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authorMelanie2012-02-21 10:20:56 +0000
committerMelanie2012-02-21 10:20:56 +0000
commit03e7bc1526d24efe23f61f6a8dee88010ccfdb8c (patch)
treec2c2afef43a697dec1373ef5987f7d163031e5e2 /OpenSim/Region/Physics
parentMerge branch 'master' of ssh://3dhosting.de/var/git/careminster (diff)
parentBoth 32-bit and 64-bit BulletSim.dll must have the same name. Rename the 64 ... (diff)
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Merge branch 'master' into careminster
Conflicts:
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs3
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs15
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs349
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs341
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs177
6 files changed, 4 insertions, 939 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
index 61be56d..0730824 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
@@ -51,6 +51,9 @@ public class BSPlugin : IPhysicsPlugin
51 { 51 {
52 if (_mScene == null) 52 if (_mScene == null)
53 { 53 {
54 if (Util.IsWindows())
55 Util.LoadArchSpecificWindowsDll("BulletSim.dll");
56
54 _mScene = new BSScene(sceneIdentifier); 57 _mScene = new BSScene(sceneIdentifier);
55 } 58 }
56 return (_mScene); 59 return (_mScene);
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index e8bb476..478dd95 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -66,20 +66,7 @@ namespace OpenSim.Region.Physics.OdePlugin
66 // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be 66 // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
67 // controlled in Ode.NET.dll.config 67 // controlled in Ode.NET.dll.config
68 if (Util.IsWindows()) 68 if (Util.IsWindows())
69 { 69 Util.LoadArchSpecificWindowsDll("ode.dll");
70 string nativeLibraryPath;
71
72 if (Util.Is64BitProcess())
73 nativeLibraryPath = "lib64/ode.dll";
74 else
75 nativeLibraryPath = "lib32/ode.dll";
76
77 m_log.DebugFormat("[ODE PLUGIN]: Loading native Windows ODE library at {0}", nativeLibraryPath);
78
79 if (Util.LoadLibrary(nativeLibraryPath) == IntPtr.Zero)
80 m_log.ErrorFormat(
81 "[ODE PLUGIN]: Couldn't find native Windows ODE library at {0}", nativeLibraryPath);
82 }
83 70
84 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to 71 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
85 // http://opensimulator.org/mantis/view.php?id=2750). 72 // http://opensimulator.org/mantis/view.php?id=2750).
diff --git a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs
deleted file mode 100644
index fa5e66a..0000000
--- a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs
+++ /dev/null
@@ -1,58 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("RealPhysXplugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("RealPhysXplugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs
deleted file mode 100644
index 9216a9e..0000000
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs
+++ /dev/null
@@ -1,349 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using Nini.Config;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.PhysXPlugin
40{
41 public class PhysXCharacter : PhysicsActor
42 {
43 private Vector3 _position;
44 private Vector3 _velocity;
45 private Vector3 m_rotationalVelocity = Vector3.Zero;
46 private Vector3 _acceleration;
47 private NxCharacter _character;
48 private bool flying;
49 private bool iscolliding = false;
50 private float gravityAccel;
51
52 public PhysXCharacter(NxCharacter character)
53 {
54 _character = character;
55 }
56
57 public override int PhysicsActorType
58 {
59 get { return (int) ActorTypes.Agent; }
60 set { return; }
61 }
62
63 public override bool SetAlwaysRun
64 {
65 get { return false; }
66 set { return; }
67 }
68
69 public override uint LocalID
70 {
71 set { return; }
72 }
73
74 public override bool Grabbed
75 {
76 set { return; }
77 }
78
79 public override bool Selected
80 {
81 set { return; }
82 }
83
84 public override float Buoyancy
85 {
86 get { return 0f; }
87 set { return; }
88 }
89
90 public override bool FloatOnWater
91 {
92 set { return; }
93 }
94
95 public override bool IsPhysical
96 {
97 get { return false; }
98 set { return; }
99 }
100
101 public override bool ThrottleUpdates
102 {
103 get { return false; }
104 set { return; }
105 }
106
107 public override bool Flying
108 {
109 get { return flying; }
110 set { flying = value; }
111 }
112
113 public override bool IsColliding
114 {
115 get { return iscolliding; }
116 set { iscolliding = value; }
117 }
118
119 public override bool CollidingGround
120 {
121 get { return false; }
122 set { return; }
123 }
124
125 public override bool CollidingObj
126 {
127 get { return false; }
128 set { return; }
129 }
130
131 public override Vector3 RotationalVelocity
132 {
133 get { return m_rotationalVelocity; }
134 set { m_rotationalVelocity = value; }
135 }
136
137 public override bool Stopped
138 {
139 get { return false; }
140 }
141
142 public override Vector3 Position
143 {
144 get { return _position; }
145 set
146 {
147 _position = value;
148 Vec3 ps = new Vec3();
149 ps.X = value.X;
150 ps.Y = value.Y;
151 ps.Z = value.Z;
152 _character.Position = ps;
153 }
154 }
155
156 public override Vector3 Size
157 {
158 get { return Vector3.Zero; }
159 set { }
160 }
161
162 public override float Mass
163 {
164 get { return 0f; }
165 }
166
167 public override Vector3 Force
168 {
169 get { return Vector3.Zero; }
170 set { return; }
171 }
172
173 public override int VehicleType
174 {
175 get { return 0; }
176 set { return; }
177 }
178
179 public override void VehicleFloatParam(int param, float value)
180 {
181 }
182
183 public override void VehicleVectorParam(int param, Vector3 value)
184 {
185 }
186
187 public override void VehicleRotationParam(int param, Quaternion rotation)
188 {
189 }
190
191 public override void VehicleFlags(int param, bool remove)
192 {
193 }
194
195 public override void SetVolumeDetect(int param)
196 {
197 }
198
199 public override Vector3 CenterOfMass
200 {
201 get { return Vector3.Zero; }
202 }
203
204 public override Vector3 GeometricCenter
205 {
206 get { return Vector3.Zero; }
207 }
208
209 public override Vector3 Velocity
210 {
211 get { return _velocity; }
212 set { _velocity = value; }
213 }
214
215 public override float CollisionScore
216 {
217 get { return 0f; }
218 set { }
219 }
220
221 public override bool Kinematic
222 {
223 get { return false; }
224 set { }
225 }
226
227 public override Quaternion Orientation
228 {
229 get { return Quaternion.Identity; }
230 set { }
231 }
232
233 public override Vector3 Acceleration
234 {
235 get { return _acceleration; }
236 set { _acceleration = value; }
237 }
238
239 public override void AddForce(Vector3 force, bool pushforce)
240 {
241 }
242
243 public override Vector3 Torque
244 {
245 get { return Vector3.Zero; }
246 set { return; }
247 }
248
249 public override void AddAngularForce(Vector3 force, bool pushforce)
250 {
251 }
252
253 public override void link(PhysicsActor obj)
254 {
255 }
256
257 public override void delink()
258 {
259 }
260
261 public override void LockAngularMotion(Vector3 axis)
262 {
263 }
264
265 public override void SetMomentum(Vector3 momentum)
266 {
267 }
268
269 public void Move(float timeStep)
270 {
271 Vec3 vec = new Vec3();
272 vec.X = _velocity.X*timeStep;
273 vec.Y = _velocity.Y*timeStep;
274 if (flying)
275 {
276 vec.Z = (_velocity.Z)*timeStep;
277 }
278 else
279 {
280 gravityAccel += -9.8f;
281 vec.Z = (gravityAccel + _velocity.Z)*timeStep;
282 }
283 int res = _character.Move(vec);
284 if (res == 1)
285 {
286 gravityAccel = 0;
287 }
288 }
289
290 public override PrimitiveBaseShape Shape
291 {
292 set { return; }
293 }
294
295 public void UpdatePosition()
296 {
297 Vec3 vec = _character.Position;
298 _position.X = vec.X;
299 _position.Y = vec.Y;
300 _position.Z = vec.Z;
301 }
302
303 public override void CrossingFailure()
304 {
305 }
306
307 public override Vector3 PIDTarget { set { return; } }
308 public override bool PIDActive { set { return; } }
309 public override float PIDTau { set { return; } }
310
311 public override float PIDHoverHeight { set { return; } }
312 public override bool PIDHoverActive { set { return; } }
313 public override PIDHoverType PIDHoverType { set { return; } }
314 public override float PIDHoverTau { set { return; } }
315
316 public override Quaternion APIDTarget
317 {
318 set { return; }
319 }
320
321 public override bool APIDActive
322 {
323 set { return; }
324 }
325
326 public override float APIDStrength
327 {
328 set { return; }
329 }
330
331 public override float APIDDamping
332 {
333 set { return; }
334 }
335
336 public override void SubscribeEvents(int ms)
337 {
338
339 }
340 public override void UnSubscribeEvents()
341 {
342
343 }
344 public override bool SubscribedEvents()
345 {
346 return false;
347 }
348 }
349}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs
deleted file mode 100644
index 42bd119..0000000
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs
+++ /dev/null
@@ -1,341 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using Nini.Config;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.PhysXPlugin
40{
41 public class PhysXPrim : PhysicsActor
42 {
43 private Vector3 _velocity;
44 private Vector3 _acceleration;
45 private Vector3 m_rotationalVelocity;
46 private NxActor _prim;
47
48 public PhysXPrim(NxActor prim)
49 {
50 _velocity = Vector3.Zero;
51 _acceleration = Vector3.Zero;
52 _prim = prim;
53 }
54
55 public override int PhysicsActorType
56 {
57 get { return (int) ActorTypes.Prim; }
58 set { return; }
59 }
60
61 public override bool IsPhysical
62 {
63 get { return false; }
64 set { return; }
65 }
66
67 public override bool SetAlwaysRun
68 {
69 get { return false; }
70 set { return; }
71 }
72
73 public override uint LocalID
74 {
75 set { return; }
76 }
77
78 public override bool Grabbed
79 {
80 set { return; }
81 }
82
83 public override bool Selected
84 {
85 set { return; }
86 }
87
88 public override float Buoyancy
89 {
90 get { return 0f; }
91 set { return; }
92 }
93
94 public override bool FloatOnWater
95 {
96 set { return; }
97 }
98
99 public override bool ThrottleUpdates
100 {
101 get { return false; }
102 set { return; }
103 }
104
105 public override Vector3 RotationalVelocity
106 {
107 get { return m_rotationalVelocity; }
108 set { m_rotationalVelocity = value; }
109 }
110
111 public override bool Flying
112 {
113 get { return false; //no flying prims for you
114 }
115 set { }
116 }
117
118 public override bool IsColliding
119 {
120 get { return false; }
121 set { }
122 }
123
124 public override bool CollidingGround
125 {
126 get { return false; }
127 set { return; }
128 }
129
130 public override bool CollidingObj
131 {
132 get { return false; }
133 set { return; }
134 }
135
136 public override bool Stopped
137 {
138 get { return false; }
139 }
140
141 public override Vector3 Position
142 {
143 get
144 {
145 Vector3 pos = Vector3.Zero;
146 Vec3 vec = _prim.Position;
147 pos.X = vec.X;
148 pos.Y = vec.Y;
149 pos.Z = vec.Z;
150 return pos;
151 }
152 set
153 {
154 Vector3 vec = value;
155 Vec3 pos = new Vec3();
156 pos.X = vec.X;
157 pos.Y = vec.Y;
158 pos.Z = vec.Z;
159 _prim.Position = pos;
160 }
161 }
162
163 public override PrimitiveBaseShape Shape
164 {
165 set { return; }
166 }
167
168 public override Vector3 Velocity
169 {
170 get { return _velocity; }
171 set { _velocity = value; }
172 }
173
174 public override Vector3 Torque
175 {
176 get { return Vector3.Zero; }
177 set { return; }
178 }
179
180 public override float CollisionScore
181 {
182 get { return 0f; }
183 set { }
184 }
185
186 public override bool Kinematic
187 {
188 get { return _prim.Kinematic; }
189 set { _prim.Kinematic = value; }
190 }
191
192 public override Quaternion Orientation
193 {
194 get
195 {
196 Quaternion res;
197 PhysXWrapper.Quaternion quat = _prim.GetOrientation();
198 res.W = quat.W;
199 res.X = quat.X;
200 res.Y = quat.Y;
201 res.Z = quat.Z;
202 return res;
203 }
204 set { }
205 }
206
207 public override Vector3 Acceleration
208 {
209 get { return _acceleration; }
210 set { _acceleration = value; }
211 }
212
213 public override void AddForce(Vector3 force, bool pushforce)
214 {
215 }
216
217 public override void AddAngularForce(Vector3 force, bool pushforce)
218 {
219 }
220
221 public override void SetMomentum(Vector3 momentum)
222 {
223 }
224
225 public override Vector3 Size
226 {
227 get { return Vector3.Zero; }
228 set { }
229 }
230
231 public override void link(PhysicsActor obj)
232 {
233 }
234
235 public override void delink()
236 {
237 }
238
239 public override void LockAngularMotion(Vector3 axis)
240 {
241
242 }
243
244 public override float Mass
245 {
246 get { return 0f; }
247 }
248
249 public override Vector3 Force
250 {
251 get { return Vector3.Zero; }
252 set { return; }
253 }
254
255 public override int VehicleType
256 {
257 get { return 0; }
258 set { return; }
259 }
260
261 public override void VehicleFloatParam(int param, float value)
262 {
263
264 }
265
266 public override void VehicleVectorParam(int param, Vector3 value)
267 {
268
269 }
270
271 public override void VehicleRotationParam(int param, Quaternion rotation)
272 {
273
274 }
275
276 public override void VehicleFlags(int param, bool remove) { }
277
278 public override void SetVolumeDetect(int param)
279 {
280
281 }
282
283 public override Vector3 CenterOfMass
284 {
285 get { return Vector3.Zero; }
286 }
287
288 public override Vector3 GeometricCenter
289 {
290 get { return Vector3.Zero; }
291 }
292
293 public override void CrossingFailure()
294 {
295 }
296
297 public override Vector3 PIDTarget { set { return; } }
298 public override bool PIDActive { set { return; } }
299 public override float PIDTau { set { return; } }
300
301 public override float PIDHoverHeight { set { return; } }
302 public override bool PIDHoverActive { set { return; } }
303 public override PIDHoverType PIDHoverType { set { return; } }
304 public override float PIDHoverTau { set { return; } }
305
306 public override Quaternion APIDTarget
307 {
308 set { return; }
309 }
310
311 public override bool APIDActive
312 {
313 set { return; }
314 }
315
316 public override float APIDStrength
317 {
318 set { return; }
319 }
320
321 public override float APIDDamping
322 {
323 set { return; }
324 }
325
326
327
328 public override void SubscribeEvents(int ms)
329 {
330
331 }
332 public override void UnSubscribeEvents()
333 {
334
335 }
336 public override bool SubscribedEvents()
337 {
338 return false;
339 }
340 }
341}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs
deleted file mode 100644
index beb3404..0000000
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs
+++ /dev/null
@@ -1,177 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using Nini.Config;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.PhysXPlugin
40{
41 public class PhysXScene : PhysicsScene
42 {
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
45 private List<PhysXPrim> _prims = new List<PhysXPrim>();
46 private float[] _heightMap = null;
47 private NxPhysicsSDK mySdk;
48 private NxScene scene;
49
50 // protected internal string sceneIdentifier;
51 public PhysXScene(string _sceneIdentifier)
52 {
53 //sceneIdentifier = _sceneIdentifier;
54
55 mySdk = NxPhysicsSDK.CreateSDK();
56 m_log.Info("Sdk created - now creating scene");
57 scene = mySdk.CreateScene();
58 }
59
60 public override void Initialise(IMesher meshmerizer, IConfigSource config)
61 {
62 // Does nothing right now
63 }
64 public override void Dispose()
65 {
66
67 }
68
69 public override void SetWaterLevel(float baseheight)
70 {
71
72 }
73
74 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
75 {
76 Vec3 pos = new Vec3();
77 pos.X = position.X;
78 pos.Y = position.Y;
79 pos.Z = position.Z;
80 PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
81 act.Flying = isFlying;
82 act.Position = position;
83 _characters.Add(act);
84 return act;
85 }
86
87 public override void RemovePrim(PhysicsActor prim)
88 {
89 }
90
91 public override void RemoveAvatar(PhysicsActor actor)
92 {
93 }
94
95 private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
96 {
97 Vec3 pos = new Vec3();
98 pos.X = position.X;
99 pos.Y = position.Y;
100 pos.Z = position.Z;
101 Vec3 siz = new Vec3();
102 siz.X = size.X;
103 siz.Y = size.Y;
104 siz.Z = size.Z;
105 PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
106 _prims.Add(act);
107 return act;
108 }
109
110 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
111 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
112 {
113 return AddPrim(position, size, rotation);
114 }
115
116 public override void AddPhysicsActorTaint(PhysicsActor prim)
117 {
118 }
119
120 public override float Simulate(float timeStep)
121 {
122 float fps = 0f;
123 try
124 {
125 foreach (PhysXCharacter actor in _characters)
126 {
127 actor.Move(timeStep);
128 }
129 scene.Simulate(timeStep);
130 scene.FetchResults();
131 scene.UpdateControllers();
132
133 foreach (PhysXCharacter actor in _characters)
134 {
135 actor.UpdatePosition();
136 }
137 }
138 catch (Exception e)
139 {
140 m_log.Error(e.Message);
141 }
142 return fps;
143 }
144
145 public override void GetResults()
146 {
147 }
148
149 public override bool IsThreaded
150 {
151 // for now we won't be multithreaded
152 get { return (false); }
153 }
154
155 public override void SetTerrain(float[] heightMap)
156 {
157 if (_heightMap != null)
158 {
159 m_log.Debug("PhysX - deleting old terrain");
160 scene.DeleteTerrain();
161 }
162 _heightMap = heightMap;
163 scene.AddTerrain(heightMap);
164 }
165
166 public override void DeleteTerrain()
167 {
168 scene.DeleteTerrain();
169 }
170
171 public override Dictionary<uint, float> GetTopColliders()
172 {
173 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
174 return returncolliders;
175 }
176 }
177}