abstract PhysicsVector Velocity |
57 | { | 57 | { |
58 | get; | 58 | get; |
59 | set; | 59 | set; |
60 | } | 60 | } |
61 | 61 | ||
62 | public abstract PhysicsVector Acceleration | 62 | public abstract PhysicsVector Acceleration |
63 | { | 63 | { |
64 | get; | 64 | get; |
65 | } | 65 | } |
66 | 66 | ||
67 | public abstract Quaternion Orientation | 67 | public abstract Quaternion Orientation |
68 | { | 68 | { |
69 | get; | 69 | get; |
70 | set; | 70 | set; |
71 | } | 71 | } |
72 | 72 | ||
73 | public abstract bool Flying | 73 | public abstract bool Flying |
74 | { | 74 | { |
75 | get; | 75 | get; |
76 | set; | 76 | set; |
77 | } | 77 | } |
78 | 78 | ||
79 | public abstract bool Kinematic | 79 | public abstract bool Kinematic |
80 | { | 80 | { |
81 | get; | 81 | get; |
82 | set; | 82 | set; |
83 | } | 83 | } |
84 | 84 | ||
85 | public abstract void AddForce(PhysicsVector force); | 85 | public abstract void AddForce(PhysicsVector force); |
86 | 86 | ||
87 | public abstract void SetMomentum(PhysicsVector momentum); | 87 | public abstract void SetMomentum(PhysicsVector momentum); |
88 | } | 88 | } |
89 | 89 | ||
90 | public class NullPhysicsActor : PhysicsActor | 90 | public class NullPhysicsActor : PhysicsActor |
91 | { | 91 | { |
92 | public override PhysicsVector Position | 92 | public override PhysicsVector Position |
93 | { | 93 | { |
94 | get | 94 | get |
95 | { | 95 | { |
96 | return PhysicsVector.Zero; | 96 | return PhysicsVector.Zero; |
97 | } | 97 | } |
98 | set | 98 | set |
99 | { | 99 | { |
100 | return; | 100 | return; |
101 | } | 101 | } |
102 | } | 102 | } |
103 | 103 | ||
104 | public override PhysicsVector Velocity | 104 | public override PhysicsVector Velocity |
105 | { | 105 | { |
106 | get | 106 | get |
107 | { | 107 | { |
108 | return PhysicsVector.Zero; | 108 | return PhysicsVector.Zero; |
109 | } | 109 | } |
110 | set | 110 | set |
111 | { | 111 | { |
112 | return; | 112 | return; |
113 | } | 113 | } |
114 | } | 114 | } |
115 | 115 | ||
116 | public override Quaternion Orientation | 116 | public override Quaternion Orientation |
117 | { | 117 | { |
118 | get | 118 | get |
119 | { | 119 | { |
120 | return Quaternion.Identity; | 120 | return Quaternion.Identity; |
121 | } | 121 | } |
122 | set | 122 | set |
123 | { | 123 | { |
124 | 124 | ||
125 | } | 125 | } |
126 | } | 126 | } |
127 | 127 | ||
128 | public override PhysicsVector Acceleration | 128 | public override PhysicsVector Acceleration |
129 | { | 129 | { |
130 | get { return PhysicsVector.Zero; } | 130 | get { return PhysicsVector.Zero; } |
131 | } | 131 | } |
132 | 132 | ||
133 | public override bool Flying | 133 | public override bool Flying |
134 | { | 134 | { |
135 | get | 135 | get |
136 | { | 136 | { |
137 | return false; | 137 | return false; |
138 | } | 138 | } |
139 | set | 139 | set |
140 | { | 140 | { |
141 | return; | 141 | return; |
142 | } | 142 | } |
143 | } | 143 | } |
144 | 144 | ||
145 | public override bool Kinematic | 145 | public override bool Kinematic |
146 | { | 146 | { |
147 | get | 147 | get |
148 | { | 148 | { |
149 | return true; | 149 | return true; |
150 | } | 150 | } |
151 | set | 151 | set |
152 | { | 152 | { |
153 | return; | 153 | return; |
154 | } | 154 | } |
155 | } | 155 | } |
156 | 156 | ||
157 | public override void AddForce(PhysicsVector force) | 157 | public override void AddForce(PhysicsVector force) |
158 | { | 158 | { |
159 | return; | 159 | return; |
160 | } | 160 | } |
161 | 161 | ||
162 | public override void SetMomentum(PhysicsVector momentum) | 162 | public override void SetMomentum(PhysicsVector momentum) |
163 | { | 163 | { |
164 | return; | 164 | return; |
165 | } | 165 | } |
166 | } | 166 | } |
167 | } | 167 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsManager.cs b/OpenSim/Region/Physics/Manager/PhysicsManager.cs index 265bce6..7c475e7 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsManager.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsManager.cs | |||
@@ -1,115 +1,115 @@ | |||
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 System.IO; | 30 | using System.IO; |
31 | using System.Reflection; | 31 | using System.Reflection; |
32 | using OpenSim.Framework.Console; | 32 | using OpenSim.Framework.Console; |
33 | 33 | ||
34 | namespace OpenSim.Physics.Manager | 34 | namespace OpenSim.Physics.Manager |
35 | { | 35 | { |
36 | /// <summary> | 36 | /// <summary> |
37 | /// Description of MyClass. | 37 | /// Description of MyClass. |
38 | /// </summary> | 38 | /// </summary> |
39 | public class PhysicsManager | 39 | public class PhysicsManager |
40 | { | 40 | { |
41 | private Dictionary<string, IPhysicsPlugin> _plugins=new Dictionary<string, IPhysicsPlugin>(); | 41 | private Dictionary<string, IPhysicsPlugin> _plugins=new Dictionary<string, IPhysicsPlugin>(); |
42 | 42 | ||
43 | public PhysicsManager() | 43 | public PhysicsManager() |
44 | { | 44 | { |
45 | 45 | ||
46 | } | 46 | } |
47 | 47 | ||
48 | public PhysicsScene GetPhysicsScene(string engineName) | 48 | public PhysicsScene GetPhysicsScene(string engineName) |
49 | { | 49 | { |
50 | if (String.IsNullOrEmpty(engineName)) | 50 | if (String.IsNullOrEmpty(engineName)) |
51 | { | 51 | { |
52 | return PhysicsScene.Null; | 52 | return PhysicsScene.Null; |
53 | } | 53 | } |
54 | 54 | ||
55 | if(_plugins.ContainsKey(engineName)) | 55 | if(_plugins.ContainsKey(engineName)) |
56 | { | 56 | { |
57 | MainLog.Instance.WriteLine(LogPriority.LOW,"creating "+engineName); | 57 | MainLog.Instance.WriteLine(LogPriority.LOW,"creating "+engineName); |
58 | return _plugins[engineName].GetScene(); | 58 | return _plugins[engineName].GetScene(); |
59 | } | 59 | } |
60 | else | 60 | else |
61 | { | 61 | { |
62 | MainLog.Instance.WriteLine(LogPriority.MEDIUM,"couldn't find physicsEngine: {0}",engineName); | 62 | MainLog.Instance.WriteLine(LogPriority.MEDIUM,"couldn't find physicsEngine: {0}",engineName); |
63 | throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}",engineName)); | 63 | throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}",engineName)); |
64 | } | 64 | } |
65 | } | 65 | } |
66 | 66 | ||
67 | public void LoadPlugins() | 67 | public void LoadPlugins() |
68 | { | 68 | { |
69 | string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory ,"Physics"); | 69 | string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory ,"Physics"); |
70 | string[] pluginFiles = Directory.GetFiles(path, "*.dll"); | 70 | string[] pluginFiles = Directory.GetFiles(path, "*.dll"); |
71 | 71 | ||
72 | 72 | ||
73 | for(int i= 0; i<pluginFiles.Length; i++) | 73 | for(int i= 0; i<pluginFiles.Length; i++) |
74 | { | 74 | { |
75 | this.AddPlugin(pluginFiles[i]); | 75 | this.AddPlugin(pluginFiles[i]); |
76 | } | 76 | } |
77 | } | 77 | } |
78 | 78 | ||
79 | private void AddPlugin(string FileName) | 79 | private void AddPlugin(string FileName) |
80 | { | 80 | { |
81 | Assembly pluginAssembly = Assembly.LoadFrom(FileName); | 81 | Assembly pluginAssembly = Assembly.LoadFrom(FileName); |
82 | 82 | ||
83 | foreach (Type pluginType in pluginAssembly.GetTypes()) | 83 | foreach (Type pluginType in pluginAssembly.GetTypes()) |
84 | { | 84 | { |
85 | if (pluginType.IsPublic) | 85 | if (pluginType.IsPublic) |
86 | { | 86 | { |
87 | if (!pluginType.IsAbstract) | 87 | if (!pluginType.IsAbstract) |
88 | { | 88 | { |
89 | Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true); | 89 | Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true); |
90 | 90 | ||
91 | if (typeInterface != null) | 91 | if (typeInterface != null) |
92 | { | 92 | { |
93 | IPhysicsPlugin plug = (IPhysicsPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); | 93 | IPhysicsPlugin plug = (IPhysicsPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); |
94 | plug.Init(); | 94 | plug.Init(); |
95 | this._plugins.Add(plug.GetName(),plug); | 95 | this._plugins.Add(plug.GetName(),plug); |
96 | 96 | ||
97 | } | 97 | } |
98 | 98 | ||
99 | typeInterface = null; | 99 | typeInterface = null; |
100 | } | 100 | } |
101 | } | 101 | } |
102 | } | 102 | } |
103 | 103 | ||
104 | pluginAssembly = null; | 104 | pluginAssembly = null; |
105 | } | 105 | } |
106 | } | 106 | } |
107 | 107 | ||
108 | public interface IPhysicsPlugin | 108 | public interface IPhysicsPlugin |
109 | { | 109 | { |
110 | bool Init(); | 110 | bool Init(); |
111 | PhysicsScene GetScene(); | 111 | PhysicsScene GetScene(); |
112 | string GetName(); | 112 | string GetName(); |
113 | void Dispose(); | 113 | void Dispose(); |
114 | } | 114 | } |
115 | } | 115 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index d44da00..fb6358a 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -1,110 +1,110 @@ | |||
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 OpenSim.Framework.Console; | 28 | using OpenSim.Framework.Console; |
29 | 29 | ||
30 | namespace OpenSim.Physics.Manager | 30 | namespace OpenSim.Physics.Manager |
31 | { | 31 | { |
32 | public abstract class PhysicsScene | 32 | public abstract class PhysicsScene |
33 | { | 33 | { |
34 | public static PhysicsScene Null | 34 | public static PhysicsScene Null |
35 | { | 35 | { |
36 | get | 36 | get |
37 | { | 37 | { |
38 | return new NullPhysicsScene(); | 38 | return new NullPhysicsScene(); |
39 | } | 39 | } |
40 | } | 40 | } |
41 | 41 | ||
42 | public abstract PhysicsActor AddAvatar(PhysicsVector position); | 42 | public abstract PhysicsActor AddAvatar(PhysicsVector position); |
43 | 43 | ||
44 | public abstract void RemoveAvatar(PhysicsActor actor); | 44 | public abstract void RemoveAvatar(PhysicsActor actor); |
45 | 45 | ||
46 | public abstract PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size); | 46 | public abstract PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size); |
47 | 47 | ||
48 | public abstract void Simulate(float timeStep); | 48 | public abstract void Simulate(float timeStep); |
49 | 49 | ||
50 | public abstract void GetResults(); | 50 | public abstract void GetResults(); |
51 | 51 | ||
52 | public abstract void SetTerrain(float[] heightMap); | 52 | public abstract void SetTerrain(float[] heightMap); |
53 | 53 | ||
54 | public abstract void DeleteTerrain(); | 54 | public abstract void DeleteTerrain(); |
55 | 55 | ||
56 | public abstract bool IsThreaded | 56 | public abstract bool IsThreaded |
57 | { | 57 | { |
58 | get; | 58 | get; |
59 | } | 59 | } |
60 | 60 | ||
61 | private class NullPhysicsScene : PhysicsScene | 61 | private class NullPhysicsScene : PhysicsScene |
62 | { | 62 | { |
63 | private static int m_workIndicator; | 63 | private static int m_workIndicator; |
64 | 64 | ||
65 | public override PhysicsActor AddAvatar(PhysicsVector position) | 65 | public override PhysicsActor AddAvatar(PhysicsVector position) |
66 | { | 66 | { |
67 | MainLog.Instance.Verbose("NullPhysicsScene : AddAvatar({0})", position); | 67 | MainLog.Instance.Verbose("NullPhysicsScene : AddAvatar({0})", position); |
68 | return PhysicsActor.Null; | 68 | return PhysicsActor.Null; |
69 | } | 69 | } |
70 | 70 | ||
71 | public override void RemoveAvatar(PhysicsActor actor) | 71 | public override void RemoveAvatar(PhysicsActor actor) |
72 | { | 72 | { |
73 | 73 | ||
74 | } | 74 | } |
75 | 75 | ||
76 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 76 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
77 | { | 77 | { |
78 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); | 78 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); |
79 | return PhysicsActor.Null; | 79 | return PhysicsActor.Null; |
80 | } | 80 | } |
81 | 81 | ||
82 | public override void Simulate(float timeStep) | 82 | public override void Simulate(float timeStep) |
83 | { | 83 | { |
84 | m_workIndicator = (m_workIndicator + 1) % 10; | 84 | m_workIndicator = (m_workIndicator + 1) % 10; |
85 | 85 | ||
86 | //OpenSim.Framework.Console.MainLog.Instance.SetStatus(m_workIndicator.ToString()); | 86 | //OpenSim.Framework.Console.MainLog.Instance.SetStatus(m_workIndicator.ToString()); |
87 | } | 87 | } |
88 | 88 | ||
89 | public override void GetResults() | 89 | public override void GetResults() |
90 | { | 90 | { |
91 | MainLog.Instance.Verbose("NullPhysicsScene : GetResults()"); | 91 | MainLog.Instance.Verbose("NullPhysicsScene : GetResults()"); |
92 | } | 92 | } |
93 | 93 | ||
94 | public override void SetTerrain(float[] heightMap) | 94 | public override void SetTerrain(float[] heightMap) |
95 | { | 95 | { |
96 | MainLog.Instance.Verbose("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length); | 96 | MainLog.Instance.Verbose("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length); |
97 | } | 97 | } |
98 | 98 | ||
99 | public override void DeleteTerrain() | 99 | public override void DeleteTerrain() |
100 | { | 100 | { |
101 | 101 | ||
102 | } | 102 | } |
103 | 103 | ||
104 | public override bool IsThreaded | 104 | public override bool IsThreaded |
105 | { | 105 | { |
106 | get { return false; } | 106 | get { return false; } |
107 | } | 107 | } |
108 | } | 108 | } |
109 | } | 109 | } |
110 | } | 110 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs index e75f29b..2cbca25 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs | |||
@@ -1,55 +1,55 @@ | |||
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 | namespace OpenSim.Physics.Manager | 28 | namespace OpenSim.Physics.Manager |
29 | { | 29 | { |
30 | public class PhysicsVector | 30 | public class PhysicsVector |
31 | { | 31 | { |
32 | public float X; | 32 | public float X; |
33 | public float Y; | 33 | public float Y; |
34 | public float Z; | 34 | public float Z; |
35 | 35 | ||
36 | public PhysicsVector() | 36 | public PhysicsVector() |
37 | { | 37 | { |
38 | 38 | ||
39 | } | 39 | } |
40 | 40 | ||
41 | public PhysicsVector(float x, float y, float z) | 41 | public PhysicsVector(float x, float y, float z) |
42 | { | 42 | { |
43 | X = x; | 43 | X = x; |
44 | Y = y; | 44 | Y = y; |
45 | Z = z; | 45 | Z = z; |
46 | } | 46 | } |
47 | 47 | ||
48 | public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); | 48 | public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f); |
49 | 49 | ||
50 | public override string ToString() | 50 | public override string ToString() |
51 | { | 51 | { |
52 | return "<" + this.X + "," + this.Y + "," + this.Z + ">"; | 52 | return "<" + this.X + "," + this.Y + "," + this.Z + ">"; |
53 | } | 53 | } |
54 | } | 54 | } |
55 | } | 55 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs index ee10430..662b75a 100644 --- a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs | |||
@@ -1,56 +1,56 @@ | |||
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.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | // Information about this assembly is defined by the following | 30 | // Information about this assembly is defined by the following |
31 | // attributes. | 31 | // attributes. |
32 | // | 32 | // |
33 | // change them to the information which is associated with the assembly | 33 | // change them to the information which is associated with the assembly |
34 | // you compile. | 34 | // you compile. |
35 | 35 | ||
36 | [assembly: AssemblyTitle("RealPhysXplugin")] | 36 | [assembly: AssemblyTitle("RealPhysXplugin")] |
37 | [assembly: AssemblyDescription("")] | 37 | [assembly: AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 38 | [assembly: AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 39 | [assembly: AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("RealPhysXplugin")] | 40 | [assembly: AssemblyProduct("RealPhysXplugin")] |
41 | [assembly: AssemblyCopyright("")] | 41 | [assembly: AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 42 | [assembly: AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 43 | [assembly: AssemblyCulture("")] |
44 | 44 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 45 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 47 | [assembly: ComVisible(false)] |
48 | 48 | ||
49 | // The assembly version has following format : | 49 | // The assembly version has following format : |
50 | // | 50 | // |
51 | // Major.Minor.Build.Revision | 51 | // Major.Minor.Build.Revision |
52 | // | 52 | // |
53 | // You can specify all values by your own or you can build default build and revision | 53 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 54 | // numbers with the '*' character (the default): |
55 | 55 | ||
56 | [assembly: AssemblyVersion("1.0.*")] | 56 | [assembly: AssemblyVersion("1.0.*")] |
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 | } |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs index ee10430..662b75a 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs | |||
@@ -1,56 +1,56 @@ | |||
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.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | // Information about this assembly is defined by the following | 30 | // Information about this assembly is defined by the following |
31 | // attributes. | 31 | // attributes. |
32 | // | 32 | // |
33 | // change them to the information which is associated with the assembly | 33 | // change them to the information which is associated with the assembly |
34 | // you compile. | 34 | // you compile. |
35 | 35 | ||
36 | [assembly: AssemblyTitle("RealPhysXplugin")] | 36 | [assembly: AssemblyTitle("RealPhysXplugin")] |
37 | [assembly: AssemblyDescription("")] | 37 | [assembly: AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 38 | [assembly: AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 39 | [assembly: AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("RealPhysXplugin")] | 40 | [assembly: AssemblyProduct("RealPhysXplugin")] |
41 | [assembly: AssemblyCopyright("")] | 41 | [assembly: AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 42 | [assembly: AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 43 | [assembly: AssemblyCulture("")] |
44 | 44 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 45 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 47 | [assembly: ComVisible(false)] |
48 | 48 | ||
49 | // The assembly version has following format : | 49 | // The assembly version has following format : |
50 | // | 50 | // |
51 | // Major.Minor.Build.Revision | 51 | // Major.Minor.Build.Revision |
52 | // | 52 | // |
53 | // You can specify all values by your own or you can build default build and revision | 53 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 54 | // numbers with the '*' character (the default): |
55 | 55 | ||
56 | [assembly: AssemblyVersion("1.0.*")] | 56 | [assembly: AssemblyVersion("1.0.*")] |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index 4c82549..111d436 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -1,425 +1,425 @@ | |||
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 OpenSim.Physics.Manager; | 30 | using OpenSim.Physics.Manager; |
31 | using PhysXWrapper; | 31 | using PhysXWrapper; |
32 | using Quaternion=Axiom.Math.Quaternion; | 32 | using Quaternion=Axiom.Math.Quaternion; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.PhysXPlugin | 34 | namespace OpenSim.Region.Physics.PhysXPlugin |
35 | { | 35 | { |
36 | /// <summary> | 36 | /// <summary> |
37 | /// Will be the PhysX plugin but for now will be a very basic physics engine | 37 | /// Will be the PhysX plugin but for now will be a very basic physics engine |
38 | /// </summary> | 38 | /// </summary> |
39 | public class PhysXPlugin : IPhysicsPlugin | 39 | public class PhysXPlugin : IPhysicsPlugin |
40 | { | 40 | { |
41 | private PhysXScene _mScene; | 41 | private PhysXScene _mScene; |
42 | 42 | ||
43 | public PhysXPlugin() | 43 | public PhysXPlugin() |
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 PhysXScene(); | 57 | _mScene = new PhysXScene(); |
58 | } | 58 | } |
59 | return(_mScene); | 59 | return(_mScene); |
60 | } | 60 | } |
61 | 61 | ||
62 | public string GetName() | 62 | public string GetName() |
63 | { | 63 | { |
64 | return("RealPhysX"); | 64 | return("RealPhysX"); |
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 PhysXScene :PhysicsScene | 73 | public class PhysXScene :PhysicsScene |
74 | { | 74 | { |
75 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | 75 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); |
76 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | 76 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); |
77 | private float[] _heightMap = null; | 77 | private float[] _heightMap = null; |
78 | private NxPhysicsSDK mySdk; | 78 | private NxPhysicsSDK mySdk; |
79 | private NxScene scene; | 79 | private NxScene scene; |
80 | 80 | ||
81 | public PhysXScene() | 81 | public PhysXScene() |
82 | { | 82 | { |
83 | mySdk = NxPhysicsSDK.CreateSDK(); | 83 | mySdk = NxPhysicsSDK.CreateSDK(); |
84 | Console.WriteLine("Sdk created - now creating scene"); | 84 | Console.WriteLine("Sdk created - now creating scene"); |
85 | scene = mySdk.CreateScene(); | 85 | scene = mySdk.CreateScene(); |
86 | 86 | ||
87 | } | 87 | } |
88 | 88 | ||
89 | public override PhysicsActor AddAvatar(PhysicsVector position) | 89 | public override PhysicsActor AddAvatar(PhysicsVector position) |
90 | { | 90 | { |
91 | Vec3 pos = new Vec3(); | 91 | Vec3 pos = new Vec3(); |
92 | pos.X = position.X; | 92 | pos.X = position.X; |
93 | pos.Y = position.Y; | 93 | pos.Y = position.Y; |
94 | pos.Z = position.Z; | 94 | pos.Z = position.Z; |
95 | PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); | 95 | PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); |
96 | act.Position = position; | 96 | act.Position = position; |
97 | _characters.Add(act); | 97 | _characters.Add(act); |
98 | return act; | 98 | return act; |
99 | } | 99 | } |
100 | 100 | ||
101 | public override void RemoveAvatar(PhysicsActor actor) | 101 | public override void RemoveAvatar(PhysicsActor actor) |
102 | { | 102 | { |
103 | 103 | ||
104 | } | 104 | } |
105 | 105 | ||
106 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 106 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
107 | { | 107 | { |
108 | Vec3 pos = new Vec3(); | 108 | Vec3 pos = new Vec3(); |
109 | pos.X = position.X; | 109 | pos.X = position.X; |
110 | pos.Y = position.Y; | 110 | pos.Y = position.Y; |
111 | pos.Z = position.Z; | 111 | pos.Z = position.Z; |
112 | Vec3 siz = new Vec3(); | 112 | Vec3 siz = new Vec3(); |
113 | siz.X = size.X; | 113 | siz.X = size.X; |
114 | siz.Y = size.Y; | 114 | siz.Y = size.Y; |
115 | siz.Z = size.Z; | 115 | siz.Z = size.Z; |
116 | PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz)); | 116 | PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz)); |
117 | _prims.Add(act); | 117 | _prims.Add(act); |
118 | return act; | 118 | return act; |
119 | } | 119 | } |
120 | public override void Simulate(float timeStep) | 120 | public override void Simulate(float timeStep) |
121 | { | 121 | { |
122 | try | 122 | try |
123 | { | 123 | { |
124 | foreach (PhysXCharacter actor in _characters) | 124 | foreach (PhysXCharacter actor in _characters) |
125 | { | 125 | { |
126 | actor.Move(timeStep); | 126 | actor.Move(timeStep); |
127 | } | 127 | } |
128 | scene.Simulate(timeStep); | 128 | scene.Simulate(timeStep); |
129 | scene.FetchResults(); | 129 | scene.FetchResults(); |
130 | scene.UpdateControllers(); | 130 | scene.UpdateControllers(); |
131 | 131 | ||
132 | foreach (PhysXCharacter actor in _characters) | 132 | foreach (PhysXCharacter actor in _characters) |
133 | { | 133 | { |
134 | actor.UpdatePosition(); | 134 | actor.UpdatePosition(); |
135 | } | 135 | } |
136 | } | 136 | } |
137 | catch (Exception e) | 137 | catch (Exception e) |
138 | { | 138 | { |
139 | Console.WriteLine(e.Message); | 139 | Console.WriteLine(e.Message); |
140 | } | 140 | } |
141 | 141 | ||
142 | } | 142 | } |
143 | 143 | ||
144 | public override void GetResults() | 144 | public override void GetResults() |
145 | { | 145 | { |
146 | 146 | ||
147 | } | 147 | } |
148 | 148 | ||
149 | public override bool IsThreaded | 149 | public override bool IsThreaded |
150 | { | 150 | { |
151 | get | 151 | get |
152 | { | 152 | { |
153 | return(false); // for now we won't be multithreaded | 153 | return(false); // for now we won't be multithreaded |
154 | } | 154 | } |
155 | } | 155 | } |
156 | 156 | ||
157 | public override void SetTerrain(float[] heightMap) | 157 | public override void SetTerrain(float[] heightMap) |
158 | { | 158 | { |
159 | if (this._heightMap != null) | 159 | if (this._heightMap != null) |
160 | { | 160 | { |
161 | Console.WriteLine("PhysX - deleting old terrain"); | 161 | Console.WriteLine("PhysX - deleting old terrain"); |
162 | this.scene.DeleteTerrain(); | 162 | this.scene.DeleteTerrain(); |
163 | } | 163 | } |
164 | this._heightMap = heightMap; | 164 | this._heightMap = heightMap; |
165 | this.scene.AddTerrain(heightMap); | 165 | this.scene.AddTerrain(heightMap); |
166 | } | 166 | } |
167 | 167 | ||
168 | public override void DeleteTerrain() | 168 | public override void DeleteTerrain() |
169 | { | 169 | { |
170 | this.scene.DeleteTerrain(); | 170 | this.scene.DeleteTerrain(); |
171 | } | 171 | } |
172 | } | 172 | } |
173 | 173 | ||
174 | public class PhysXCharacter : PhysicsActor | 174 | public class PhysXCharacter : PhysicsActor |
175 | { | 175 | { |
176 | private PhysicsVector _position; | 176 | private PhysicsVector _position; |
177 | private PhysicsVector _velocity; | 177 | private PhysicsVector _velocity; |
178 | private PhysicsVector _acceleration; | 178 | private PhysicsVector _acceleration; |
179 | private NxCharacter _character; | 179 | private NxCharacter _character; |
180 | private bool flying; | 180 | private bool flying; |
181 | private float gravityAccel; | 181 | private float gravityAccel; |
182 | 182 | ||
183 | public PhysXCharacter(NxCharacter character) | 183 | public PhysXCharacter(NxCharacter character) |
184 | { | 184 | { |
185 | _velocity = new PhysicsVector(); | 185 | _velocity = new PhysicsVector(); |
186 | _position = new PhysicsVector(); | 186 | _position = new PhysicsVector(); |
187 | _acceleration = new PhysicsVector(); | 187 | _acceleration = new PhysicsVector(); |
188 | _character = character; | 188 | _character = character; |
189 | } | 189 | } |
190 | 190 | ||
191 | public override bool Flying | 191 | public override bool Flying |
192 | { | 192 | { |
193 | get | 193 | get |
194 | { | 194 | { |
195 | return flying; | 195 | return flying; |
196 | } | 196 | } |
197 | set | 197 | set |
198 | { | 198 | { |
199 | flying = value; | 199 | flying = value; |
200 | } | 200 | } |
201 | } | 201 | } |
202 | 202 | ||
203 | public override PhysicsVector Position | 203 | public override PhysicsVector Position |
204 | { | 204 | { |
205 | get | 205 | get |
206 | { | 206 | { |
207 | return _position; | 207 | return _position; |
208 | } | 208 | } |
209 | set | 209 | set |
210 | { | 210 | { |
211 | _position = value; | 211 | _position = value; |
212 | Vec3 ps = new Vec3(); | 212 | Vec3 ps = new Vec3(); |
213 | ps.X = value.X; | 213 | ps.X = value.X; |
214 | ps.Y = value.Y; | 214 | ps.Y = value.Y; |
215 | ps.Z = value.Z; | 215 | ps.Z = value.Z; |
216 | this._character.Position = ps; | 216 | this._character.Position = ps; |
217 | } | 217 | } |
218 | } | 218 | } |
219 | 219 | ||
220 | public override PhysicsVector Velocity | 220 | public override PhysicsVector Velocity |
221 | { | 221 | { |
222 | get | 222 | get |
223 | { | 223 | { |
224 | return _velocity; | 224 | return _velocity; |
225 | } | 225 | } |
226 | set | 226 | set |
227 | { | 227 | { |
228 | _velocity = value; | 228 | _velocity = value; |
229 | } | 229 | } |
230 | } | 230 | } |
231 | 231 | ||
232 | public override bool Kinematic | 232 | public override bool Kinematic |
233 | { | 233 | { |
234 | get | 234 | get |
235 | { | 235 | { |
236 | return false; | 236 | return false; |
237 | } | 237 | } |
238 | set | 238 | set |
239 | { | 239 | { |
240 | 240 | ||
241 | } | 241 | } |
242 | } | 242 | } |
243 | 243 | ||
244 | public override Quaternion Orientation | 244 | public override Quaternion Orientation |
245 | { | 245 | { |
246 | get | 246 | get |
247 | { | 247 | { |
248 | return Quaternion.Identity; | 248 | return Quaternion.Identity; |
249 | } | 249 | } |
250 | set | 250 | set |
251 | { | 251 | { |
252 | 252 | ||
253 | } | 253 | } |
254 | } | 254 | } |
255 | 255 | ||
256 | public override PhysicsVector Acceleration | 256 | public override PhysicsVector Acceleration |
257 | { | 257 | { |
258 | get | 258 | get |
259 | { | 259 | { |
260 | return _acceleration; | 260 | return _acceleration; |
261 | } | 261 | } |
262 | 262 | ||
263 | } | 263 | } |
264 | public void SetAcceleration (PhysicsVector accel) | 264 | public void SetAcceleration (PhysicsVector accel) |
265 | { | 265 | { |
266 | this._acceleration = accel; | 266 | this._acceleration = accel; |
267 | } | 267 | } |
268 | 268 | ||
269 | public override void AddForce(PhysicsVector force) | 269 | public override void AddForce(PhysicsVector force) |
270 | { | 270 | { |
271 | 271 | ||
272 | } | 272 | } |
273 | 273 | ||
274 | public override void SetMomentum(PhysicsVector momentum) | 274 | public override void SetMomentum(PhysicsVector momentum) |
275 | { | 275 | { |
276 | 276 | ||
277 | } | 277 | } |
278 | 278 | ||
279 | public void Move(float timeStep) | 279 | public void Move(float timeStep) |
280 | { | 280 | { |
281 | Vec3 vec = new Vec3(); | 281 | Vec3 vec = new Vec3(); |
282 | vec.X = this._velocity.X * timeStep; | 282 | vec.X = this._velocity.X * timeStep; |
283 | vec.Y = this._velocity.Y * timeStep; | 283 | vec.Y = this._velocity.Y * timeStep; |
284 | if(flying) | 284 | if(flying) |
285 | { | 285 | { |
286 | vec.Z = ( this._velocity.Z) * timeStep; | 286 | vec.Z = ( this._velocity.Z) * timeStep; |
287 | } | 287 | } |
288 | else | 288 | else |
289 | { | 289 | { |
290 | gravityAccel+= -9.8f; | 290 | gravityAccel+= -9.8f; |
291 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; | 291 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; |
292 | } | 292 | } |
293 | int res = this._character.Move(vec); | 293 | int res = this._character.Move(vec); |
294 | if(res == 1) | 294 | if(res == 1) |
295 | { | 295 | { |
296 | gravityAccel = 0; | 296 | gravityAccel = 0; |
297 | } | 297 | } |
298 | } | 298 | } |
299 | 299 | ||
300 | public void UpdatePosition() | 300 | public void UpdatePosition() |
301 | { | 301 | { |
302 | Vec3 vec = this._character.Position; | 302 | Vec3 vec = this._character.Position; |
303 | this._position.X = vec.X; | 303 | this._position.X = vec.X; |
304 | this._position.Y = vec.Y; | 304 | this._position.Y = vec.Y; |
305 | this._position.Z = vec.Z; | 305 | this._position.Z = vec.Z; |
306 | } | 306 | } |
307 | } | 307 | } |
308 | 308 | ||
309 | public class PhysXPrim : PhysicsActor | 309 | public class PhysXPrim : PhysicsActor |
310 | { | 310 | { |
311 | private PhysicsVector _position; | 311 | private PhysicsVector _position; |
312 | private PhysicsVector _velocity; | 312 | private PhysicsVector _velocity; |
313 | private PhysicsVector _acceleration; | 313 | private PhysicsVector _acceleration; |
314 | private NxActor _prim; | 314 | private NxActor _prim; |
315 | 315 | ||
316 | public PhysXPrim(NxActor prim) | 316 | public PhysXPrim(NxActor prim) |
317 | { | 317 | { |
318 | _velocity = new PhysicsVector(); | 318 | _velocity = new PhysicsVector(); |
319 | _position = new PhysicsVector(); | 319 | _position = new PhysicsVector(); |
320 | _acceleration = new PhysicsVector(); | 320 | _acceleration = new PhysicsVector(); |
321 | _prim = prim; | 321 | _prim = prim; |
322 | } | 322 | } |
323 | public override bool Flying | 323 | public override bool Flying |
324 | { | 324 | { |
325 | get | 325 | get |
326 | { | 326 | { |
327 | return false; //no flying prims for you | 327 | return false; //no flying prims for you |
328 | } | 328 | } |
329 | set | 329 | set |
330 | { | 330 | { |
331 | 331 | ||
332 | } | 332 | } |
333 | } | 333 | } |
334 | public override PhysicsVector Position | 334 | public override PhysicsVector Position |
335 | { | 335 | { |
336 | get | 336 | get |
337 | { | 337 | { |
338 | PhysicsVector pos = new PhysicsVector(); | 338 | PhysicsVector pos = new PhysicsVector(); |
339 | Vec3 vec = this._prim.Position; | 339 | Vec3 vec = this._prim.Position; |
340 | pos.X = vec.X; | 340 | pos.X = vec.X; |
341 | pos.Y = vec.Y; | 341 | pos.Y = vec.Y; |
342 | pos.Z = vec.Z; | 342 | pos.Z = vec.Z; |
343 | return pos; | 343 | return pos; |
344 | 344 | ||
345 | } | 345 | } |
346 | set | 346 | set |
347 | { | 347 | { |
348 | PhysicsVector vec = value; | 348 | PhysicsVector vec = value; |
349 | Vec3 pos = new Vec3(); | 349 | Vec3 pos = new Vec3(); |
350 | pos.X = vec.X; | 350 | pos.X = vec.X; |
351 | pos.Y = vec.Y; | 351 | pos.Y = vec.Y; |
352 | pos.Z = vec.Z; | 352 | pos.Z = vec.Z; |
353 | this._prim.Position = pos; | 353 | this._prim.Position = pos; |
354 | } | 354 | } |
355 | } | 355 | } |
356 | 356 | ||
357 | public override PhysicsVector Velocity | 357 | public override PhysicsVector Velocity |
358 | { | 358 | { |
359 | get | 359 | get |
360 | { | 360 | { |
361 | return _velocity; | 361 | return _velocity; |
362 | } | 362 | } |
363 | set | 363 | set |
364 | { | 364 | { |
365 | _velocity = value; | 365 | _velocity = value; |
366 | } | 366 | } |
367 | } | 367 | } |
368 | 368 | ||
369 | public override bool Kinematic | 369 | public override bool Kinematic |
370 | { | 370 | { |
371 | get | 371 | get |
372 | { | 372 | { |
373 | return this._prim.Kinematic; | 373 | return this._prim.Kinematic; |
374 | } | 374 | } |
375 | set | 375 | set |
376 | { | 376 | { |
377 | this._prim.Kinematic = value; | 377 | this._prim.Kinematic = value; |
378 | } | 378 | } |
379 | } | 379 | } |
380 | 380 | ||
381 | public override Quaternion Orientation | 381 | public override Quaternion Orientation |
382 | { | 382 | { |
383 | get | 383 | get |
384 | { | 384 | { |
385 | Quaternion res = new Quaternion(); | 385 | Quaternion res = new Quaternion(); |
386 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); | 386 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); |
387 | res.w = quat.W; | 387 | res.w = quat.W; |
388 | res.x = quat.X; | 388 | res.x = quat.X; |
389 | res.y = quat.Y; | 389 | res.y = quat.Y; |
390 | res.z = quat.Z; | 390 | res.z = quat.Z; |
391 | return res; | 391 | return res; |
392 | } | 392 | } |
393 | set | 393 | set |
394 | { | 394 | { |
395 | 395 | ||
396 | } | 396 | } |
397 | } | 397 | } |
398 | 398 | ||
399 | public override PhysicsVector Acceleration | 399 | public override PhysicsVector Acceleration |
400 | { | 400 | { |
401 | get | 401 | get |
402 | { | 402 | { |
403 | return _acceleration; | 403 | return _acceleration; |
404 | } | 404 | } |
405 | 405 | ||
406 | } | 406 | } |
407 | public void SetAcceleration (PhysicsVector accel) | 407 | public void SetAcceleration (PhysicsVector accel) |
408 | { | 408 | { |
409 | this._acceleration = accel; | 409 | this._acceleration = accel; |
410 | } | 410 | } |
411 | 411 | ||
412 | public override void AddForce(PhysicsVector force) | 412 | public override void AddForce(PhysicsVector force) |
413 | { | 413 | { |
414 | 414 | ||
415 | } | 415 | } |
416 | 416 | ||
417 | public override void SetMomentum(PhysicsVector momentum) | 417 | public override void SetMomentum(PhysicsVector momentum) |
418 | { | 418 | { |
419 | 419 | ||
420 | } | 420 | } |
421 | 421 | ||
422 | 422 | ||
423 | } | 423 | } |
424 | 424 | ||
425 | } | 425 | } |