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authorMW2007-07-29 13:05:57 +0000
committerMW2007-07-29 13:05:57 +0000
commit5ee2e38c11785e9b68ecf1767af7a4ea5b13b7c7 (patch)
tree53cd656a91fd400f8bb46768ab070a96f88ae238 /OpenSim/Region/Physics
parent* Primitives no longer walk around while being rescaled. (diff)
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Deleting objects should now work. But beware they aren't send to your trash folder or anything so there is at the moment no way to recover deleted objects.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs386
1 files changed, 194 insertions, 192 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index 4d0699b..b722fdf 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -31,79 +31,97 @@ using OpenSim.Physics.Manager;
31 31
32namespace OpenSim.Region.Physics.BasicPhysicsPlugin 32namespace 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 public BasicPhysicsPlugin() 39 public BasicPhysicsPlugin()
40 { 40 {
41 41
42 } 42 }
43 43
44 public bool Init() 44 public bool Init()
45 { 45 {
46 return true; 46 return true;
47 } 47 }
48 48
49 public PhysicsScene GetScene() 49 public PhysicsScene GetScene()
50 { 50 {
51 return new BasicScene(); 51 return new BasicScene();
52 } 52 }
53 53
54 public string GetName() 54 public string GetName()
55 { 55 {
56 return("basicphysics"); 56 return ("basicphysics");
57 } 57 }
58 58
59 public void Dispose() 59 public void Dispose()
60 { 60 {
61 61
62 } 62 }
63 } 63 }
64 64
65 public class BasicScene :PhysicsScene 65 public class BasicScene : PhysicsScene
66 { 66 {
67 private List<BasicActor> _actors = new List<BasicActor>(); 67 private List<BasicActor> _actors = new List<BasicActor>();
68 private float[] _heightMap; 68 private float[] _heightMap;
69 69
70 public BasicScene() 70 public BasicScene()
71 { 71 {
72 72
73 } 73 }
74 74
75 public override PhysicsActor AddAvatar(PhysicsVector position) 75 public override PhysicsActor AddAvatar(PhysicsVector position)
76 { 76 {
77 BasicActor act = new BasicActor(); 77 BasicActor act = new BasicActor();
78 act.Position = position; 78 act.Position = position;
79 _actors.Add(act); 79 _actors.Add(act);
80 return act; 80 return act;
81 } 81 }
82 82
83 public override void RemoveAvatar(PhysicsActor actor) 83 public override void RemoveAvatar(PhysicsActor actor)
84 { 84 {
85 BasicActor act = (BasicActor)actor; 85 BasicActor act = (BasicActor)actor;
86 if(_actors.Contains(act)) 86 if (_actors.Contains(act))
87 { 87 {
88 _actors.Remove(act); 88 _actors.Remove(act);
89 } 89 }
90 90
91 } 91 }
92 92
93 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) 93 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
94 { 94 {
95 return null; 95 return null;
96 } 96 }
97 97
98 public override void Simulate(float timeStep) 98 public override void Simulate(float timeStep)
99 { 99 {
100 foreach (BasicActor actor in _actors) 100 foreach (BasicActor actor in _actors)
101 { 101 {
102 float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
103 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); 102 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
104 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); 103 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
104 if (actor.Position.Y < 0)
105 {
106 actor.Position.Y = 0;
107 }
108 else if (actor.Position.Y > 256)
109 {
110 actor.Position.Y = 256;
111 }
112
113 if (actor.Position.X < 0)
114 {
115 actor.Position.X = 0;
116 }
117 else if (actor.Position.X > 256)
118 {
119 actor.Position.X = 256;
120 }
121
122 float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
105 if (actor.Flying) 123 if (actor.Flying)
106 { 124 {
107 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) 125 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
108 { 126 {
109 actor.Position.Z = height; 127 actor.Position.Z = height;
@@ -120,145 +138,129 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
120 actor.Velocity.Z = 0; 138 actor.Velocity.Z = 0;
121 } 139 }
122 140
123 if (actor.Position.Y < 0)
124 {
125 actor.Position.Y = 0;
126 }
127 else if (actor.Position.Y > 256)
128 {
129 actor.Position.Y = 256;
130 }
131 141
132 if (actor.Position.X < 0)
133 {
134 actor.Position.X = 0;
135 }
136 if (actor.Position.X > 256)
137 {
138 actor.Position.X = 256;
139 }
140 } 142 }
141 } 143 }
142 144
143 public override void GetResults() 145 public override void GetResults()
144 { 146 {
145 147
146 } 148 }
147 149
148 public override bool IsThreaded 150 public override bool IsThreaded
149 { 151 {
150 get 152 get
151 { 153 {
152 return(false); // for now we won't be multithreaded 154 return (false); // for now we won't be multithreaded
153 } 155 }
154 } 156 }
155 157
156 public override void SetTerrain(float[] heightMap) 158 public override void SetTerrain(float[] heightMap)
157 { 159 {
158 this._heightMap = heightMap; 160 this._heightMap = heightMap;
159 } 161 }
160 162
161 public override void DeleteTerrain() 163 public override void DeleteTerrain()
162 { 164 {
163 165
164 } 166 }
165 } 167 }
166 168
167 public class BasicActor : PhysicsActor 169 public class BasicActor : PhysicsActor
168 { 170 {
169 private PhysicsVector _position; 171 private PhysicsVector _position;
170 private PhysicsVector _velocity; 172 private PhysicsVector _velocity;
171 private PhysicsVector _acceleration; 173 private PhysicsVector _acceleration;
172 private bool flying; 174 private bool flying;
173 public BasicActor() 175 public BasicActor()
174 { 176 {
175 _velocity = new PhysicsVector(); 177 _velocity = new PhysicsVector();
176 _position = new PhysicsVector(); 178 _position = new PhysicsVector();
177 _acceleration = new PhysicsVector(); 179 _acceleration = new PhysicsVector();
178 } 180 }
179 181
180 public override bool Flying 182 public override bool Flying
181 { 183 {
182 get 184 get
183 { 185 {
184 return flying; 186 return flying;
185 } 187 }
186 set 188 set
187 { 189 {
188 flying= value; 190 flying = value;
189 } 191 }
190 } 192 }
191 193
192 public override PhysicsVector Position 194 public override PhysicsVector Position
193 { 195 {
194 get 196 get
195 { 197 {
196 return _position; 198 return _position;
197 } 199 }
198 set 200 set
199 { 201 {
200 _position = value; 202 _position = value;
201 } 203 }
202 } 204 }
203 205
204 public override PhysicsVector Velocity 206 public override PhysicsVector Velocity
205 { 207 {
206 get 208 get
207 { 209 {
208 return _velocity; 210 return _velocity;
209 } 211 }
210 set 212 set
211 { 213 {
212 _velocity = value; 214 _velocity = value;
213 } 215 }
214 } 216 }
215 217
216 public override Quaternion Orientation 218 public override Quaternion Orientation
217 { 219 {
218 get 220 get
219 { 221 {
220 return Quaternion.Identity; 222 return Quaternion.Identity;
221 } 223 }
222 set 224 set
223 { 225 {
224 226
225 } 227 }
226 } 228 }
227 229
228 public override PhysicsVector Acceleration 230 public override PhysicsVector Acceleration
229 { 231 {
230 get 232 get
231 { 233 {
232 return _acceleration; 234 return _acceleration;
233 } 235 }
234 236
235 } 237 }
236 238
237 public override bool Kinematic 239 public override bool Kinematic
238 { 240 {
239 get 241 get
240 { 242 {
241 return true; 243 return true;
242 } 244 }
243 set 245 set
244 { 246 {
245 247
246 } 248 }
247 } 249 }
248 public void SetAcceleration (PhysicsVector accel) 250 public void SetAcceleration(PhysicsVector accel)
249 { 251 {
250 this._acceleration = accel; 252 this._acceleration = accel;
251 } 253 }
252 254
253 public override void AddForce(PhysicsVector force) 255 public override void AddForce(PhysicsVector force)
254 { 256 {
255 257
256 } 258 }
257 259
258 public override void SetMomentum(PhysicsVector momentum) 260 public override void SetMomentum(PhysicsVector momentum)
259 { 261 {
260 262
261 } 263 }
262 } 264 }
263 265
264} 266}