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authorDavid Walter Seikel2016-11-03 21:44:39 +1000
committerDavid Walter Seikel2016-11-03 21:44:39 +1000
commit134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch)
tree216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BasicPhysics
parentMore changing to production grid. Double oops. (diff)
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Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BasicPhysics')
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs62
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs303
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs316
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs256
4 files changed, 937 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
new file mode 100644
index 0000000..1765ae0
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
@@ -0,0 +1,62 @@
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;
30using Mono.Addins;
31
32// Information about this assembly is defined by the following
33// attributes.
34//
35// change them to the information which is associated with the assembly
36// you compile.
37
38[assembly : AssemblyTitle("BasicPhysicsModule")]
39[assembly : AssemblyDescription("")]
40[assembly : AssemblyConfiguration("")]
41[assembly : AssemblyCompany("http://opensimulator.org")]
42[assembly : AssemblyProduct("BasicPhysicsModule")]
43[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")]
44[assembly : AssemblyTrademark("")]
45[assembly : AssemblyCulture("")]
46
47// This sets the default COM visibility of types in the assembly to invisible.
48// If you need to expose a type to COM, use [ComVisible(true)] on that type.
49
50[assembly : ComVisible(false)]
51
52// The assembly version has following format :
53//
54// Major.Minor.Build.Revision
55//
56// You can specify all values by your own or you can build default build and revision
57// numbers with the '*' character (the default):
58
59[assembly : AssemblyVersion("0.8.2.*")]
60
61[assembly: Addin("OpenSim.Region.PhysicsModule.BasicPhysics", OpenSim.VersionInfo.VersionNumber)]
62[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs
new file mode 100644
index 0000000..e7b30ba
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs
@@ -0,0 +1,303 @@
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 OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.PhysicsModules.SharedBase;
34
35namespace OpenSim.Region.PhysicsModule.BasicPhysics
36{
37 public class BasicActor : PhysicsActor
38 {
39 public BasicActor(Vector3 size)
40 {
41 Size = size;
42 }
43
44 public override int PhysicsActorType
45 {
46 get { return (int) ActorTypes.Agent; }
47 set { return; }
48 }
49
50 public override Vector3 RotationalVelocity { get; set; }
51
52 public override bool SetAlwaysRun
53 {
54 get { return false; }
55 set { return; }
56 }
57
58 public override uint LocalID
59 {
60 set { return; }
61 }
62
63 public override bool Grabbed
64 {
65 set { return; }
66 }
67
68 public override bool Selected
69 {
70 set { return; }
71 }
72
73 public override float Buoyancy
74 {
75 get { return 0f; }
76 set { return; }
77 }
78
79 public override bool FloatOnWater
80 {
81 set { return; }
82 }
83
84 public override bool IsPhysical
85 {
86 get { return false; }
87 set { return; }
88 }
89
90 public override bool ThrottleUpdates
91 {
92 get { return false; }
93 set { return; }
94 }
95
96 public override bool Flying { get; set; }
97
98 public override bool IsColliding { get; set; }
99
100 public override bool CollidingGround
101 {
102 get { return false; }
103 set { return; }
104 }
105
106 public override bool CollidingObj
107 {
108 get { return false; }
109 set { return; }
110 }
111
112 public override bool Stopped
113 {
114 get { return false; }
115 }
116
117 public override Vector3 Position { get; set; }
118
119 public override Vector3 Size { get; set; }
120
121 public override PrimitiveBaseShape Shape
122 {
123 set { return; }
124 }
125
126 public override float Mass
127 {
128 get { return 0f; }
129 }
130
131 public override Vector3 Force
132 {
133 get { return Vector3.Zero; }
134 set { return; }
135 }
136
137 public override int VehicleType
138 {
139 get { return 0; }
140 set { return; }
141 }
142
143 public override void VehicleFloatParam(int param, float value)
144 {
145
146 }
147
148 public override void VehicleVectorParam(int param, Vector3 value)
149 {
150
151 }
152
153 public override void VehicleRotationParam(int param, Quaternion rotation)
154 {
155
156 }
157
158 public override void VehicleFlags(int param, bool remove)
159 {
160
161 }
162
163 public override void SetVolumeDetect(int param)
164 {
165
166 }
167
168 public override Vector3 CenterOfMass
169 {
170 get { return Vector3.Zero; }
171 }
172
173 public override Vector3 GeometricCenter
174 {
175 get { return Vector3.Zero; }
176 }
177
178 public override Vector3 Velocity { get; set; }
179
180 public override Vector3 Torque
181 {
182 get { return Vector3.Zero; }
183 set { return; }
184 }
185
186 public override float CollisionScore
187 {
188 get { return 0f; }
189 set { }
190 }
191
192 public override Quaternion Orientation
193 {
194 get { return Quaternion.Identity; }
195 set { }
196 }
197
198 public override Vector3 Acceleration { get; set; }
199
200 public override bool Kinematic
201 {
202 get { return true; }
203 set { }
204 }
205
206 public override void link(PhysicsActor obj)
207 {
208 }
209
210 public override void delink()
211 {
212 }
213
214 public override void LockAngularMotion(Vector3 axis)
215 {
216 }
217
218 public override void AddForce(Vector3 force, bool pushforce)
219 {
220 }
221
222 public override void AddAngularForce(Vector3 force, bool pushforce)
223 {
224 }
225
226 public override void SetMomentum(Vector3 momentum)
227 {
228 }
229
230 public override void CrossingFailure()
231 {
232 }
233
234 public override Vector3 PIDTarget
235 {
236 set { return; }
237 }
238
239 public override bool PIDActive
240 {
241 get { return false; }
242 set { return; }
243 }
244
245 public override float PIDTau
246 {
247 set { return; }
248 }
249
250 public override float PIDHoverHeight
251 {
252 set { return; }
253 }
254
255 public override bool PIDHoverActive
256 {
257 set { return; }
258 }
259
260 public override PIDHoverType PIDHoverType
261 {
262 set { return; }
263 }
264
265 public override float PIDHoverTau
266 {
267 set { return; }
268 }
269
270 public override Quaternion APIDTarget
271 {
272 set { return; }
273 }
274
275 public override bool APIDActive
276 {
277 set { return; }
278 }
279
280 public override float APIDStrength
281 {
282 set { return; }
283 }
284
285 public override float APIDDamping
286 {
287 set { return; }
288 }
289
290 public override void SubscribeEvents(int ms)
291 {
292 }
293
294 public override void UnSubscribeEvents()
295 {
296 }
297
298 public override bool SubscribedEvents()
299 {
300 return false;
301 }
302 }
303}
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs
new file mode 100644
index 0000000..5383f1b
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs
@@ -0,0 +1,316 @@
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 OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.PhysicsModules.SharedBase;
34
35namespace OpenSim.Region.PhysicsModule.BasicPhysics
36{
37 public class BasicPhysicsPrim : PhysicsActor
38 {
39 private Vector3 _size;
40// private PrimitiveBaseShape _shape;
41
42 public BasicPhysicsPrim(
43 string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
44 {
45 Name = name;
46 LocalID = localId;
47 Position = position;
48 Size = size;
49 Orientation = orientation;
50 Shape = shape;
51 }
52
53 public override int PhysicsActorType
54 {
55 get { return (int) ActorTypes.Agent; }
56 set { return; }
57 }
58
59 public override Vector3 RotationalVelocity { get; set; }
60
61 public override bool SetAlwaysRun
62 {
63 get { return false; }
64 set { return; }
65 }
66
67 public override uint LocalID
68 {
69 set { return; }
70 }
71
72 public override bool Grabbed
73 {
74 set { return; }
75 }
76
77 public override bool Selected
78 {
79 set { return; }
80 }
81
82 public override float Buoyancy
83 {
84 get { return 0f; }
85 set { return; }
86 }
87
88 public override bool FloatOnWater
89 {
90 set { return; }
91 }
92
93 public override bool IsPhysical
94 {
95 get { return false; }
96 set { return; }
97 }
98
99 public override bool ThrottleUpdates
100 {
101 get { return false; }
102 set { return; }
103 }
104
105 public override bool Flying { get; set; }
106
107 public override bool IsColliding { get; set; }
108
109 public override bool CollidingGround
110 {
111 get { return false; }
112 set { return; }
113 }
114
115 public override bool CollidingObj
116 {
117 get { return false; }
118 set { return; }
119 }
120
121 public override bool Stopped
122 {
123 get { return false; }
124 }
125
126 public override Vector3 Position { get; set; }
127
128 public override Vector3 Size
129 {
130 get { return _size; }
131 set {
132 _size = value;
133 _size.Z = _size.Z / 2.0f;
134 }
135 }
136
137 public override PrimitiveBaseShape Shape
138 {
139// set { _shape = value; }
140 set {}
141 }
142
143 public override float Mass
144 {
145 get { return 0f; }
146 }
147
148 public override Vector3 Force
149 {
150 get { return Vector3.Zero; }
151 set { return; }
152 }
153
154 public override int VehicleType
155 {
156 get { return 0; }
157 set { return; }
158 }
159
160 public override void VehicleFloatParam(int param, float value)
161 {
162
163 }
164
165 public override void VehicleVectorParam(int param, Vector3 value)
166 {
167
168 }
169
170 public override void VehicleRotationParam(int param, Quaternion rotation)
171 {
172
173 }
174
175 public override void VehicleFlags(int param, bool remove)
176 {
177
178 }
179
180 public override void SetVolumeDetect(int param)
181 {
182
183 }
184
185 public override Vector3 CenterOfMass
186 {
187 get { return Vector3.Zero; }
188 }
189
190 public override Vector3 GeometricCenter
191 {
192 get { return Vector3.Zero; }
193 }
194
195 public override Vector3 Velocity { get; set; }
196
197 public override Vector3 Torque
198 {
199 get { return Vector3.Zero; }
200 set { return; }
201 }
202
203 public override float CollisionScore
204 {
205 get { return 0f; }
206 set { }
207 }
208
209 public override Quaternion Orientation { get; set; }
210
211 public override Vector3 Acceleration { get; set; }
212
213 public override bool Kinematic
214 {
215 get { return true; }
216 set { }
217 }
218
219 public override void link(PhysicsActor obj)
220 {
221 }
222
223 public override void delink()
224 {
225 }
226
227 public override void LockAngularMotion(Vector3 axis)
228 {
229 }
230
231 public override void AddForce(Vector3 force, bool pushforce)
232 {
233 }
234
235 public override void AddAngularForce(Vector3 force, bool pushforce)
236 {
237 }
238
239 public override void SetMomentum(Vector3 momentum)
240 {
241 }
242
243 public override void CrossingFailure()
244 {
245 }
246
247 public override Vector3 PIDTarget
248 {
249 set { return; }
250 }
251
252 public override bool PIDActive
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override float PIDTau
259 {
260 set { return; }
261 }
262
263 public override float PIDHoverHeight
264 {
265 set { return; }
266 }
267
268 public override bool PIDHoverActive
269 {
270 set { return; }
271 }
272
273 public override PIDHoverType PIDHoverType
274 {
275 set { return; }
276 }
277
278 public override float PIDHoverTau
279 {
280 set { return; }
281 }
282
283 public override Quaternion APIDTarget
284 {
285 set { return; }
286 }
287
288 public override bool APIDActive
289 {
290 set { return; }
291 }
292
293 public override float APIDStrength
294 {
295 set { return; }
296 }
297
298 public override float APIDDamping
299 {
300 set { return; }
301 }
302
303 public override void SubscribeEvents(int ms)
304 {
305 }
306
307 public override void UnSubscribeEvents()
308 {
309 }
310
311 public override bool SubscribedEvents()
312 {
313 return false;
314 }
315 }
316}
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
new file mode 100644
index 0000000..20b337a
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
@@ -0,0 +1,256 @@
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 Mono.Addins;
32using OpenMetaverse;
33using OpenSim.Framework;
34using OpenSim.Region.PhysicsModules.SharedBase;
35using OpenSim.Region.Framework.Scenes;
36using OpenSim.Region.Framework.Interfaces;
37
38namespace OpenSim.Region.PhysicsModule.BasicPhysics
39{
40 /// <summary>
41 /// This is an incomplete extremely basic physics implementation
42 /// </summary>
43 /// <remarks>
44 /// Not useful for anything at the moment apart from some regression testing in other components where some form
45 /// of physics plugin is needed.
46 /// </remarks>
47 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")]
48 public class BasicScene : PhysicsScene, INonSharedRegionModule
49 {
50 private List<BasicActor> _actors = new List<BasicActor>();
51 private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
52 private float[] _heightMap;
53 private Vector3 m_regionExtent;
54
55 private bool m_Enabled = false;
56
57 //protected internal string sceneIdentifier;
58 #region INonSharedRegionModule
59 public string Name
60 {
61 get { return "basicphysics"; }
62 }
63
64 public Type ReplaceableInterface
65 {
66 get { return null; }
67 }
68
69 public void Initialise(IConfigSource source)
70 {
71 // TODO: Move this out of Startup
72 IConfig config = source.Configs["Startup"];
73 if (config != null)
74 {
75 string physics = config.GetString("physics", string.Empty);
76 if (physics == Name)
77 m_Enabled = true;
78 }
79
80 }
81
82 public void Close()
83 {
84 }
85
86 public void AddRegion(Scene scene)
87 {
88 if (!m_Enabled)
89 return;
90
91 EngineType = Name;
92 PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
93
94 scene.RegisterModuleInterface<PhysicsScene>(this);
95 m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
96 base.Initialise(scene.PhysicsRequestAsset,
97 (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]),
98 (float)scene.RegionInfo.RegionSettings.WaterHeight);
99
100 }
101
102 public void RemoveRegion(Scene scene)
103 {
104 if (!m_Enabled)
105 return;
106 }
107
108 public void RegionLoaded(Scene scene)
109 {
110 if (!m_Enabled)
111 return;
112 }
113 #endregion
114
115 public override void Dispose() {}
116
117 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
118 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
119 {
120 BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
121 prim.IsPhysical = isPhysical;
122
123 _prims.Add(prim);
124
125 return prim;
126 }
127
128 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
129 {
130 BasicActor act = new BasicActor(size);
131 act.Position = position;
132 act.Velocity = velocity;
133 act.Flying = isFlying;
134 _actors.Add(act);
135 return act;
136 }
137
138 public override void RemovePrim(PhysicsActor actor)
139 {
140 BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
141 if (_prims.Contains(prim))
142 _prims.Remove(prim);
143 }
144
145 public override void RemoveAvatar(PhysicsActor actor)
146 {
147 BasicActor act = (BasicActor)actor;
148 if (_actors.Contains(act))
149 _actors.Remove(act);
150 }
151
152 public override void AddPhysicsActorTaint(PhysicsActor prim)
153 {
154 }
155
156 public override float Simulate(float timeStep)
157 {
158// Console.WriteLine("Simulating");
159
160 float fps = 0;
161 for (int i = 0; i < _actors.Count; ++i)
162 {
163 BasicActor actor = _actors[i];
164 Vector3 actorPosition = actor.Position;
165 Vector3 actorVelocity = actor.Velocity;
166
167 //Console.WriteLine(
168 // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
169
170 actorPosition.X += actor.Velocity.X * timeStep;
171 actorPosition.Y += actor.Velocity.Y * timeStep;
172
173 if (actor.Position.Y < 0)
174 {
175 actorPosition.Y = 0.1F;
176 }
177 else if (actor.Position.Y >= m_regionExtent.Y)
178 {
179 actorPosition.Y = (m_regionExtent.Y - 0.1f);
180 }
181
182 if (actor.Position.X < 0)
183 {
184 actorPosition.X = 0.1F;
185 }
186 else if (actor.Position.X >= m_regionExtent.X)
187 {
188 actorPosition.X = (m_regionExtent.X - 0.1f);
189 }
190
191 float terrainHeight = 0;
192 if (_heightMap != null)
193 terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X];
194
195 float height = terrainHeight + actor.Size.Z;
196// Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition);
197
198 if (actor.Flying)
199 {
200 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
201 {
202 actorPosition.Z = height;
203 actorVelocity.Z = 0;
204 actor.IsColliding = true;
205 }
206 else
207 {
208 actorPosition.Z += actor.Velocity.Z * timeStep;
209 actor.IsColliding = false;
210 }
211 }
212 else
213 {
214 actorPosition.Z = height;
215 actorVelocity.Z = 0;
216 actor.IsColliding = true;
217 }
218
219 actor.Position = actorPosition;
220 actor.Velocity = actorVelocity;
221 }
222
223 return fps;
224 }
225
226 public override void GetResults()
227 {
228 }
229
230 public override bool IsThreaded
231 {
232 get { return (false); // for now we won't be multithreaded
233 }
234 }
235
236 public override void SetTerrain(float[] heightMap)
237 {
238 _heightMap = heightMap;
239 }
240
241 public override void DeleteTerrain()
242 {
243 }
244
245 public override void SetWaterLevel(float baseheight)
246 {
247 }
248
249 public override Dictionary<uint, float> GetTopColliders()
250 {
251 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
252 return returncolliders;
253 }
254
255 }
256}